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

Rollo July 23rd, 2003 10:39 PM

Re: SE4 Stock Balance Mod
 
[quote]Originally posted by geoschmo:
Quote:

...I agree that Meson BLasters are very good early mid game weapon... Giving them a couple more levels is an elegantly simple solution that had not occured to me at all. I like it.
<font size="2" face="Verdana, Helvetica, sans-serif">LOL, that has not occured to you? http://forum.shrapnelgames.com/images/icons/icon12.gif
remember we did this in DNM http://forum.shrapnelgames.com/images/icons/icon10.gif .

Rollo

Rollo July 23rd, 2003 10:41 PM

Re: SE4 Stock Balance Mod
 
here is a suggestion: add bogus tech level requirements to Armor III. This way the AI will not use the unwanted scatter armor.

geoschmo July 23rd, 2003 10:42 PM

Re: SE4 Stock Balance Mod
 
Sheesh, see how hard it is to make even simple changes? LOL

Anyone out there still want to complain about the lack of balance now? http://forum.shrapnelgames.com/images/icons/tongue.gif

tesco samoa July 23rd, 2003 10:44 PM

Re: SE4 Stock Balance Mod
 
Question.

Do we really care about the ai ??? Most of us here are Online players.

I am just wondering if it is worth the time as we all have our own opinions on what a balance is.

geoschmo July 23rd, 2003 10:48 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by tesco samoa:
Question.

Do we really care about the ai ??? Most of us here are Online players.

I am just wondering if it is worth the time as we all have our own opinions on what a balance is.

<font size="2" face="Verdana, Helvetica, sans-serif">I don't personally. If all we are doing was talking about a mod you would be correct. But one of the stated objectives of this discussion was that once completed we were going to put the full court press on Malfador and try to get them to implement the changes into the stock game. The assumption is that they don't mind making balance changes, they just don't have the time or incentive to do it themselves. Making changes that will screw the ai will make the chance of the changes being added ot the stock game less nill.

Geoschmo

PvK July 23rd, 2003 10:53 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by spoon:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by geoschmo:
Giving them a couple more levels is an elegantly simple solution that had not occured to me at all. I like it.

<font size="2" face="Verdana, Helvetica, sans-serif">Wouldn't that make them ai unfriendly, since all ai will stop researching at level 6? Getting them to range 8 with their existing six tech levels is very doable. If you're concerned about the research cheapness, maybe just up Level 1 research cost to 10k or 15k.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well depending on how good you make the higher levels, even as a human I might still deploy MB range 6 rather than the range 8 Versions in late-game, because unless I have racial skill superiority, often it's much easier to hit at range 6 than at range 8. This will be particularly true for AI's which aren't maxed out on Aggressiveness, which describes pretty much all of the stock AI races. For them, range 8 weapons could be a disadvantage, at least if they use Max Weapons Range strategy.

Again though, you are suggesting taking a way a good existing weapon and making more like another existing weapon. If you want another range-8 weapon, I'd rather you add one than change/take away a good range 6 weapon.
Quote:


Keeping them valid in the late-game seems important, but if the PPB isn't nerfed more than a little, they Meson BLasters remain not-so-good for the mid game, either.

<font size="2" face="Verdana, Helvetica, sans-serif">MB are valid in late game. Making lower-research weapons competitive with higher-research weapons, though, would mainly make the tech tree shallower and more bland, it seems to me.
Quote:


Range 8 Meson BLasters would be the alternative to the late game APB (for those using Max Range), which is also a good thing.

<font size="2" face="Verdana, Helvetica, sans-serif">Well, I think range 6 MB are already the alternative to range 8 APB in late-game. Often range 6 weapons beat range 8 weapons in late game because the range 8 weapons (set to Max Range) miss much more often than the range 6 weapons do.

If you give MB range 8, they wouldn't be so much an alternative to APB as the nearly the same thing as APB. If you're interested in that slight variation, I suggest adding a weapon, but not taking away the existing MB.

MB are already interesting by being faster to research to a good level than APB, yet not having quite as good range or damage ratios at the high end. That's interesting.

Unmodded MB are also one of the best weapons in the game, even in late-game. It's the APB that stands out as being the most powerful at level XII. Tweaking the MB to be more powerful would still leave all the other weapons in the game far behind the APB. If you're focusing on APB vs. MB in late-game, it seems to me the thing to change would be to reduce the appeal of APB somehow.

PvK

Captain Kwok July 23rd, 2003 10:57 PM

Re: SE4 Stock Balance Mod
 
Double Ugh! Why does everyone keep saying to make torpedoes better with a to-hit modifier! This makes no sense! A beam weapon like APB is almost instantaneous to strike it's target which can't really evade it, while a torpedo is moving fairly fast and won't be able to make quick sharp turns if the target makes a sudden move, so is more likely to miss than the beam.

