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Re: SE4 Stock Balance Mod
Everybody should go to #se4 at some point. It is a fun (and occasionally productive) place to be!
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Re: SE4 Stock Balance Mod
An idea to balance offense vs. defense (and PD vs. ftr/skr/sat to boot!)
Cut ALL entries in the data files that affect to-hit chances in half. http://forum.shrapnelgames.com/images/icons/shock.gif This means: 1. Reduce base to hit chance at point blank (in settings.txt) from 100 to 50 2. Reduce to hit chance reduction per square distance from 10 to 5 (so weapons over range 4 are still useful http://forum.shrapnelgames.com/images/icons/icon12.gif ) 3. Reduce offense and defense bonuses/penalties of hulls by half 4. Reduce to-hit bonuses of base mounts by half 5. Reduce to-hit bonuses of Combat Sensors to 12/22/32 6. Reduce defense bonuses of ECM to 10/20/30 7. Reduce defense bonuses of Scattering/Stealth Armor to 3/5/8 8. Reduce to-hit bonuses of certain weapons (WMG, PDC, HEM, etc.) by half\ edit: 9. Reduce offense and defense bonuses/penalties for planets and seekers in Settings.txt (yes, planets DO get an offense bonus, that's why your WP's always seem to hit! http://forum.shrapnelgames.com/images/icons/shock.gif ) edit: well, maybe not the defense penalty for planets http://forum.shrapnelgames.com/images/icons/icon12.gif And anything else I may have forgotten - essentially, do a global search for "Combat To Hit" in the data files and edit those lines http://forum.shrapnelgames.com/images/icons/icon10.gif These changes essentially have the effect of reducing the chance for any attack to hit by one-half (not 50%, but one-half - a 70% to hit becomes 35%, not 20%). This way, ships survive longer in combat and the weapons that go over 99% and get cut off (PDC? WMG? http://forum.shrapnelgames.com/image...s/rolleyes.gif ) get toned down to something in the 50%-99% range. Of course, this would make the Talisman even MORE powerful but I'm assuming we're going to balance it in some way anyway http://forum.shrapnelgames.com/images/icons/icon10.gif [ July 28, 2003, 00:44: Message edited by: Ed Kolis ] |
Re: SE4 Stock Balance Mod
That is an interesting pic in your sig there Ed. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: SE4 Stock Balance Mod
Yeah, I figure, I come up with all these cool ideas for mods but I never get around to implementing them, so I might as well make something of it http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: SE4 Stock Balance Mod
Phew, managed to read the pages I missed since Last wednesday... A whole lot of them http://forum.shrapnelgames.com/image...s/rolleyes.gif
I've another suggestion for the PPB: make it do half damage against shields? I don't know how it works but I'd guess it wouldn't cut it's damage in half when skipping normal shields would it? I for one want it as a sort of a niche weapon since it's special. Making it do half damage against shields would mean it would still be very very deadly against ships with normal shields but would tone it down against phased shields. It should also be changed to improve more steadily as has been suggested. Along with the idea of getting phased shields at the same time with normal shields instead of getting phased shields after researching all the normal shields this would make PPB's a choice, not a substitute for the APB. Some Posts ago a suggestion was made that the talisman could replace combat sensors for religous players. This way you could have multiple tech levels of the talisman and religious players could get them earlier. If combat sensors give 25/45/65 bonus maybe talisman could also be three levels and have bonuses of maybe 45/75/105 or something? Comments on this? Also, it wouldn't cripple the AI would it? I also have to vote that the big guns like WMG, acid, HEM, tachyon cannon get range increases, maybe some to-hit bonuses. Just make them have longer range and differ a bit from each other, like some having better damage/kt/turn, some better to-hit and some faster re-load. Torpedoes could be their baby-brother, having a range of 8 at max tech and having better damage/kt/turn. I like the idea of the graviton hellbore skipping all shields. It makes the ship implode right? Maybe shields shouldn't protect against this? Damn, I'm beginnning to post frequently on these forums http://forum.shrapnelgames.com/images/icons/tongue.gif [ July 28, 2003, 11:40: Message edited by: Lurk4ever ] |
Re: SE4 Stock Balance Mod
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This makes each 20 kiloton Emissive Armor III equivalent to a 10 kiloton Armor III in protection per kiloton, with the added bonus of negating some trailing damage now and then. Of course, it's significantly more expensive, so I wouldn't use it on suicidal ships or Weapon Platforms. As well I'm not sure the Emissive ability works on WPs. Please correct me if I am mistaken. [ July 28, 2003, 14:52: Message edited by: Loser ] |
Re: SE4 Stock Balance Mod
In SE3, it did.
