It can be changed on an individual bases, so that every race has different modifiers wrt the standard values. This is for example used in PList 3.0 / 3.1. Klingons shoot approx. 50% faster than standard - which makes them darn efficient at shooting down my fighters... See e.g. http://www.geocities.com/TimesSquare/Re ... cemod.htmlRimstalker wrote:I am not sure though, if the rates can be set for individual races. Maybe in Phost4, will have a look...
No. The recharge rate of a beam consists of two values. One is beam-specific and depends upon the sum of the kill and destructive power and a race specific modifier. The other is more important and is only race-specific.:Commodore Cherek, IRJTN wrote: The recharge rate can be set, but only as a general value (the beams themselves have their own recharge rate, which increases with techlevel).
Beam_hit_odds = Eff_BeamHitOdds + Trunc((Beam_Kill_Power + Beam_Expl_Power) * Eff_BeamHitBonus / 100)
Eff_BeamHitOdds is race specific as well as Eff_BeamHitBonus. Only Beam_Kill_Power and Beam_Expl_Power are beam specific.
That indeed makes experienced ships way stronger than inexperienced. But it depends upon how you define the level improvements; you define the improvement wrt the standard values for every experience level you care to add.Plus it can be influenced by "experience", which is one of the main new features of phost.
EModBayRechargeRate = 4,8,5,0
EModStrikesPerFighter = 0,0,0,1
EModExtraFighterBays = 0,0,1,1
means for example, that there are four experience levels (plus the green level 0). L1 adds 4 to the BayRechargeRate, L2, 8, L3 5 and L4 nothing wrt to the standard BayRechargeRate of 40. This may look bad for L3 and L4, but you gain other bonuses, e.g. at L3 you gain an additional fighter bay and at L4 an additional shot per fighter on your target. That overcompensates the BayRechargeRate.
Regards,Just in case anyone wants to know, in Phost, you change the recharge rate of the beams, odds of a beam weapon hitting a target, switch for beams to fire at incoming fighters before returning to the enemy ship, the rate a ship fires torpedoes, odds of a torpedo hitting a target, the range that a torpedo can be fired, allow planets to have torpedo tubes, etc etc ...
Btw: I know some people despise these many configuration options. But only ship list designers have to worry about all these values. The normal player just uses his / her simulator with the propper game configuration and is fine without even looking at or knowing anything like this.