It just needs to have more range and maybe a little more umph in the power department!

geoschmo July 23rd, 2003 11:05 PM

Re: SE4 Stock Balance Mod
 
PvK, there is logic to your post, but adding a weapon would either require rewriting all the AI research and design files, or we'd end up with a weapon that the AI never uses. I am not sure I like either of those.

Kwok. We are simply trying to find a good way to give the torps more value since they are pretty consistantnly regarded as a poor weapon. Giving them a better chance to hit is a way to give them a little disticntivness as well and some "non-traditional value". More damage/more range being the only answers to the questions gets boring after a while. It doesn't have to make sense. http://forum.shrapnelgames.com/images/icons/icon10.gif

Geoschmo

[ July 23, 2003, 22:06: Message edited by: geoschmo ]

spoon July 23rd, 2003 11:05 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Captain Kwok:
Double Ugh! Why does everyone keep saying to make torpedoes better with a to-hit modifier! This makes no sense!

<font size="2" face="Verdana, Helvetica, sans-serif">Everyone knows that a space torpedo exlodes when it gets near its target, and it's the bLast radius that translates into its bonus to hit http://forum.shrapnelgames.com/images/icons/icon10.gif

[ July 23, 2003, 22:10: Message edited by: spoon ]

tesco samoa July 23rd, 2003 11:08 PM

Re: SE4 Stock Balance Mod
 
I think it is a question to be answered.

As my opinion of stock balance differes greatly from some of the stuff posted here.

Example

Weapons that have a reload of 1 should have the least amount of damage and range

and as the reload time increases so should the base range and / or damage

So max range for a 1 reload would be within the 1 to 3 range ( exception would be the tractor/ repulser )
2 reload would be the 2 to 5 range
3 reload would be the 3 to 8 range
Plus mounts

seekers stay at their current ranges and when you get to the Last level the reload time should decrease to 2

PD damage decreases on range and increase the size of the pd by 10kt and triple the cost of the pd reserach.

I think that missles should decrease in fire rate , and the size should get smaller on the high end ones.

Advanced military science at 50000 a level removes the cheap cloaking counter.

and finally advanced storage racial trait should be 1500

This to me adds balance. Some will agree some will disagree.

And what is the prereq for when an item is agreed upon.

100 % or 75% of the posters agree to the change.

Then would we weight our items and agree on the weight as well ??

These ideas need to be figured out as well.

geoschmo July 23rd, 2003 11:10 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by spoon:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Captain Kwok:
[QB]Double Ugh! Why does everyone keep saying to make torpedoes better with a to-hit modifier! This makes no sense!
[QB]

<font size="2" face="Verdana, Helvetica, sans-serif">Everyone knows that a space torpedo exlodes when it gets near its target, and it's the bLast radius that translates into its bonus to hit http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Right. And since beam weapons don't really go the speed of light, at least they don't in every show I have ever seen, they aren't a sure thing to hit. A torpedo is too fast to be effectively evaded, but it can have some homing ability that a beam cannot so can make up for mistakes made in aiming, which a beam cannot.

We can make up anything we want to and make it sound plausible. http://forum.shrapnelgames.com/images/icons/icon10.gif

Geoschmo

geoschmo July 23rd, 2003 11:14 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by tesco samoa:
And what is the prereq for when an item is agreed upon.

100 % or 75% of the posters agree to the change.

Then would we weight our items and agree on the weight as well ??

<font size="2" face="Verdana, Helvetica, sans-serif">I think a good balance mod is going to be one which very few people like everything, but in which most people can still tolerate the changes they don't like. Balance will require compromise. So it would come down more to weight I think.

Geoschmo

spoon July 23rd, 2003 11:30 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by PvK:
Well depending on how good you make the higher levels, even as a human I might still deploy MB range 6 rather than the range 8 Versions in late-game, because unless I have racial skill superiority, often it's much easier to hit at range 6 than at range 8. This will be particularly true for AI's which aren't maxed out on Aggressiveness, which describes pretty much all of the stock AI races. For them, range 8 weapons could be a disadvantage, at least if they use Max Weapons Range strategy.
<font size="2" face="Verdana, Helvetica, sans-serif">You could always give them a small bonus to hit to compensate, like 10%.

Quote:

Again though, you are suggesting taking a way a good existing weapon and making more like another existing weapon. If you want another range-8 weapon, I'd rather you add one than change/take away a good range 6 weapon.
<font size="2" face="Verdana, Helvetica, sans-serif">It's an ok weapon, but I never use it because it is beat out easily by PPBs mid game and APBs late game. There is never a time I wish I had MBs. DUCs are fine until PPBs come Online.

Of course, if PPBs are nerfed more than a little, then MBs (as is) become more viable as a mid-game weapon.

Quote:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">
Keeping them valid in the late-game seems important, but if the PPB isn't nerfed more than a little, they Meson BLasters remain not-so-good for the mid game, either.

