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-   -   SE4 Stock Balance Mod (http://forum.shrapnelgames.com/showthread.php?t=9987)

spoon July 25th, 2003 02:58 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by geoschmo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by tesco samoa:
will you adjust the cost of ppb.

as the cost of ppb is the current balance on it.


<font size="2" face="Verdana, Helvetica, sans-serif">Well, I think the prevailing opinion seems to be that the cost as it is does not do enough to balance it.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I think what he is saying is that MM used the high rad cost to balance the PPB, so if you don't think it is balanced now, just raise the rad cost to a higher level.

Very good idea.

Current cost is 300 rad (lvl 5). maybe raise it to 500 (equal to its min cost) and leave everything else as is (well, maybe reduce it's lvl 1 and lvl2 ranges, as suggested earlier...)

geoschmo July 25th, 2003 03:31 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by spoon:
Heh, that is so much the opposite of my point, I am forced to put one of those eyeball-rolling guys in my post... http://forum.shrapnelgames.com/image...s/rolleyes.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Well forgive me if I have misinterpreted your comments, but even now it appears that is what you are saying. From my point of view you are saying that my understanding of your ceomments is incorrect, and then restating the same thing I just said. I guess we have some different definitions of some words or something.

Quote:

Originally posted by spoon:
In fact, it appears that you say you want balance and choices, but your suggestions don't really live up to that. You want minor tweaks and the game to stay basically as is. There is nothing wrong with that, but don't try to sell it as a "vision of balance".
<font size="2" face="Verdana, Helvetica, sans-serif">Ok, well up till now this has been a fairly calm, frank and impersonal discussion. I am probably reading too much into this but you apperar to now be accusing me of somehow misrepresenting my true opinion on the matter and persuing some hidden agenda. If that is what you are saying I resent it. If it is not what you are saying I would appreciate it if you would choose your words more carefully in the future.

I have made no pretentions about my opinion that the game as is is acceptable in it's current form. I don't deny that. But I also have never pretended that the game is any way what I would call "perfect". The reason I brought all this to the front, I was the impetus for this thread after all even if I didn't make the first post, was that I was frankly tired of the constant complaining about the perceived lack of balance and the perceived lack of support on the part of Malfador to do anything to resolve it. My goal was to motivate some of you that have been at the forefront of complaining about the problem to actually do something about fixing it rather then waiting for soemone else to do it.

Quote:

Originally posted by geoschmo:
With the type of balance I am suggesting you still have choices. Any of the mainline weapons could be valid options at the end of the game, but they wouldn't be equal on a one for one basis.

Originally posted by spoon:
No, you are suggesting that the PPB is fine as is, but that you would put up with a minor change as compromise. The game, as it is, does not give you significant strategic choice. You have PPBs for the mid game, and APBs for the late game.
<font size="2" face="Verdana, Helvetica, sans-serif">If I was suggesting the PPB is fine as is why would I have bothered to make the numerous and detailed suggestions I have made in this very thread to change it. The way I see it we both think the PPB needs some changes. We just have a difference of opinoin as to how much it needs changed. You really need to get to where you can disagree with me without accusing me of misrepresenting myself Spoon.
Quote:

Originally posted by geoschmo:
Different weapons would require different stratagies to take advantage of their strengths. One better at short range, one at long. One good for small fleets of powerful but expensive warships. One better for massive fleets of cheap, expendable "cannon fodder". I'll admit my vision of balance would be much harder to acchieve, but in my opinion it lends for a richer game.

Originally posted by spoon:
This is what I have been arguing for when I mention giving each weapon a role or a niche. I am glad we can agree on that! However, in order to do that, you have to be willing to make more changes than you seem willing to concede.
<font size="2" face="Verdana, Helvetica, sans-serif">No, I don't agree with this. I have stated I agree with the concept of niche weapons. I merely disagree that we should take the PPB, a weapon that has a clear history in SE4 of being a mainline weapon and turning it into yet another niche weapon. How does that give you more choices? I think that you can acchieve choices in different ways. You just have to be willing to accept different interpretations of what balanced is.

Quote:

Originally posted by spoon:
It's a good one, but it makes me think that perhaps we need a Human-Only Balance Mod as well, since so many good changes that have been suggested (for QR, Talisman, etc) won't work well with the AI. It is proving to be too much of a limiting factor, I think, to make the current mod as useful as it could be.
<font size="2" face="Verdana, Helvetica, sans-serif">I have no objection to that, and have said as much several times during this thread and others. I even tried to make one myself, the "Art of War Mod". But that is outside of the limited scope of what we are trying to accomplish here. The primary stated objective is to do the balance changes Malfador does not have the time or incentive to do and try to get them included in the stock game. Massive game altering, or AI crippeling changes will make that objective impossible to acchieve.

