Category talk:Weapons

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Table/Info Release Question

Hey all, I have a question that I may have to take to the boards, but I wanted to ask here first. So, How specific should we get in posting the weapon stats? I have a spreadsheet of all the weapons in the demo and what some of the stats are. Things like Cost (which is per mount), Health (Hit Point) Bonus (which is per bank), Damage to Population, Infrastructure and Terraforming, and the "Rating Points" for Fire Rate, Damage, Accuracy and Range that are used on the research screen. I also know where to look for the specific Fire Rate, Damage, Accuracy and Range numbers. So, how much do we post now? I was thinking to only post the things that a player could see in game like cost, HP bonus and the Rating Points, but if the tooltip that Mecron was talking about uses the specific numbers, adding those as well.

As an aside, do we add this info to the weappage template or create a seperate Table/Template for it? I vote for adding it to the weappage template, but either way I think it will work. --Nspace 15:54, 1 August 2006 (PDT)

  • Anyone have any comments? This question is also going to come up about ship sections, so I want to make sure before I start adding new info. --Nspace 10:27, 3 August 2006 (PDT)
    • If we do add the info, I'd go for adding it to the weappage template to keep things clean. As for using it, I think Rorsch should go clear it with the dev's (Rorsch, my more specific asking of use of art will be in the Technology:Talk page). Being so close to release, I'm more than a lil' skitish about uploading too much. Besides, we need to get these lines straight now, so we know what to do if someone else uploads lots of stuff found in the demo here. --The Writer2 11:30, 3 August 2006 (PDT)
      • Why not wait to see what numeric information will be included in the tooltip popup? Also those number as very easy to change so I wouldn't be surprised if they're different between the demo and the final game. --Rorschach 12:38, 3 August 2006 (PDT)

OK, now that the game is out and patched, I'd like to revisit this. I'd like to add a table to the weappage template that includes: Cost (which is per mount), Health (Hit Point) Bonus (which is per bank), Damage to Population, Infrastructure and Terraforming, and the "Rating Points" for Fire Rate, Damage, Accuracy and Range that are displayed on the Research and Design screens. I figure it would be added to the bottom of the page and look something like this. Is that something we would like to do? What does everyone think? --Nspace 12:36, 31 August 2006 (PDT)

  • I'll check with the devs, but considering they don't mind that we put information in the wiki that's direct from the data files like % increases for techs and the like I doubt there will be a concern about using actual damage values. --Rorschach 12:54, 31 August 2006 (PDT)
  • Devs request that we keep it 1-10 scale for now. Might change down the road. --Rorschach 16:17, 31 August 2006 (PDT)
    • That's what I figured, and kind of what I'd prefer to do anyway. :) And with that settled, do you like the idea? *lol* I'm fairly sure that I can deploy it tomorrow, but I may need some help in getting the template acting right (what I have on the Sandbox page is not set up as a template). --Nspace 16:36, 31 August 2006 (PDT)
      • You should be able to edit the template itself. If the extra fields are not filled in I think it will just be blank, so you can change the template once and update the weapons pages as needed instead of all new weapons page info. --Rorschach 20:31, 31 August 2006 (PDT)
    • Aye, they'll go blank, but I'd suggest creating default values for the new variables: {{variable|default value}}, e.g. {{Healthbonus|N/A}}. Your choice; I've just developed a preference for default values after creating the ship section templates. --The Writer2 22:17, 31 August 2006 (PDT)

Things to Add at Some Point

Q: How effective is reflective armour when used against lasers? (Relatively speaking)

A: well its kinda designed for lasers, so pretty good. Red Lasers vs improved reflective? Pretty bad for the red lasers. X-Ray lasers vs standard reflective? Not too bad for the lasers. But since reflection is partly a function of angle...there is always a way to make a shot count if you have the time and wits.

Q: Angle is a factor? That is very interesting, does that mean then that unlike other games lasers will actually bounce off of reflective armor and even retain some destructive value and not simply become a purely graphical effect?

A: Yep...have even managed to hit myself a couple times --The Writer2 00:20, 22 January 2006 (EST)

How about Reflective Coating? --Admin 01:23, 22 January 2006 (EST)

Weapon sizes

Thought: We should create three additional categories for weapon techs, so we can display lists of small, medium, and large weapons. TheDeadlyShoe 01:00, 15 January 2006 (EST)

  • For many weapon techs that's a moot point, so it may just be best to specify the exceptions in their descriptions. --The Writer2 01:11, 15 January 2006 (EST)
What are you talking about? What exceptions? I mean adding a ' Size weapon' category tag to entries like Red Lasers, so that you could look up all weapons that fit in a certain size. TheDeadlyShoe 09:43, 15 January 2006 (EST)
I don't see a problem with that other than the weapons techs having 4 categories, which is a bit much. I did it they way it is now so people could follow the tech tree since not all the techs are available every time they play. The overall reference may be nice, but you won't be getting all "small" weapons every game. --Admin 09:59, 15 January 2006 (EST)
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