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Re: SE4 Stock Balance Mod
How is that a meaningful analogy?
[ August 01, 2003, 22:46: Message edited by: PvK ] |
Re: SE4 Stock Balance Mod
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Re: SE4 Stock Balance Mod
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Explain the air tankers used for mid-air refuelling. That ain't their wings they're drawing fuel for the fighter from! FWIW, I too think Transports might need a bit of a boost; perhap a slight maintenance discount? Or somewhat bigger hull sizes (400/800/1200 maybe) ... ? The problem is in tyring to make transports attractive for what they do, while not making them more attractive as carriers than the actual carrier hulls (since fighter bays count as cargo ...). |
Re: SE4 Stock Balance Mod
Kwok, did you think the suggestion was to add a positive cargo storage ability to supply storage containers, to allow transporting units? I think the suggestion was just to give them the ability, but set the value of it to zero, so that the game would allow players to create Transport hulls full of supply storage for use as tankers. It wouldn't allow them to carry units in their supply tanks. That is, to allow supply storage to qualify as cargo only for the purpose of the "must include 50% cargo components" limit.
I think this sort of thing is a fine idea for adding more interesting design options. I did this in Proportions, as have other mods. I don't know that it's a pressing balance issue, though. For more interesting trade-offs, though, I'd suggest trading off speed, size, combat modifiers, and maintenance cost modifiers. One thing that does seem like a minor balance issue, however, is that there is practically no reason to use a colony ship hull (except in bluffing games employing reverse psychology). It has exactly the same stats as a Small Transport, except that the requirement for a colony module is more restrictive, so it just guarantees your opponent that it really is a colony ship, while a Small Transport could be a colonizer, a carrier, a mine layer or a troop transport. How about if we removed the 20kT cargo ability from colonizer modules (so Small Transport couldn't be used as a colony ship), and then added 20kT cargo ability to the HULL of the Colony Ships in vehiclesizes.txt (so they'd still have the same design performance and not break any AI)? PvK |
Re: SE4 Stock Balance Mod
Geo, that again has absolutely nothing to do with saying using polls is a bad idea... and you seem to be alone on the issue of polls... It would support an argument against the whole idea of trying to create a stock balance mod in the first place, but not one against using polls.
[ August 02, 2003, 02:41: Message edited by: Imperator Fyron ] |
Re: SE4 Stock Balance Mod
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PvK |
Re: SE4 Stock Balance Mod
Bah. There is way too much whining going on about old files becoming obselete as a result of a new patch. Sometimes that is inevitable and necessary, unless you want zero progress to be made with the patches, of course.
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Re: SE4 Stock Balance Mod
fyron here is right (*DRAMATIC GASP* OH MY GOD I AGREED WITH FYRON!!!) (no offense meant fyron, just i usually disagree with you http://forum.shrapnelgames.com/images/icons/icon7.gif ). Old games are old, its the latest Version of the game that matters most. If you realy have to, you can always install the previous patch on a clone copy of the game.
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