[mod]Next Research System (NRS) 2.3.9

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: [mod]Next Research System (NRS)

Post by Giani »

My super-strong viper vtols were strong because i researched composite alloys #8...
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS)

Post by Iluvalar »

NRSpV114
*BUG FIX : I totally forgot to instruct the autobalance script about the new mean armor and mean damage...
**The good news is now, I know exaclty on what armor I WANT the autobalance to balance, so it will be even stronger than before.
Giani wrote:You made the heavy bodies stronger because of my super-strong viper vtols :(
Sorry if it's not clear yet. When I do changes, it's always before the autobalance. So i can't make anything stronger of weaker that way, it's just different.
And i can never understand what you mean whit prestige being better than researching.
for 1 minute of starting derricks production, you will always have a similar gain in % in research. When i fix the interest rate for power, I intentionally put it just a bit behind that gain. But now, the prestige work the other way around and on long term will become stronger than that gain.
Heretic 2.3 improver and proud of it.
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS)

Post by Iluvalar »

NRSpV115
Extreme changes again.


to achieve exactly this.

The weapon immediatly right (more expensive) and immediatly down (more brutal) will be good counters to that weapon. The best will be the combinating diagonal (top+right). For exemple, flamers will do miracle against cannons. Note that the price of the weapon also determine the type of body to put the weapon on.

I put the warping in grey, because it is the best counter in those cases.
That was false, it's a bit more complicated...
And please, remenber that the weapon modifiers are still valuable :P .
Attachments
NRSWeaponChart.png
Last edited by Iluvalar on 04 May 2012, 21:08, edited 1 time in total.
Heretic 2.3 improver and proud of it.
Kivy
New user
Posts: 3
Joined: 02 May 2012, 15:16

Re: [mod]Next Research System (NRS)

Post by Kivy »

I'll say it im looking forward to this mod when it works into 3.1.8 beta :3 by chance do you have any idea when that will be?
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS)

Post by Iluvalar »

Iluvalar wrote: The weapon immediatly right (more expensive) and immediatly down (more brutal) will be good counters to that weapon. The best will be the combinating diagonal (top+right). For exemple, flamers will do miracle against cannons. Note that the price of the weapon also determine the type of body to put the weapon on.
Sorry that was false, what you need is a weapon that is as much brutal as the enemy weapon is expensive AND a weapon that is just more expensive that the enemy weapon is brutal.

That table stay true but the rules are not that simple as "right + down". I'll try to find a new way to represent that so it's not too hard to memorize...
Heretic 2.3 improver and proud of it.
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: [mod]Next Research System (NRS)

Post by Giani »

For me it is hard to understand what you mean...
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS)

Post by Iluvalar »

I separeted the weapon into 2 set of 3 categories :
*Brutality : Soft, Medium, Brutal.
*Expensiveness : Cheap, Reasonable, Expensive.
There is now weapons in all of the combination.

Because that I fixed the armor layer and it is now meaningful, adjusting your armor to the opponent brutality become interesting.
1) Heavy bodies cut half the damage of a medium weapon which is very good, but will still be overwhelmed by the more brutal weapons.
2) So the light body that spend the less on armor will work better in those case, but will not have protection protect against the soft weapons.
3) The medium body will. But will still not have enough armor for medium damage.

Now, a player in the design screen will want to spend equally between damage and hp. Because the total effectiveness of the design is mainly a multiplication of both. You want them to be squared. Therefore the price of the body will fit the price of the weapon. You can fight that a bit with propulsion and design, but mainly that mean that expensive weapons will have expensive armor.

This lead to the possibility to chose a weapon to fight a different weapon. I still seek a good way to represent that.
Heretic 2.3 improver and proud of it.
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: [mod]Next Research System (NRS)

Post by Giani »

I don't see any reason for having done that change. Now this is VERY complicated for noobs.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
iap
Trained
Trained
Posts: 244
Joined: 26 Sep 2009, 16:08

Re: [mod]Next Research System (NRS)

Post by iap »

I agree it's complicated, but it all sound very interesing.
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS)

Post by Iluvalar »

I have many comments to do to that giani

First, the interest rate system is incredibly noob friendly. Not doing any action IS actually increasing your strength quadraticaly.

Second, the perfect balance between ALL the weapons is also incredibly noob friendly. No weapon that are left behind, no sudden bump of power in a line or another. And hence no "era" were a line beat the crap out of another because of the ROF upgrades that suddenly appeared from no where.

Third, all research require only one prerequisite in NRS. No special tech tree to learn.

That was for noobfriendlyness in NRS. If you still need more help to stay competitive, just say "i cheat for the cause" lol.

Next, That new armor layer worth for about 20% of the outcome. If you combine both effect it's just slightly stronger than any weapon modifier stuff. So both weapon modifiers still the leading layer.

Also, This is not hidden in the game mechanism, it's not really discreet, as it is completely visible in the design screens. You know that you pay for an armor or not.

Finaly, I dont see any reason why I would leave the armor system broken (or in really bad state).
Heretic 2.3 improver and proud of it.
Reg312
Regular
Regular
Posts: 681
Joined: 25 Mar 2011, 18:36

Re: [mod]Next Research System (NRS)

Post by Reg312 »

Giani wrote:For me it is hard to understand what you mean...
i can understand only 60-70%, but i have bad english language and may be i'm a bit lazy to read each message 10 times to get undestanding
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS)

Post by Iluvalar »

Reg312 wrote:
Giani wrote:For me it is hard to understand what you mean...
i can understand only 60-70%, but i have bad english language and may be i'm a bit lazy to read each message 10 times to get undestanding
I'll repeat the essential : The armor layer is fixed; Some weapon will perform bad under some armor quantity. But will either pierce it or cap the minimum 33% Otherwise.

To make sure there was no obvious dead-end in the rock-paper-scissor. I needed to rework the ROF of some weapons and their price to have everything spread evenly.
Heretic 2.3 improver and proud of it.
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS)

Post by Iluvalar »

NRSpV117
*Uplink research time reduced again.
*Command relay price absurd low. Nearly free.
*My commander patch for data collection (commander should be OP a little)
*Heap Bomb are now suicidal bombers for ground.

As a side note :
I feel, the mortars are incredibly better than before. I dramatically improved the ROF. In theory, it also affect the damage, but with the new armor system... They do great even on front line. As a side effect, the "cu" faction seemed to be competitive in the game I just played (sorry prologic :D ).

Mortars are now viable against light bodies. Remember that they splash a lot and flamers are recommended in the armor layer.
Heretic 2.3 improver and proud of it.
zydonk
Trained
Trained
Posts: 453
Joined: 12 Jun 2008, 18:31
Location: Dublin, Ireland

Re: [mod]Next Research System (NRS)

Post by zydonk »

I notice that your NRS mod has reached v117, but the mods available thru the link in the first post above is nowhere near that. Do you have another dload link?
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS)

Post by Iluvalar »

Sorry i removed the link, it was getting old
Attachments
8c-Anarchy_NRSpV117.wz
(320.36 KiB) Downloaded 261 times
Heretic 2.3 improver and proud of it.
Post Reply