<font size="2" face="Verdana, Helvetica, sans-serif">MB are valid in late game. Making lower-research weapons competitive with higher-research weapons, though, would mainly make the tech tree shallower and more bland, it seems to me.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">It would still be less effective than the APB for Point Blank strategies, and would only be worthwhile for people pursuing a Max Range strategy. I don't think it diminishes the tech tree at all.

Quote:

If you give MB range 8, they wouldn't be so much an alternative to APB as the nearly the same thing as APB. If you're interested in that slight variation, I suggest adding a weapon, but not taking away the existing MB.
<font size="2" face="Verdana, Helvetica, sans-serif">I'd be fine with that too - which weapon do you suggest?

Quote:

Unmodded MB are also one of the best weapons in the game, even in late-game. It's the APB that stands out as being the most powerful at level XII. Tweaking the MB to be more powerful would still leave all the other weapons in the game far behind the APB. If you're focusing on APB vs. MB in late-game, it seems to me the thing to change would be to reduce the appeal of APB somehow.
<font size="2" face="Verdana, Helvetica, sans-serif">I was sort of using the APB as the "standard" to base balancing on. I like that it is the best general weapon, given how much research it takes to get to level 12. However, I still think other weapons should be viable in the late game, which means giving each of them a niche.

Suicide Junkie July 23rd, 2003 11:33 PM

Re: SE4 Stock Balance Mod
 
Quote:

and finally advanced storage racial trait should be 1500
<font size="2" face="Verdana, Helvetica, sans-serif">Rather than increase the cost, why not decrease the effect? That way, no AI modifications are required.

Quote:

Weapons that have a reload of 1 should have the least amount of damage and range

and as the reload time increases so should the base range and / or damage

So max range for a 1 reload would be within the 1 to 3 range ( exception would be the tractor/ repulser )
2 reload would be the 2 to 5 range
3 reload would be the 3 to 8 range
Plus mounts
<font size="2" face="Verdana, Helvetica, sans-serif">While I would agree with that being a reasonable universe setup overall, there should definitely be exceptions to that system.

And it has very little resemblance to unmodded SE4, so it can't really be applied to this project.

spoon July 23rd, 2003 11:47 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Rollo:
just want to point out that any changes to the Talisman is likely to screw up religious AI.

I assume a lot of designs use the 'always hit' ability (I know the UF does). If such a component is not available it will cripple the AI.

Rollo

<font size="2" face="Verdana, Helvetica, sans-serif">I assume this is equally true for the Quantum Reactor (ie, if you change the effect, then the ai won't know to put it on their ships).

Since changing the comp size is also bad, and Geo pointed out that greatly increasing the cost might drive the ai bankrupt, what options do we have to balance these two items?

Is there anything about what the ai does that human players don't that we can take advantage of? For example, does the AI tend to build way too many farming facilities? (I have no idea). If they did, we could safely increase the organics cost of these components without have to worry about ai bankruptcy... That wouldn't be the ideal balance, but it would be something...

Gozra July 23rd, 2003 11:54 PM

Re: SE4 Stock Balance Mod
 
I would like to propose only 3 modifications be put up for a vote.

1 Weaken pdc's. This helps fighters and missles

2 Increase the cost of the Talisman by a factor of 5

3 Reduce the warp opener range the max needs to be 150 LY or less

I also might add from some of the comments that a few of you have not been in any huge end games. With lots of ships and planets and big production many of the blance problems are minimized. I am in turn 170 of a game and watched 3 Groups of my fighters take out 3 dreadnoughts in a small fleet battle. Every weapon can be used to advantage at the end game. The only reason to 'Balance' the game is to help new players have fun.

spoon July 23rd, 2003 11:55 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Suicide Junkie:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">and finally advanced storage racial trait should be 1500
<font size="2" face="Verdana, Helvetica, sans-serif">Rather than increase the cost, why not decrease the effect? That way, no AI modifications are required.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Drop it to 110% (instead of 120%)?

Other traits that could use attention:

Advanced Power Conservation: 50% less power usage (instead of 25%)?

Hardy Industrialist: 120% SY rate (instead of 125%)?

Katchoo July 23rd, 2003 11:57 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by spoon:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Captain Kwok:
Double Ugh! Why does everyone keep saying to make torpedoes better with a to-hit modifier! This makes no sense!

<font size="2" face="Verdana, Helvetica, sans-serif">Everyone knows that a space torpedo exlodes when it gets near its target, and it's the bLast radius that translates into its bonus to hit http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Why don't we take torpedoes in a slightly different direction, and make the damage increase as the range increases? This would make the torps the only weapon in the game that doesn't stand pat or get weaker the further out it goes.

As for explaining why it would do this in the first place, lets all just assume that the torp is fitted with an anti-matter explosive that gets more volitile the longer it's encased in the torp shell.

Doable?

Phoenix-D July 24th, 2003 12:05 AM

Re: SE4 Stock Balance Mod
 
"This makes no sense! A beam weapon like APB is almost instantaneous to strike it's target which can't really evade it, while a torpedo is moving fairly fast and won't be able to make quick sharp turns if the target makes a sudden move, so is more likely to miss than the beam."

