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Re: Cursed Talisman
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It all depends. That's why this game is still not boring for me, even with its obvious balance flaws which totally eliminate many of its possible choices / features. |
Re: Cursed Talisman
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It breaks the game, especially in large PBW games. The only challenge for the talisman wielder is can I Last 50 turns - then it is slaughter time. |
Re: Cursed Talisman
I never fail to put shield depleters on my ships when I have them, and I never see good players fail to place them on their ships... they are very small on a battle cruiser or a battleship. It is just like PDC... including 1 or 2 doesn't substantially weaken your ships if you don't have targets for them, but not having them screws you over...
[ June 14, 2004, 00:16: Message edited by: Imperator Fyron ] |
Re: Cursed Talisman
The best way to beat him is to be like him. When setting up a game choose religious tech and max out your aggressive and defensive characteristics, or ban religious technology all together from the game.
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Re: Cursed Talisman
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[ June 14, 2004, 04:04: Message edited by: Joachim ] |
Re: Cursed Talisman
Organic may work. Its also a strong Racial tech, but I believe it has its main advantages in the early/mid game (unlike Crystalline and Religious).
The Organic weapons are good, but the regenerating feature of Organic Armor is virtually useless in late game big battles. The organic armor is however extremely effective in the early/mid battles (up to something like 50 medium tech LC’s on each side) where the first line of ships actually have a chance to survive several rounds of action. IIRC (long time since I tested); an Organic race will need something like 1.25 to 1.5 times the Mineral value (+ the orgs) to be even with a Talsiman fleet (late game / large fleets). |
Re: Cursed Talisman
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Re: Cursed Talisman
Just to clarify, I wasn't suggesting that all of the ideas be implemented at the same time, but some of them alone, or together, in different combinations might allow for a "re-balance" since the Religious trait is generally considered so unbalancing.
There are other solutions as well, I think, such as preventing mounts with ships that contain the Religious Talisman (doable?). So then your ship will always hit, but it isn't doing as much damage. You could also set it so only one ship class can use the Religious Talisman (the Religious Class, or whatever) much like a Colony ship must carry a colony module. This way you could mod that class of ship to take longer to build, maintain, or contain only so much space for weapons. I think ideally though, something simple would be more effective, like preventing the use of shields and armor if the ship contains a Religious Talisman. No retrofit would also help too. Defense penalties might balance it a bit, as the Religious player can "always" hit, but their opponent has a better chance of scoring a hit now. |
Re: Cursed Talisman
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Re: Cursed Talisman
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So, crystal armor is superb at the early and mid game, but later it becomes less usable, yet not totally useless. [ June 14, 2004, 20:10: Message edited by: Karibu ] |
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