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-   -   SE4 Stock Balance Mod (http://forum.shrapnelgames.com/showthread.php?t=9987)

spoon July 23rd, 2003 12:37 AM

Re: SE4 Stock Balance Mod
 
Quote:

Eeep. Ripper Beam: 20 KT/50 damage. This sucker has the highest damage/KT ratio in the game, the only problems being the short range.
<font size="2" face="Verdana, Helvetica, sans-serif">True, but I've never seen anyone use them... The extra damage it has now isn't worth the loss in versatility. It is basically a niche weapon (warp-point defense), and so it deserves to have some (more) punch.
Incinerator beams are weak, and it would be nice to have the WMG even scarier.

minipol July 23rd, 2003 12:51 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Suicide Junkie:
As for the fighters, all the prices could be reduced at once with a mount...
<font size="2" face="Verdana, Helvetica, sans-serif">Cool, that would allow to have effective cheaper fighters in the endgame!

Phoenix-D July 23rd, 2003 12:56 AM

Re: SE4 Stock Balance Mod
 
"True, but I've never seen anyone use them... The extra damage it has now isn't worth the loss in versatility. It is basically a niche weapon (warp-point defense), and so it deserves to have some (more) punch."

Its a -pain- to use them because of the upgrade issue (having to unselect "show only latest" and scroll..and scroll..). Stick them on a WP or base with an extended-range mount.

spoon July 23rd, 2003 01:10 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Phoenix-D:
Stick them on a WP or base with an extended-range mount.
<font size="2" face="Verdana, Helvetica, sans-serif">Still leaves them as mainly a defensive weapon, so an increase in damage seems ok to me. Maybe even reduce the range to 2 to compensate for a larger increase in damage...

Captain Kwok July 23rd, 2003 01:28 AM

Re: SE4 Stock Balance Mod
 
Torpedoes should have a greater range, not an increase to hit modifier.

Regarding niche weapons - I think those are fine. In a real life situtation not all weapons are going to be equally effective in all situations. Some weapons are suited to only one specific task, while others are good for a range of things. Unlike the torpedo etc, most of the niche weapons still have functional uses in the late game phase and can be considered fine.

spoon July 23rd, 2003 01:47 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Captain Kwok:
Torpedoes should have a greater range, not an increase to hit modifier.
<font size="2" face="Verdana, Helvetica, sans-serif">I think there should be a weapon to counter the max-def/bezerker combo, and torpedoes seemed a good choice. However, having low-tech, long-range weapon might be neat as well. What kind of range were you thinking? Would maybe Meson BLasters be a better choice for this niche?

Andrés July 23rd, 2003 01:53 AM

Re: SE4 Stock Balance Mod
 
I guess we'd all fix things differnt ways.
I'd increase damage in torpedoes.

Captain Kwok July 23rd, 2003 01:53 AM

Re: SE4 Stock Balance Mod
 
Beam and bolt weapons are short to mid range since you'd expect them to decrease in energy the further they travelled.

I think a torpedo is like a missile - except that it travels much faster and hence cannot be targeted by point-defense, but lacks the accuracy you'd get with the missile - also why they are listed as direct fire weapons. I'd just like to see their range boosted to a max of about 10. This allows them to be a great secondary weapon although their damage ratio (damage/kT/fire rate)is less than APB etc, their extended range helps to overcome this shortfall.

spoon July 23rd, 2003 02:02 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Captain Kwok:

Regarding niche weapons - I think those are fine. In a real life situtation not all weapons are going to be equally effective in all situations..

<font size="2" face="Verdana, Helvetica, sans-serif">I agree completely - I think every weapon should have its role - and that is where the problem comes in for SE4 - too few weapons fill up too many roles. The APB has both great range and a great damage ratio. The PPB both skips shields and has a great damage ratio.

Might be a valid approach for this mod to seperate each weapon into its own niche, and then balance it from that perspective.

Here is a list of some niches, and which weapons might best fit in that niche:
- long range (Meson BLasters)
- close range only, high damage (rippers)
- skips shields (PPB)
- bonus to hit (torps)
- versatile (APB)
- high damage, low reload (WMG)
- cheap (DUC)

tesco samoa July 23rd, 2003 02:06 AM

Re: SE4 Stock Balance Mod
 
increase cost of advanced military science to 50000....

increase cost of advanced storage ( trait ) to 1500

Decrease speed of missles to 2 and size by 10kt to 20 kt

APB's have damage decrease by range

Same with PPB's , SD's ( And the engine one )

For fighters increase the storage and launch rate of the launchers http://forum.shrapnelgames.com/images/icons/icon7.gif


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