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Tech level is the most important aspect of determining a turrets stats.
Rarity is the next (with large varying RNG possible on results still, its a gamble on this.)
Material really has not shown any difference on stats. Heck some of our tech 33 Trinium rocket launchers we built have 2 times the DPS of the average rolled Avorion turrets at tech 50, and even the best Avorion ones rolled at the turret factory, barely beat that trinium one likely due to tech level not material.
I am almost certain you can randomly create just as good turrets as the turret factory but the range of stats are so wide, and there are so many that have to roll just right, that its a lottery system to see if you get lucky.
I love your mod, as it allows ways to rig material type with far less time/cost using randomly gained turrets to good use. Yes I have a solo game going too, so I have used it.
I can assure you both predetermined recipes still function correctly, and I would argue both of them are very much worth making.
I haven't read into the scripts surrounding turrets being destroyed in combat, if that's in the Lua scripts at all.
However it would make sense that higher material turrets would need more hits to be destroyed on average, slot count seems likely to factor in as well since it's related to the weapon's physical size and thus likelihood of being hit.
Haven't read it though so it's all speculation.
Since I want the game to have different mechanics, as many vanilla are too simple or just terrible for healthy gameplay. I am glad I have mods like this one to fix it.
But I hate using avorion ore for Turret bases. Oginite and Trinium armored turret bases I feel are better for protection, yes hp vs mass, wise I think Avorion wins but besides that point.
if the last two slots dont determine Material type or turret type, then you could manually control what turret material type you create. This could save tons of time I spent testing Material type researching (I had to make lower tech turrets then spam research them to upgrade tech level at higher tech level research stations.) Effectively making random dropped turrets actually useful for tech testing and material control.
Material type I think only affects break off chance ( I believe that is the only really bonus helpful effect of material type on turrets.)
I literally can RNG roll at the research station (in center of galaxy) make a IRON weapon that does the same damage as an Avorion Weapon. Tech level is the only thing that determines max stats a weapon can have. Again, I do believe material type does affect the chance the turret will be blown off if hit by a weapon attack.
And based on RNG of Turret factories, I have seen Tech 33 turrets that out damage most Turrets til about tech 48 on average, and even then manually made turrets at Tech 42 can out damage most turrets you can make/find on average.
(heck even 60%-70% of your tech 52 turrret will SUCK compared to those Tech 42 turrets.)
-Upgrading subsystems (only reason why Research Station is not a useless station)
-Randomly rolling for TECH 51 and 52 weapons to just see what you get end game wise.
(Built turrets of Tech 42 or higher will basically beat any weapon drops normally.)
Heck you can end game push with Trinium tech 32 or 33 turrets (max 34 or 36 before barrier)
-Getting you "the one" know what for story/I like that item alot
(hint if you have lost of money to waste, use trade beacon to summon a trader equipment dock ship, to spam buy something.....yeah its about what? 9 million a pop for what I plan but if you know you know why its good.)
Predetermined research recipes - won't spoil them here, if you know you know - remain intact.
I can only think of one reciepe that actually matters.....and it better be able to stay in considering what it is to the story...and its super useful.
Are there really more then one? Like I havent played around with researching more then auto researching recently.