The torp may well have a proximity charge and/or a limited ability to seek. That, and why would a beam weapon be almost instant? These aren't lasers; the APB is just a stream of anti-particles, no difference from a DUC slug except that when it hits matter, it makes a bigger boom.

Suicide Junkie July 24th, 2003 12:16 AM

Re: SE4 Stock Balance Mod
 
Summary
Unsorted Issues
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">One-resource bonus facilities have no advantage over All-three bonus facilities. </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Fighters & Missiles too weak / PDC to powerful</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Climate Control Facilities too weak</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Medical Lab plague prevention effect too low</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Talisman too powerful</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Quantum Reactors too powerful</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">PDC, PPB too powerful</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Torpedoes, Graviton Hellbore, Incinerator, too weak.</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Ship Training too powerful</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Not enough room for Weapon Platforms</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">High level Intel ops too effective</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">All of the new damage types not used</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Fighter Rocket pods -> Seekers?</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Supply Storage should count as Cargo for ship restrictions.
    </font>
<font size="2" face="Verdana, Helvetica, sans-serif">Trivial Changes:
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Add range to Tractor Beam III so its full pull effect can be used.
    </font>
<font size="2" face="Verdana, Helvetica, sans-serif">Moderate Changes:
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Large increase of cargo value for Cargo Facilities {Suggest values} </font>
<font size="2" face="Verdana, Helvetica, sans-serif">

[ July 23, 2003, 23:39: Message edited by: Suicide Junkie ]

TerranC July 24th, 2003 12:35 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Suicide Junkie:
Supply Storage counts as Cargo for ship restrictions.
<font size="2" face="Verdana, Helvetica, sans-serif">Since when?

Suicide Junkie July 24th, 2003 12:39 AM

Re: SE4 Stock Balance Mod
 
Ok, "should count as"

spoon July 24th, 2003 12:54 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Suicide Junkie:

High level Intel ops too effective

<font size="2" face="Verdana, Helvetica, sans-serif">Since I have this handy, here are some proposed changes to intel projects I came up with a long time ago. Most changes are minor, so if you want to minimize change to stock files, you can safely ignore em. The major changes are in bold. I think the goal was to make intel more of an info-gathering and less of an empire-crippling endeavor. Since that's not really the goal of this mod, feel free to ignore...

General Espionage
Force Concentrations: Lower cost -- 2,000
Queue Concentrations: Lower cost -- 2,000
Ship Blueprints: Lower cost -- 5,000
Covert Recon: Lower cost -- 2,000
Census Thefts: Lower cost -- 2,000
Technological Espionage: no change (150k)
Embassy Taps: Lower cost -- 2,000
Empire Star Charts: Lower cost -- 5,000
Empire Archives: Lower cost -- 10,000
Unit Blueprints: Lower cost -- 5,000
Tech Reports: no change (20,000)

General Sabotage
Economic Disruption: Increase cost -- 30,000
Resource Procurment: Increase cost -- 30,000; Decrease effect to 5k of each resource (instead of 10k)
Technological Sabotage: Increase cost -- 50,000
Intelligence Sabotage: Lower Cost -- 15,000

Planet Sabotage
Weather Disruptions: Increase Cost -- 30,000
Ground Contamination: no change (20,000)
Food Contamination: Decrease effect to killing 5M population (instead of 100M). Or increase cost to 100,000.
Anarchy Groups: Increase Cost -- 20,000
Puppet Political Parties: Remove, or increase cost to 1,000,000
Cargo Maint. Trouble: (no change)
Industrial Sabotage: no change (25,000)

Political Disruption
Trade Distruption: Remove, or increase cost to 400k
Comm Taps no change (15,000)
Comm Mimic: Remove, or increase cost to 500k
Comm Interceptors: no change (10,000)

Ship Sabotage
Ship Bomb: no change (10,000)
Engine Damage: Lower cost -- 5000
Fuel Leak: no change (10,000)
Crew Insurrection: Remove, or increase cost to 100k
Crew Rotation: no change (5,000)
Cargo Bomb: Increase cost -- 7,500
Order Snafu: Lower Cost -- 5,000

[ July 23, 2003, 23:54: Message edited by: spoon ]

PvK July 24th, 2003 01:04 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by geoschmo:
PvK, there is logic to your post, but adding a weapon would either require rewriting all the AI research and design files, or we'd end up with a weapon that the AI never uses. I am not sure I like either of those.
...

<font size="2" face="Verdana, Helvetica, sans-serif">My main point is that the Meson BLaster has value and fills a niche as is, and is not really one of the underpowered weapons of the game. So I don't think it should be changed for a simple balance mod.

If someone wants a range-8 weapon which competes with APB at max-tech, yet is slightly different (no range attenuation), then I think that niche should either be filled by some other weak weapon (torpedo? a new weapon?), or probably better, the APB should be made weaker (how about making APB a "half damage versus shields" weapon???). By reducing the all-around superiority of the APB, all the other weapons in the game would be more interesting in late-game, rather than just an improved MB.

