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Re: SE4 Stock Balance Mod
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Re: SE4 Stock Balance Mod
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Re: SE4 Stock Balance Mod
I think that if we actually want to get any of this accepted by MM then we should try to stick with the 'change as little as possible' idea. That means leaving talismans and quantum reactors with their original abilities. The chances of MM effectively removing them from the game are pretty close to nil. Besides, they are not really unbalancing (well not the QR at least). The QR is really just a time saver. You can either equip every ship in your fleet with a supply pod and individually activate them every turn (to be repaited by the fleet shipyard), or you can equip those ships with QR's and save yourself a headache.
As far as the unbalancing supremacy of the talisman is concerned, that (and effective countermeasures) has been discussed in other threads and is interesting considering that it is the only "weapon" in the religious racial tech. In short, the abilities should stay (cause I'm sure that they aren't going anywhere). We already have sensors and supply storage, we don't need super sensors (that the AI cannot propperly take advantage of) or big fat supply tanks. If you wqant to balance them make them harder to get, not impossible to use. Increase the research cost so that their acquisition requires a significant investment. By how much? I'm not sure yet. |
Re: SE4 Stock Balance Mod
or change shields to have phased from the get go...
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Re: SE4 Stock Balance Mod
Re PPB:
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High-Energy Discharge Weapons are much more expensive because they require Propulsion 7 (which isn't really needed until late-game) AND have 10-12 levels to research. So, if for this mod we don't want to curtail the abilities of PPB, or to increase the number of tech levels to get the good Versions (in Proportions, I increased the cost and made the tech area 12 levels with the best Versions only at the end of the tech tree), it seems to me that having an expensive research cost even to get the low levels of the weapon. You have to research Energy Pulse Weapons to level what... 5? ... before they have range 6. PPB starts out at range 6 immediately, and with comparable damage that ignores unphased shields. If level 2 is already a good weapon, and it only takes 6 levels to complete, it seems to me the base cost should be quite high. PvK |
Re: SE4 Stock Balance Mod
I see your point. I might also go for cutting lvl 1 down to range 4, and lvl 2-3 down to range 5.
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Re: SE4 Stock Balance Mod
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Note: The list you quoted was compiled from all the suggestions mentioned on the first 5 pages of this thread, and all are not nessesarily going to be included. |
Re: SE4 Stock Balance Mod
Regarding PPB, I hadn't thought about the range before Pvk. If someone else mentioned it in the myriad of discussions about it I missed it. Actually decreaseing the range of the early levels might be a decent solution. It would be a fairly AI friendly change as well. This would definetly make them less powerful in the mid game where they currently dominate without neutering them at the end game.
Geoschmo |
Re: SE4 Stock Balance Mod
INcrease the AI in use of using Intell, some races don't use it or are very weak in this area, needs to be boosted in regards to AI use, makes it to easy for human player to beat on AI, IMHO only, increase intell for AI's
In regards to ftrs, how about increasing their capacity/size, in order to put more shields & armor on them at least at the med and large levels, thus making them somewhat stronger to take out? just some ideas Mac [ July 24, 2003, 04:06: Message edited by: mac5732 ] |
Re: SE4 Stock Balance Mod
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Making these comps higher research cost is good, but making them too high can cause problems as the AI will still research them when it always has and could fall behind in other areas because of it. That might require adjustments to the ai reasearch files. Of course that's only a problem if we go really high on those. Geoschmo |
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