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Re: SE4 Stock Balance Mod
PD thoughts:
For a simple balance mod, I don't think it's necessary to remove the existing interesting choice and trade-offs between PD ships and PD on every ship. Current suggestion: 1) Use the new settings.txt entry for Seeker Defense Bonus to give seekers a chance to get through PD. I suggest about 60%, though this will get stomped by ships training and deploying Combat Sensors stacking with the PD bonus. Maybe for higher levels, the seeker damage resistance could be increased, and/or have the PDC damage taper off at range as Tesco mentioned. 2) Increase the effect of Small ECM for fighters. The unmodded game has it at +10/+20/+30, which gets outstripped by ships with +65 Combat Sensors +20 Ship Training +20 Fleet Training. Ideally, fighter defenses would be able to keep up via research, perhaps by giving Afterburners a defense bonus, adding more ECM levels, increasing the ECM levels' effects, and/or adding other defensive components for fighters (e.g. stealth/scattering armor?). By adding stuff at the end of the tech tree, it won't make fighters dominate low-tech ships. However, for this mod, it's hard to add stuff without seeming to re-do things. Personally, to make up the +70 advantage of high-tech ships, I'd split the Troop and Fighter Versions of Small ECM (to avoid causing balance problems with troops), and then make fighter Small ECM give +20/+40/+60, and then give Afterburners +10/+20/+30 defense. PvK [Edit: TDM->Tesco] [ July 29, 2003, 21:58: Message edited by: PvK ] |
Re: SE4 Stock Balance Mod
4 days later and nothing is decided! Ha Ha Ha!
Some good ideas throughout, but who is going to start making some decisions? |
Re: SE4 Stock Balance Mod
Any more comments on Point Defense? or the Talisman?
Would a significant defense penalty on the Talisman be a good idea? How about The Hyper-optics/Anti-cloak sensors? Perhaps a larger cost or size for non-racial sensors? How much should Climate Control Facilities be improved? What should be done with intel ops? Summary Unsorted Issues </font>
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Weapon Damage At Rng := 30 25 25 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage At Rng := 35 30 30 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage At Rng := 45 40 40 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage At Rng := 50 45 45 40 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</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">[/list] [ July 30, 2003, 22:45: Message edited by: Suicide Junkie ] |
Re: SE4 Stock Balance Mod
How small were you thinking for these two items:
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Re: SE4 Stock Balance Mod
Probably around 10%
If anybody is strongly against any of the items, feel free to speak up. I'll run them all by Aaron before implementing it. |
Re: SE4 Stock Balance Mod
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For intel, if nothing else, I really think you should curb Comm Mimic and Food Contamination. For torpedoes, I'd increase the bonus to hit to more like 30% (and not change the amount of damage.) Everything else looks fine. |
Re: SE4 Stock Balance Mod
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Geoschmo [ July 30, 2003, 03:18: Message edited by: geoschmo ] |
Re: SE4 Stock Balance Mod
That also might be an irrelevant issue for others. If savegames have to be made incompatible, then that should not be a stopping factor IMO. MM could include a "non-balanced" mod folder that people could use to play old games they want to keep playing in the patch...
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Re: SE4 Stock Balance Mod
Almost any change will affect savegames. I will email it all to Aaron to see what he likes.
Only really big things like racial traits make the save unloadable... Moving components will make some saves unusable. Changing research costs would make some saves unfair. Only the most trivial changes will not affect savegames at all. |
Re: SE4 Stock Balance Mod
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Rollo |
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