In SE4, the highest Emissive ability of the ship is used, no matter which component is hit. (For damage types that don't skip armor) It works similarily to Crystalline armor, really. [ July 28, 2003, 14:58: Message edited by: Suicide Junkie ] |
Re: SE4 Stock Balance Mod
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Here's a possible suggestion: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Component ... Old HP ... New HP ... Net Research cost (Medium) Armor I ... 30 (3.0/kT) ... 30 ( 3/kT) ... 55,000 Armor II ... 35 (3.5/kT) ... 40 ( 4/kT) ... 65,000 Armor III ... 40 (4.0/kT) ... 50 ( 5/kT) ... 87,500 Armor IV ... n/a ... 60 ( 6/kT) ... 127,000 Armor V ... n/a ... 80 ( 8/kT) ... 199,500 Armor VI ... n/a ... 100 (10/kT) ... 289,500 Note, the cost includes the cost of Chemistry(1) at 50,000.</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Compare this with shields: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Component ... Old HP+SP ... Net Research cost ( Medium ) Shield I ... 30+50 ( 2.7/kT) ... 60,000 Shield II ... 40+100 ( 3.5/kT) ... 80,000 Shield III ... 40+150 ( 4.8/kT) ... 125,000 Shield IV ... 40+225 ( 6.6/kT) ... 205,000 Shield V ... 40+300 ( 8.5/kT) ... 330,000 Phased I ... 40+75 ( 2.9/kT) ... 510,000 Phased II ... 40+150 ( 4.8/kT) ... 755,000 Phased III ... 40+225 ( 6.6/kT) ... 1,075,000 Phased IV ... 40+300 ( 8.5/kT) ... 1,480,000 Phased V ... 40+375 (10.4/kT) ... 1,980,000 Note, the cost includes the cost of Physics(1) at 50,000.</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">With that said, I think that a few things should be fixed. The Shield Generator I component is the ONLY 30kT shield generator. IMO, it should be upped to 40kT, with 40kT structure, to maintain the pattern. As well, Shield IV and V have greater increases in shieldign levels compared to prior levels. I think they should be adjusted to 200 and 250, respectively. OTOH, the entire progression fo Shield tech and components could be changed: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Component ... New HP+SP ... Net Research cost ( Medium ) Shield I ... 40+100 ( 3.5/kT) ... 60,000 Phased I ... 40+50 ( 2.3/kT) ... 80,000 Shield II ... 40+200 ( 6.0/kT) ... 125,000 Phased II ... 40+100 ( 3.5/kT) ... 205,000 Shield III ... 40+300 ( 8.5/kT) ... 330,000 Phased III ... 40+150 ( 4.8/kT) ... 510,000 Shield IV ... 40+400 (11.0/kT) ... 755,000 Phased IV ... 40+200 ( 6.0/kT) ... 1,075,000 Shield V ... 40+500 (13.5/kT) ... 1,480,000 Phased V ... 40+250 ( 7.3/kT) ... 1,980,000 Note, the cost includes the cost of Physics(1) at 50,000.</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">This would make unphased shields better, for the same comparative level of component, in terms of SP generated, and total effective hp/kT. Of course, it's then rock-paper-scissors WRT PPBs, APBs, and the like: do you want more SP but vulnerability to PPBs, or, do you want less total SP but the ability to stop PPBs with your shields? It might also serve to nerf PPB without changing that weapon at all, as the first phased shields (albeit weaker than unphased) would be available for a total of only 80,000 research points, rather than the current 510,000 cost. |
Re: SE4 Stock Balance Mod
My suggestions (lots of them has been mentioned earlier by others but without exact numbers):
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Re: SE4 Stock Balance Mod
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