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General FreeSpace => FreeSpace Discussion => Topic started by: Pnakotus on May 01, 2005, 01:45:21 am

Title: FS1 Prometheus question
Post by: Pnakotus on May 01, 2005, 01:45:21 am
I don't have FS1 anymore: are the FSPort .tbl entries for Prom correct?  Were its stats the same between FS1 and 2?  Technically, there are 3 versions (FS1, FS2 refit, and late-FS2 standard), and without checking the FS1 .tbls I can't be sure if the FS1 and FS2-standard Proms are the same.  Can someone fill me in?
Title: FS1 Prometheus question
Post by: WMCoolmon on May 01, 2005, 01:47:55 am
I'm pretty sure the FS2 prom is worse than the Fs1 prom.
Title: FS1 Prometheus question
Post by: Pnakotus on May 01, 2005, 01:50:26 am
I assumed the refit is worse, but 'standard' suggested the later Prom was the same as the FS1 Prom.  My only source atm is the FSPort .tbls, and it's quite possible they glossed over any differences for the sake of compatibility.  I guess I could do the same?

I'm doing research for some .tbl codification, and christ, the ML-16 and VLL really, really suck.  :D

EDIT- The FS1 fluff claims that the Prom is bad vs shields: the FS2 stats don't reflect this.  More incorrect techroom fluff, or did the FSPort change the stats?  Can anyone check the original .tbls for me?
Title: FS1 Prometheus question
Post by: WMCoolmon on May 01, 2005, 02:05:07 am
From fs1:
Code: [Select]
; ----------------------------------------------------------------------------------
$Name: Prometheus
+Title: GTW-5 Prometheus Cannon
+Description:
Prototype
High Energy Usage
High Hull Damage
Moderate Shield Damage
$end_multi_text
+Tech Description:
Fatass description

$end_multi_text
$Model File: none
@Laser Bitmap: laserglow03
@Laser Color:        20, 150, 20
@Laser Length:       10.0
@Laser Head Radius:  1.0
@Laser Tail Radius:  1.0
$Mass: 0.2
$Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.3 ;; in seconds
$Damage: 20
$Armor Factor: 1.3
$Shield Factor: 0.7
$Subsystem Factor: 0.35
$Lifetime: 2.0
$Energy Consumed: 0.40 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 84 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ("player allowed")
$Trail: NO ;; Trail cannot be set if Exhaust is set
$Icon: icongun03
$Anim: LoadGun05
$Impact Explosion: none
Title: FS1 Prometheus question
Post by: Pnakotus on May 01, 2005, 02:13:00 am
Excellent, thanks.  Irritatingly, since the FSPort uses the Prom-S from FS2, I'm not sure there's any point putting the original Prom version in the .tbls.  I guess, if it didn't break the port, it's not such a big deal?
Title: FS1 Prometheus question
Post by: Carl on May 01, 2005, 02:27:31 am
the Prom S is much better than the original.
Title: FS1 Prometheus question
Post by: Hippo on May 01, 2005, 06:18:23 am
i think there are some differences from the Origonal Prom, and the Prom S... Nothing drastic though... Something like mass, or the hear sises... Something pretty inconsequential...
Title: FS1 Prometheus question
Post by: Carl on May 01, 2005, 09:52:57 am
30% more damage per second is not inconsequential.
Title: FS1 Prometheus question
Post by: Night Hammer on May 01, 2005, 05:32:48 pm
yeah that adds up pretty quickly
Title: FS1 Prometheus question
Post by: StratComm on May 01, 2005, 05:47:13 pm
It's not 30% more damage/second.  The weapon profiles are extremely different between Prom and Prom-S; the prometheus originally was almost twice as powerful against hulls as it was against shields; the S variant actually is better against shields than hulls.  The original Prometheus fired faster, but did somewhat less damage per shot.  And it used only 40% of the energy that the S does.  The S, on the other hand, will burn through shields about twice as quickly as the original did.  The differences are hardly inconsequental, but it's not really a fair comparison to ask which is better; they each have their own strengths and weaknesses.

EDIT:

Prometheus:
Shots/second (per barrel): 3.333
Hull Damage/shot: 26
Hull Damage/second: 86.667
Shield Damage/shot: 14
Shield Damage/second: 46.667

