speedoflight wrote:And there is no need to write -1 if u dont want crew damage, just 0 and thats it.. i already did a bunch of weapons with that behaviour. Of course if i dont want persdamage, i just remove the <persdamage> clausule and thats it, there is no need to write -1 or something else (and with -1 u will be healing, but only if it is a heal bomb).
And yes, Kit, ion blasts can have multiple behaviours since the behaviour of a weapon is based on the type of that weapon (lasers, missiles, beams, bombs). So any ion weapon can be converted to a hull laser, or a fire igniter or watever. Its just the <ion>1</ion) wat makes the laser a ion weapon. Lasers can have any behaviour except healing (ion, breach, lockdown, fire, persdamage, hullbust, crewdamage).
Thank you for the clarification, speedoflight!
I've been mucking around with my weapons stats a bit more too.
I don't think I can make the beam do what I want and have it cost any less than four power. I also gave the bomb and all-around nerf so I could lower its power cost to compensate for the beam.
For the Fire Burst lasers, charge time has been increased while fire chance has been decreased. Though, seeing as I've now balanced these lasers around the vanilla Hull Lasers, and the Fire Bursts don't also have hull damage, I'm entertaining a few more ideas to compensate for that. Either making them do 2 Personnel Damage per shot, 2 System Damage per shot, or raising the charge time in exchange for lower power costs.
Let me know if you feel these balance changes are an improvement or not!