And it's in. Coming soon to a post-7238 nightly near you.
The option is called "$disable weapon damage scaling for player:", and it will disable the rather arbitrary damage scaling the player is subjected to. In retail, a non-huge primary fired by the player was nerfed to 1 percent of its normal damage potential, secondaries were cut down to 5 percent of normal. With this flag active, players will do full damage against big ships, so you'll have to rely on armor.tbl to do any nerfing you feel necessary.
Hahaha what the **** is this
The_E I am genuinely interested to know how this system works on the code level.
Well, there's not much to it, really. When a "huge" or larger ship gets hit by a weapon that is not "huge", and if that weapon was fired by a player, the damage would get scaled down. In code terms, this is what it looks like:
// if the weapon is a small weapon being fired at a big ship
if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
// if the player is firing it
if ( from_player && !(The_mission.ai_profile->flags2 & AIPF2_PLAYER_WEAPON_SCALE_FIX)) {
// if it's a laser weapon
if(wip->subtype == WP_LASER){
total_scale *= 0.01f;
} else {
total_scale *= 0.05f;
}
}
// scale based on hull
if(hull_pct > 0.1f) {
total_scale *= hull_pct;
} else {
return 0.0f;
}
}