PvK

spoon July 24th, 2003 01:17 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by PvK:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by geoschmo:
[qb]PvK, there is logic to your post, but adding a weapon would either require rewriting all the AI research and design files, or we'd end up with a weapon that the AI never uses. I am not sure I like either of those.
...

<font size="2" face="Verdana, Helvetica, sans-serif">My main point is that the Meson BLaster has value and fills a niche as is, and is not really one of the underpowered weapons of the game. So I don't think it should be changed for a simple balance mod.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Heh, for some reason, when PvK said "new weapon" I thought he meant one of the underpowered weapons we hadn't really addressed yet, like the hellbore or incinerator. But, yeah, we can't add any new weapons...

Quote:

...or probably better, the APB should be made weaker (how about making APB a "half damage versus shields" weapon???).
<font size="2" face="Verdana, Helvetica, sans-serif">That'd be too much, I think. Unless you mean to increase the base damage to compensate. But then you are changing the APB into something else entirely. Maybe half-dam-to-shields would be a great niche for the Incinerator???).

You can't really lower the APB too much - otherwise the MB and PPB overpowers it.

geoschmo July 24th, 2003 01:23 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by PvK:
My main point is that the Meson BLaster has value and fills a niche as is, and is not really one of the underpowered weapons of the game. So I don't think it should be changed for a simple balance mod.

<font size="2" face="Verdana, Helvetica, sans-serif">Good point. I am not a strong proponent of changing the MB. I was simply addressing suggestions that had come up.

Spoon, regarding you intel suggestions. I would merely point out that because of the hinkiness of the current intel system increasing the cost of an intel project makes a project harder to defend against as well.

Quote:

Originally posted by spoon:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Rollo:
just want to point out that any changes to the Talisman is likely to screw up religious AI.

I assume a lot of designs use the 'always hit' ability (I know the UF does). If such a component is not available it will cripple the AI.

Rollo

<font size="2" face="Verdana, Helvetica, sans-serif">I assume this is equally true for the Quantum Reactor (ie, if you change the effect, then the ai won't know to put it on their ships).

Since changing the comp size is also bad, and Geo pointed out that greatly increasing the cost might drive the ai bankrupt, what options do we have to balance these two items?
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">After a little digging I think the problem here is not as serious as we thought. The stock Norak AI has a call for combat sensors. This makes sense as you wouldn't want the ships at a severe disadvantage prior to the discovery of the talisman. If we make the talisman a more powerful Version of the combat sensors it will still be used on their designs. It will simply be placed on the ship through a different design call. We won't even have to make a change to the files. The call for the always hit ability will simply be ignored since there will be no component that can satisfy it.

EDIT: Although it appears that the UF specifically do not have the design call for combat sensors. I am not sure for the reason behind this, but being that the custom AI's are not as high a priority for this as teh stock AI it's not a deal breaker I don't think. The custom AI's can always be revised. It's not uncommon for this to need done after a new patch anyway.

The same principle applies for the quontum reactor. All the AI stock ship designs that I looked at have a call in them for supply storage. (EDIT: I shuld have said "Attack ships" here. Not all ship designs have a call for supply storage, but the attack ones do.) If the QR is simply a hign value supply component it will get used and the QR design call will be ignored.

I think these options are much preferable to any sort of increase in cost because of the reasons already stated.

Geoschmo

[ July 24, 2003, 00:38: Message edited by: geoschmo ]

spoon July 24th, 2003 01:31 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by geoschmo:
Spoon, regarding you intel suggestions. I would merely point out that because of the hinkiness of the current intel system increasing the cost of an intel project makes a project harder to defend against as well.
<font size="2" face="Verdana, Helvetica, sans-serif">That is both true but also misleading. The impact of cost increase isn't actually that great on the ability to defend against attack, except under specific circumstances (rare circumstances from my experience, but your mileage may vary).

Suicide Junkie July 24th, 2003 01:36 AM

Re: SE4 Stock Balance Mod
 
In the APB vs MB arena, I just looked up the stats... MB have a very slight power advantage for range 6 only.
I originally had the impression that MB was really weak, but from the comments and a fresh look at the stats, it does seem decent.
To me, knocking off only 5 points of damage from the APB would be reasonable.

---

As for PPB, perhaps an accuracy penalty to reduce the effectiveness and add a bit of flavour at the same time?

----

Intel:
The economic procurement sounds like a very good, and almost trivial change.
The AIs pick randomly AFAIK, so it won't be an issue for them.

Food contamination seems OK to me... Its quite effective on small colonies, but to larger planets its only a turn's worth of population growth.

PPP and Comm Mimic are definitely overpowered, but increasing the cost will cause the AIs to get stuck on such projects when they do try 'em.