Prometheus S:
Shots/second (per barrel): 2.857
Hull Damage/shot: 27
Hull Damage/second: 77.143
Shield Damage/shot: 30
Shield Damage/second: 85.713
Title: FS1 Prometheus question
Post by: Pnakotus on May 01, 2005, 08:09:45 pm
Yeah, it is significant.  However, there is currently no mission whatever that uses the original FS1 Prom: the FSPort uses the Prom-S instead.  So is there any point putting it in the .tbls?
Title: FS1 Prometheus question
Post by: Kosh on May 02, 2005, 03:12:58 am
The Prometheus S did have a much faster velocity than the original did.
Title: FS1 Prometheus question
Post by: Pnakotus on May 02, 2005, 04:07:46 am
Yes, I've noticed the differences.  However, I'm not sure if there's any point including all three, since even FSport doesn't use the actual original.
Title: FS1 Prometheus question
Post by: Kosh on May 02, 2005, 05:47:21 am
I think that Volition went through and changed a lot of stuff for balance. Capital ships are much tougher in the FS1 Port than they ever were in FS1. The Eva takes an eternity to take down......
Title: FS1 Prometheus question
Post by: Cobra on May 02, 2005, 01:30:22 pm
well, why don't the FSPort make everything EXACTLY the same as FS1 in FSPort 2.4 (or .5 or whatever)? Balance issues solved.

Quote
Originally posted by Kosh
The Prometheus S did have a much faster velocity than the original did.


and a higher energy usage.
Title: FS1 Prometheus question
Post by: Pnakotus on May 02, 2005, 04:02:21 pm
Kosh, many of those difficulty issues could be because of SCP changes to the AI.  Although I've completed the FSPort, and I didn't find it particularly difficult, I haven't played FS1 in what?  Six years?

And Cobra, I wasn't aware FSPort was still active.  I had assumed no more releases would be forthcoming.
Title: FS1 Prometheus question
Post by: Mad Bomber on May 02, 2005, 04:23:47 pm
The Prom-S fires less often and does less hull damage, with less energy efficiency than the Prom-O. However, it does about twice the shield damage and has a 1500m range (versus 900 for the Prom-O) which, to me, more than makes up for the deficiency.

And add some line breaks to the fluff of the Prom TBL! It's breaking the forum grid.
Title: FS1 Prometheus question
Post by: Goober5000 on May 02, 2005, 05:26:47 pm
Quote
Originally posted by Pnakotus
I wasn't aware FSPort was still active.  I had assumed no more releases would be forthcoming.
We'll have at least one more release around when we release ST:R.  We may have more releases if people keep reporting bugs.

We'll also start releasing ports of some classic FS1 campaigns. :)
Title: FS1 Prometheus question
Post by: Pnakotus on May 02, 2005, 10:18:34 pm
I didn't know that :)

Are there any plans to use the original Prometheus stats in later releases?  If you guys don't use it, and you're porting the old campaigns... then the original version essentially doesn't exist, and there's no point me worrying about it.

Also, do you guys use non-SCP effects?  The guns look much better in FSPort than in FS2...
Title: FS1 Prometheus question
Post by: Goober5000 on May 03, 2005, 02:06:43 am
I think we'll stick the original Prometheus back in.

The basic Port is designed for retail FS2, but if you have Lightspeed's weapon effects they should show up as well.
Title: FS1 Prometheus question
Post by: Pnakotus on May 03, 2005, 02:25:20 am
I'm playing STL, and the Avenger looks very nice.  I'm not sure *what* I've got installed atm: I thought I had Lightspeeds' nebulas, but it turns out I was wrong.

If you're going to put the original back in, that's excellent.  ATM I'm editing the arm-screen flufftext, so it's just a matter of a few lines.  Let me know what your plans are, if you like: I don't want to be stepping on any toes.

This is certainly a dumb idea, but I almost wish all the military objects - all ships, guns, missiles, etc - were in the one package.  Since those are the resources that campaigns rely on, it would both make installation simpler and allow the FREDDERs to include Great-War era weapons and fighters without worrying about who's got what installed.

I've got a soft spot for Apollos and Athenas, and its sad they're not availible for use in the main vps.
Title: FS1 Prometheus question
Post by: WMCoolmon on May 03, 2005, 03:01:23 am
In order to do that, multiplayer + pilot files have to be updated.
Title: FS1 Prometheus question
Post by: Pnakotus on May 03, 2005, 03:25:32 am
Is that a problem?  I lose my pilots every time I move from one machine to another, or reinstall, or whatever.  I think I remember about six months ago, where subsequent builds kept changing pilot format, and THAT was frustrating.

If there's a change to the multiplayer .tbls coming up, it'd be a good time to get as many changes done as possible, yes?
Title: FS1 Prometheus question
Post by: Kosh on May 05, 2005, 04:28:00 am
Quote
Originally posted by Pnakotus
Kosh, many of those difficulty issues could be because of SCP changes to the AI.  Although I've completed the FSPort, and I didn't find it particularly difficult, I haven't played FS1 in what?  Six years?

And Cobra, I wasn't aware FSPort was still active.  I had assumed no more releases would be forthcoming.



You completly missed my point. I said nothing about the AI. I was talking about how much damage your weapons do against capital ships. I never said it was hard, I said it was harder than the original.


I thought that for the most part the Port used the same table values as the original (obviously except for the Prometheus).