![]() |
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
I agree with everything you posted, though wonder about these two:
Quote:
Quote:
|
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Quote:
*it allows you to set up resources producing colonies quicker than others *1 more facility space (or in your case, 3 more spaces) *Hard to blockade *Allows other facilities to be built in the time it would normally take a space port to build. IMHO, those advantages should cost about 1250 racial points. |
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
[quote]Originally posted by TerranC:
Quote:
|
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
*Hard to blockade
I don't think Natural merchants affects blockading at all. |
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
I think the idea is if you blockaded the only Space Port planet in a system of a non-Natural-Merchant player, it would blockade the whole system's production/research/intel. I'm not sure if that's true. It is true though that if a non-Natural-Merchant player only builds one spaceport per system, then destroying or capturing that spaceport will remove the system's production/research/intel benefit to the empire.
It's also helpful if you're capturing enemy planets with troops, and you get a good one with lots of facilities but no spaceport. If you are a Natural Merchant, you can reap the rewards right away. And so on. It seems quite helpful, but not everyone's style, and it also seems to me it should be something special, and not something people take because it's cheap and clearly worth the cost, also because having it removes an interesting element from play. So, 1000 points seems good because it is worth it to players who appreciate it and will play to take advantage of it, but not worth it for every race design. Similar logic with Advanced Storage Techniques at 2000. The cost is high to make it purchased by people willing to make the investment in something special, and play to take advantage of it. So, it should cost a little more than you might think it'd be "worth". Because if it only costs what it's worth, you might get it all the time just because it seems like a value. Rule of thumb is if anything seems like a good deal for the price, it should probably cost a little more. I think at 1500, people would still be considering it as a standard thing to buy. At 2000, hopefully players will then see it as something that is worth it if you're going to use all the advantages involved, such as stuffing the cargo space with units, and not just "because it's like +20% to all production, and costs less". If it does more, it shouldn't cost less. Nothing's set in stone though - I'm just trying to explain my ideas about this stuff. PvK |
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
I am curious why you made physical strength (the ground combat bonus stat) so minor. Maybe I'm just inexperienced, but I would have thought capturing planets to be of pivotal importance, and thus the costs to increase and decrease should have been higher.
|
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
No, I don't think blockading the spaceport (or any other system-wide facility) does anything to affect other planets in the system. I remember a discussion about this before, and someone tested it. http://forum.shrapnelgames.com/images/icons/icon7.gif
Quote:
[ December 28, 2002, 19:04: Message edited by: Imperator Fyron ] |
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Quote:
(BTW, I feel it is possible to _mod_ troops so strength becomes more important (e.g. Proportions), but this is just a balance mod for the otherwise-unmodded game.) PvK |
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Been distracted lately. Adjusted Intelligence value, and added Cunning.
Intelligence: ============= * Basic cost increased from 25 to 50. * Threshold lowered from 20 to 10. * Positive threshold cost lowered from 100 to 75. * Negative Threshold cost increased from 10 to 40. This means "the cheap bonus" is +10 for 500 points, instead of +20 for 500 points. +20 costs 1250 points, and +50 would cost 3500. Playing a "dumb" race is now more viable - a 90% race gets 500 points, while a 50% race gets 2100. Cunning: ======== * Threshold lowered from 20 to 10. * Positive threshold cost lowered from 100 to 40. * Negative Threshold cost increased from 10 This means less can be gained by lowering cunning, and raising it is more expensive between 110% and 122%, but less expensive for a heavy spymaster race over 122%. Maximum 150% Cunning costs 1850 points. Minimum 50% gains 650 points. Part of the reason for the overall reduction is that defensive intelligence projects have multipliers to their effectiveness, so even a 50% Cunning empire can build up fairly effective defenses against a single antagonist without a lot of effort. The other reason is that concentrating in intelligence seemed very expensive for the amount of advantage gained. 150% Cunning in the unmodded game costs 3500 points, which is way more than it was worth compared to other advantages. |
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Quote:
AST is almost like 20% in Intelligence, Minerals/Orgs/Rads, and Cunning, but it's a bit better because of the 20% extra cargo, and like all traits, it can be combined with aptitudes, and it also allows adding more facilities which don't have equivalent effects in the attribute modifiers. OTOH, you also have to build more facilities and units in order to take advantage of the bonus potential from AST, and there may be some rounding effects. Skillful players will be able to take more advantage than others of complex trait effects. It gets complex. http://forum.shrapnelgames.com/images/icons/icon12.gif PvK |
All times are GMT -4. The time now is 10:26 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.