Trade disruption and crew insurrection aren't too bad.
The trade rebuilds on its own, and a ship or two rarely makes much of a difference.
perhaps 60k or 75k each would be more than enough, IMO

PvK July 24th, 2003 01:45 AM

Re: SE4 Stock Balance Mod
 
APB at half-damage to shields would use that now-unused ability, and give an interesting disadvantage to the game's most efficient weapon. Shields can be largely countered with Shield Depleters, anyway, so it isn't nearly as crippling a change as it might seem. If that's not a popular idea, then maybe -5 to-hit for APB?

BTW for torpedoes, I'm of the camp that would rather see them do more damage than have a to-hit bonus, for aesthetic reasons. However I think it would do more for balance to give them a to-hit bonus, so I don't mind either way.

I'd give more damage to incinerators, and probably to Ripper Beams too. SE3 Ripper Beams were about twice as powerful as SE4 RB's, but always range 1. Of course, in SE3 this made them almost useless unless defenders, due to the funky movement sequence (defenders could always move to range 2 if they had speed 2+, before the enemy could fire).

However, do we have any indication that MM would ever make the default game to have all these widespread tweaks to weapon performance? I've no doubt most of them would be good for balance, but I'll be surprised if MM will change the default performances much if at all at this point.

PvK

geoschmo July 24th, 2003 01:53 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by PvK:
However, do we have any indication that MM would ever make the default game to have all these widespread tweaks to weapon performance? I've no doubt most of them would be good for balance, but I'll be surprised if MM will change the default performances much if at all at this point.

<font size="2" face="Verdana, Helvetica, sans-serif">Honestly? No indication whatsoever. However, I am of the belief that Aaron listens to his customers. And I believe he has no philosophical problem with balance changes per se, but that he simply feels that he does not have the time to make and test a large set of changes as this himself. It is my hope that if we can stick to the narrow framework we have established, test thouroughly to make sure we aren't causing unforseen problems, and state our case convincingly he will consider adopting them. But if I am wrong and he will not we will have a good solid mod with a decent chance of garnering a wide following, as TDM has done.

Geoschmo

[ July 24, 2003, 00:55: Message edited by: geoschmo ]

PvK July 24th, 2003 01:57 AM

Re: SE4 Stock Balance Mod
 
Yeah, it seems like a worthwhile thing to do, even if it doesn't get included in a patch.

PvK

Suicide Junkie July 24th, 2003 01:58 AM

Re: SE4 Stock Balance Mod
 
Problem with the half damage to shields, is the humans could abuse the Shield depleter/APB combo and use more armor, while the AIs would be left in the cold.

Unless there is a very convincing case for it, I doubt that we can use those damage types here.

spoon July 24th, 2003 02:01 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Suicide Junkie:
To me, knocking off only 5 points of damage from the APB would be reasonable.
<font size="2" face="Verdana, Helvetica, sans-serif">Seems worth a try.
Quote:

As for PPB, perhaps an accuracy penalty to reduce the effectiveness and add a bit of flavour at the same time?
<font size="2" face="Verdana, Helvetica, sans-serif">How much of a to-hit penalty were you talking about?

I really think these should be nerfed so that they are only really good against ships that use unphased shields. As it is, unphased shields are only good for preventing ships capture and engine killers because of the prevalence of PPBs in the mid game. It would be nice to see them in the game as actual damage soakers. If PPBs weren't as good a general utility weapon, you might risk putting 4-5 shield V's on your battleships. Changing reload to 2 or reducing it's damage across the board is easier for me to see what the impact would be than giving it a to-hit penalty - though that is still a very interesting idea...

Quote:

Food contamination seems OK to me... Its quite effective on small colonies, but to larger planets its only a turn's worth of population growth.
<font size="2" face="Verdana, Helvetica, sans-serif">It's all too easy to wipe out a whole system in one turn, and then prevent repopulation through ship-capture. I use this all the time, and it is so effective, it almost makes me feel like I'm cheating.

Quote:

PPP and Comm Mimic are definitely overpowered, but increasing the cost will cause the AIs to get stuck on such projects when they do try 'em.
<font size="2" face="Verdana, Helvetica, sans-serif">Would removing them have an impact on ai? (I would think so for PPP, since it is the only item you get for level 4 applied intel, so the ai would waste time researching it, not to mention hapless newbies...)

So I'd suggest raising their cost as high as you think you can before "getting stuck" becomes an issue. 1M doesn't seem that high for PPP, (250% increase). Comm Mimmic - maybe at 100k?

Quote:

Trade disruption and crew insurrection aren't too bad.
perhaps 60k or 75k each would be more than enough, IMO[/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">Sounds reasonable

Quote:

The trade rebuilds on its own, and a ship or two rarely makes much of a difference.
<font size="2" face="Verdana, Helvetica, sans-serif">Heh, I guess you haven't had your minesweepers stolen from your main fleet... Crew Insurrection can completely stall an attack...

geoschmo July 24th, 2003 02:15 AM

Re: SE4 Stock Balance Mod
 
I disagree with "nerfing" the PPB. I like them as a frontline weapon. I would prefer jsut a smoothing out of their progression and slowing down their research a tad.

