CIU weapon balance program - Part 4: Photon Swarm

I think that, first of all, we should talk about the way the bombers currently handle the additional power levels and whether or not this part of the system needs changing.

The BX-6’s max power level is :zap:23. The pre-max level gap starts at :zap:13, meaning it gets no upgrades on :zap:14-22.

I tested the power levels on the BX-6 and the BX-9 with the Laser Cannon and I think I figured out how the firepower increases between the ships.

The power levels follow a linear progression until they reach the pre-max level gap. In case of the Laser Cannon, the increases usually involve adding/upgrading two beams, to which I’ll refer as a single step. This means that, for example, the difference in DPV between :zap:8 and :zap:9 is 200 damage. When max power is reached, one step is skipped, increasing the gap to 400 damage.

The difference between the bombers is that the heavier ones start their pre-max level gap one power level later. So the BX-7 starts it at :zap:14 and maxes out at :zap:24. And so on.

If we decide that the current power level progression system is okay, then we can get on to the balancing.


This is the current power progression of the Laser Cannon. On the standard fighters the Laser Cannon’s DPV increases by 100 damage until :zap:4 where it increases by 200. On the BX series it only does so at :zap:7, which is what makes it weaker on :zap:5-10 compared to the standard version.

The way we can fix this is:

  1. Move levels from :zap:6 onwards one level back to introduce the 200 damage jump on :zap:5.
  2. Generate new penultimate and ultimate power levels based on the same pattern of steps.
  3. Rework levels :zap:1-4 by adding a single beam in the middle of the :zap:0 pattern and increasing its power (DPV stays the same, but I think it transitions better into the new :zap:5).

From left to right: :zap:1-4. I made them asymmetrical just because why not.
laserzap1 laserzap2 laserzap3 laserzap4

So now we fixed the issue of it being too weak on some power levels. If we’d now apply the damage changes proposed in CIU weapon balance program - Part 5: Laser Cannon we’d get this:

It’s not perfect (:zap:4-10 stays the same as on the fighters despite every other power level being stronger), but it sure as hell is better than what we’re dealing with now.

Feedback would be highly appreciated.

[edit] Actually, introducing the 200 damage jump on :zap:4 instead of :zap:5 would fix the last issue (maybe), but I’m really sick of looking at spreadsheets for today.

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