Hey. I'm looking for some helps starting out modding; this looks a lot more complicated (and hopefuly versatile) than the GCII modding options were. Anyway. I'm hoping to give the weapons in game some more differentiation, with the hope of making the choice of laser, missile, or kinetics actually matter (more). To do that, there are several things I'd like to do, and I was hoping someone could tell me how, or if, they can be done.
EDIT; I was going to include a copy of the stats for a weapon in case anyone wanted to show rather than tell, but I couldn't figure out how to make it collapsible, and didn't want to make an eyesore with a loooong post.
Basically, I want to make weapons scale with the size of the ship they are mounted on, and also the target ship, with stats besides size (which was the only thing that scaled with hull size in GCII).
1: I want to make kinetic weapons increase heavily in size, but also in damage, with hull size. Instead of slapping dozens of the same tiny little gun on a big ship, larger hulls would mount larger guns. Say currently a weapon takes up 5 space and does 2 damage on tiny, and 8 space and 2 damage on huge; I'd like to make it take up 20-30 space and do 6-8 damage on a huge hull instead.
2: Scale damage with target hull size. I want to make missiles serve as the primary means for tiny and small hulls to damage big ones. To this end, I want to give missiles a small damage boost against medium and larger hulls (10%, or maybe nerf reload and increase weight until a +1 flat damage boost is reasonable)
3: Scale accuracy with target hull size. In the same fashion, I want to make kinetics hard to use against small, fast targets. Tiny and small ships would use smaller weapons to 'dogfight' but I want the big kinetics on medium and larger hulls to suffer an accuracy penalty against smaller hulls. In addition, missiles will have bonus accuracy against larger targets (with a compensatory nerf to base accuracy, most likely)
I'd also like to try and give medium and larger hulls a little bit of flat DR, something like DMG-1(min 1), to help them tank pinprick damage.
Lastly, and separately, I'd like to know if anyone knows how to mess around with targeting priorities; I think it would be neat to set up some kind of AA weapons or modules to edit how existing weapons work. Basically, imaging using some heavy kinetics as your "ship-killers", but with some smaller, faster lasers also equiped set to target light fighters and escorts. You'd need to be able to set a ship to target different ships with different weapons, basically.