My suggestion:

Make them a level cost of 10000 instead of 5000. And change teh weapon damage from

Weapon Damage At Rng := 30 25 25 25 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage At Rng := 45 40 40 40 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage At Rng := 50 45 45 45 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage At Rng := 55 50 50 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage At Rng := 60 55 55 55 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0

to

Weapon Damage At Rng := 30 25 25 25 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage At Rng := 35 30 30 30 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage At Rng := 40 35 35 35 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage At Rng := 50 45 45 45 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage At Rng := 60 55 55 55 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0

I didn't change the level 1 or 5, but smoothed out the big jump from level 1 to level 2.

This isn't an original idea I am sure, but I think it's a good one.

Geoschmo

[ July 24, 2003, 01:16: Message edited by: geoschmo ]

Gozra July 24th, 2003 02:43 AM

Re: SE4 Stock Balance Mod
 
I am curious as to why you fellows are proposing such wide spread changes? It would seem to make sense to make a few changes and see how they work out.
One thing I noticed Is there does seem to be a common thread for changes and that means changing weapons. Which I do not understand why it is so necessary to change weapons? Making them all the same sounds boring.
And also Do the proposed changes have anything to do with your own style of play? Or can you 'prove' that there are improvements in play balance?

[ July 24, 2003, 01:46: Message edited by: Gozra ]

PvK July 24th, 2003 02:47 AM

Re: SE4 Stock Balance Mod
 
Yes, Geo's APB change sounds fine to me. It'll still be the "best" late-game weapon to many players' eyes, but it'll take longer to achieve. More incentive to try to put the research into something else and use a weapon that's easier to research.

PvK

PvK July 24th, 2003 02:54 AM

Re: SE4 Stock Balance Mod
 
Quote:

PPP and Comm Mimic are definitely overpowered, but increasing the cost will cause the AIs to get stuck on such projects when they do try 'em.

--------------------------------------------------------------------------------

Would removing them have an impact on ai? (I would think so for PPP, since it is the only item you get for level 4 applied intel, so the ai would waste time researching it, not to mention hapless newbies...)

So I'd suggest raising their cost as high as you think you can before "getting stuck" becomes an issue. 1M doesn't seem that high for PPP, (250% increase). Comm Mimmic - maybe at 100k?
<font size="2" face="Verdana, Helvetica, sans-serif">


You could just reduce the maximum researchable tech level for Applied Intelligence to 3. Then the no one will be able to research PPP.

I was thinking it'd be interesting to move practically all of the "attack" intel missions into a new (racial?) tech area, which players could then turn off when they set up their games, if they wanted to. Then intel would be used for actually gaining information, instead of for performing ultra-mischief.

PvK

geoschmo July 24th, 2003 03:03 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by PvK:
Yes, Geo's APB change sounds fine to me. It'll still be the "best" late-game weapon to many players' eyes, but it'll take longer to achieve. More incentive to try to put the research into something else and use a weapon that's easier to research.

PvK

<font size="2" face="Verdana, Helvetica, sans-serif">Actually the suggested change I posted was for the PPB.

Geoschmo

PvK July 24th, 2003 03:03 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Gozra:
I am curious as to why you fellows are proposing such wide spread changes? It would seem to make sense to make a few changes and see how they work out.
One thing I noticed Is there does seem to be a common thread for changes and that means changing weapons. Which I do not understand why it is so necessary to change weapons? Making them all the same sounds boring.
And also Do the proposed changes have anything to do with your own style of play? Or can you 'prove' that there are improvements in play balance?

<font size="2" face="Verdana, Helvetica, sans-serif">Good questions. I think that a lot can be done by just modding the start costs, as in my PvK Balance mod (to be completed).

I think though that there are a few issues which are pretty clearly broken (mostly those in SJ's list below). Some of what is being discussed though are more debateable, or ideas some players would just like to see changed.

There are a few players who think torpedoes are good weapons, and even one who likes the Graviton Hellbore (for warp defense, but still... http://forum.shrapnelgames.com/image...s/rolleyes.gif ). So not everyone agrees with such suggestions, and there you can see we have some differences about the details, and how far it makes sense to go in a "simple" balance mod. However there does seem to be a pretty strong consensus on a number of points that would make gameplay more interesting.

I don't think there is much argument to make things more similar, but to try to make some of the things commonly regarded as "nearly useless" to have some effective use (and, a different use from the other things).

PvK

PvK July 24th, 2003 03:11 AM

Re: SE4 Stock Balance Mod
 
Oh! Oops. Well, in that case, I think it addresses the "PPB II is the best one" issue, and helps a wee bit with the "OMG it's only 5000 points" issue, but it doesn't address the "not much point in unphased shields" issue. Since you want to avoid impacting the AI, maybe make it 50000 research points (even level 1 and 2 are good weapons against pre-phased shields under your table) and/or -10 to hit.

