I write code. I don't like reading code. That's why I like perl. (Nicknamed "read-only script language")
:p yourself
Ah Perl, my hated foe. "Write once, read never." I'll stick to Lua and MSIL, thank you very much.
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Letting balance thoughts stew on these things, had an incident the other night where the ATs carrying a moderate strength fleet weren't out of line, partially because the AI ended up focus-firing them down one after the other rather than scattering their shots around, which brought down their lifespan boost to something sensible. Slippery problem.
Wonder if the best combo may end up being capping their max possible damage, combined with a hull type change to something more frequently countered to trim their durability in toe to toe slugging matches so you end up forced to unload the fleet faster. Definitely not Polycrystal though, don't want them becoming the sudden best choice for Fortress killing...
Had an idea for a way to figure out potentially good max damage numbers -- looking at whichever starship has otherwise similar stats at the 3000K mark. There should be a certain sense of balance that has driven the assignment of K values to stuff, it's not logical to believe that Arcen assigned K values haphazardly, so why reinvent the wheel when I can use that to get a ballpark idea of what levels of DPS and utility are intended at K cost XYZ.
I'll probably end up kicking out a few variants so people can test and argue about which flavor they think is closest to the mark -- that'll give Keith and Chris an easy shortcut to tweaking these things if everyone ultimately agrees that they need work and can settle on a loose consensus of what feels right.
Thinking about ATs makes me also think about Cloaker starships and how they're kind of pointless IMO outside of cloaking warheads and golems at this stage in the game, but that hasn't gelled into anything that warrants posting about yet.