PvK

Quote:

Originally posted by geoschmo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by PvK:
Yes, Geo's APB change sounds fine to me. It'll still be the "best" late-game weapon to many players' eyes, but it'll take longer to achieve. More incentive to try to put the research into something else and use a weapon that's easier to research.

PvK

<font size="2" face="Verdana, Helvetica, sans-serif">Actually the suggested change I posted was for the PPB.

Geoschmo
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">

Krsqk July 24th, 2003 04:13 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by PvK:
Oh! Oops. Well, in that case, I think it addresses the "PPB II is the best one" issue, and helps a wee bit with the "OMG it's only 5000 points" issue, but it doesn't address the "not much point in unphased shields" issue. Since you want to avoid impacting the AI, maybe make it 50000 research points (even level 1 and 2 are good weapons against pre-phased shields under your table) and/or -10 to hit.

<font size="2" face="Verdana, Helvetica, sans-serif">I think 50k may be a bit high, but it should be raised, maybe even to 20-25k. High Energy Discharge Weapons is 20k, is much less useful than PPB, and has more levels to research. Maybe HED at 15000 or 17500, and PPB at 20000 or 22500.

Gozra July 24th, 2003 04:21 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Suicide Junkie:
Summary
Unsorted Issues
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Fighters & Missiles too weak / PDC to powerful "yes but it is very hard to stand up to the Fighter/missle storm </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Climate Control Facilities too weak</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Medical Lab plague prevention effect too low</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Talisman too powerful</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Quantum Reactors too powerful</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">PDC, PPB too powerful</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Torpedoes, Graviton Hellbore, Incinerator, too weak.</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Ship Training too powerful</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Not enough room for Weapon Platforms "nope that is what cargo faclities are for"</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">High level Intel ops too effective " not when you maintain your counter intel properly"</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">All of the new damage types not used</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Fighter Rocket pods -> Seekers?</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Supply Storage should count as Cargo for ship restrictions.
    </font>
<font size="2" face="Verdana, Helvetica, sans-serif">Trivial Changes:
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Large increase of cargo value for Cargo Facilities {Suggest values} </font>
<font size="2" face="Verdana, Helvetica, sans-serif">

<font size="2" face="Verdana, Helvetica, sans-serif">A good start but are you thinking about the law of unintended consequenses? The only thing I would change at this point in PDC's and sensors.

QuarianRex July 24th, 2003 04:22 AM

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.

tesco samoa July 24th, 2003 04:31 AM

Re: SE4 Stock Balance Mod
 
or change shields to have phased from the get go...

PvK July 24th, 2003 04:36 AM

Re: SE4 Stock Balance Mod
 
Re PPB:
Quote:

Originally posted by Krsqk:
I think 50k may be a bit high, but it should be raised, maybe even to 20-25k. High Energy Discharge Weapons is 20k, is much less useful than PPB, and has more levels to research. Maybe HED at 15000 or 17500, and PPB at 20000 or 22500.
<font size="2" face="Verdana, Helvetica, sans-serif">The thing about the PPB though is that even with Geo's proposed adjustment of its ability curve, it is still a good weapon even at level 1-2, and the only prerequisite is Physics II IIRC, and Physics I is pretty much necessary anyway. (Compare to SE3, where PPB had VERY limited range, not a lot of damage, and required high-tech shield tech to develop).

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

Krsqk July 24th, 2003 04:41 AM

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.

Suicide Junkie July 24th, 2003 04:46 AM

Re: SE4 Stock Balance Mod
 
Quote:

A good start but are you thinking about the law of unintended consequenses? The only thing I would change at this point in PDC's and sensors.
<font size="2" face="Verdana, Helvetica, sans-serif">Yet another reason why one of the three major goals is to change things as little as possible.

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.

geoschmo July 24th, 2003 05:01 AM

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

mac5732 July 24th, 2003 05:04 AM

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 ]

geoschmo July 24th, 2003 05:13 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by QuarianRex:
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.
<font size="2" face="Verdana, Helvetica, sans-serif">I think that most people that object to the QR object to it on the grounds that you don't need one on every ship, just one on one ship in the fleet. This is imbalancing as far as between the AI and human players as the AI is not smart enough to take advantage of this fact and thus spends a lot more resources for their ships then they need to. Some peopel are suggesting making it more expensive, which actually makes this problem worse. I suppose an alternative fix would be to make the assumption every one will use them once they are researched and make them a lot cheaper. This way the AI isn't penalized for doing something it can't be tought not to do anyway. Losing 20Kt per ship isn't as bad as 1000 more minerals per ship to build to buy and 250 more minerals per ship per turn to maintain.

Quote:

Originally posted by QuarianRex:
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.

<font size="2" face="Verdana, Helvetica, sans-serif">Actually I think we have determined the AI can use the alternative talisman (super sensors) just fine.

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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