Geoschmo

geoschmo July 25th, 2003 03:35 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by spoon:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by geoschmo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by tesco samoa:
will you adjust the cost of ppb.

as the cost of ppb is the current balance on it.


<font size="2" face="Verdana, Helvetica, sans-serif">Well, I think the prevailing opinion seems to be that the cost as it is does not do enough to balance it.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I think what he is saying is that MM used the high rad cost to balance the PPB, so if you don't think it is balanced now, just raise the rad cost to a higher level.

Very good idea.

Current cost is 300 rad (lvl 5). maybe raise it to 500 (equal to its min cost) and leave everything else as is (well, maybe reduce it's lvl 1 and lvl2 ranges, as suggested earlier...)
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">What I got from his post, and from previous conversations he has been involved in, was that he disagrees with both of us and thinks it's balanced sufficently as it is by the higher mineral and rad values. And that if we decrease the combat strength of the weapon we should also decrease the costs accordingly. I think most people would feel that combination of changes would be at best neutral.

Geoschmo

PvK July 25th, 2003 03:36 AM

Re: SE4 Stock Balance Mod
 
Meson BLaster is a good weapon. It is better than the PPB if your opponent has no unphased shields, except perhaps at range 1, but often not much fleet combat is firing at range 1. It is better than PPB because it is cheaper, and more versatile for designs. On ships with multiplex tracking, it is also better because there is less damage per shot, meaning less wasted damage on overkill.

APB XII, MB V+, and PPB II+ are three of the best all-around weapons in the unmodded game. In surverying all the many other weapons in the game, many of them are much less effificent. Quibbling about how MB should be better is missing the point, unless you're abandoning the other weapons as too much work to even think about.

My current suggestion:

APB - Slightly reduce damage at highest levels (low levels are weak enough)

MB - leave alone

PPB - smooth improvement rate (as in SJ post), increase research cost significantly, increase resource cost a bit

Grav Hellbore - skip all shields, perhaps increase damage

Ripper Beam - Ok as is, though they could have more damage and less range (more like SE3, but not necessary)

Incinerator - Increase damage

Wave Motion Gun - maybe increase damage

Torpedo - increase damage and/or accuracy (do not make ROF 1)

Energy Magnifier, Acid Globule, Enveloping Acid Globule, etc - make sure torpedo and Graviton Hellbore improvements don't make these weapons obsolete.

Seekers - use the new Settings.txt ability from Last patch to give seekers a defensive to-hit bonus.

PD - reduce to-hit bonus to +30

Fighters - increase defensive bonus by perhaps 20 or so.

Massive Planetary Shield - shields x20 or more

PvK

Fyron July 25th, 2003 04:02 AM

Re: SE4 Stock Balance Mod
 
Spoon did have a good point. Changing the cost of PPB by a little bit is NOT going to go anywhere near actually improving the balance of the game to be better than it is now. Some big changes (according to your scale, not mine) have to be made, or this is all pointless.

Quote:

APB XII, MB V+, and PPB II+ are three of the best all-around weapons in the unmodded game. In surverying all the many other weapons in the game, many of them are much less effificent. Quibbling about how MB should be better is missing the point, unless you're abandoning the other weapons as too much work to even think about.
<font size="2" face="Verdana, Helvetica, sans-serif">Exactly.

Suicide Junkie July 25th, 2003 04:31 AM

Re: SE4 Stock Balance Mod
 
Quote:

Energy Magnifier, Acid Globule, Enveloping Acid Globule, etc - make sure torpedo and Graviton Hellbore improvements don't make these weapons obsolete.
<font size="2" face="Verdana, Helvetica, sans-serif">I'd say they should match any changes made to the most similar regular component.
HEM <-> WMG for example.

As for the WMG, I think a range increase would be best, (considering the scale changes from SE3 they should have about 14-16 range)... Its a low damage, slow reload artillery beam, really. Problem is APBs have 8 range too.

mac5732 July 25th, 2003 04:59 AM

Re: SE4 Stock Balance Mod
 
In regards to PDC being to strong, maybe instead of reducing, just add a random miss modifier of say 10-15%, that way you do not always hit but have a chance of missing, this along with increaseing the size/capacity of ftrs in med and large level make this more balance IMHO. Or with ftrs you could reduce the size of their components to fit more in.

Hellbore, maybe small increase in damage, but increase range and have it firer every 2 turns instead of 3, this would give it more meaning to use.

Also in regards to PD vs seekers/ftrs/missles, the way it currently is PD's are not the only things that can target these types. Suggestion, make PD's only good against them with no other weapons being able to target them, or some type of llimit on the other weapons that can also target these. Later in games, in SP play, PD's are worthless because the other weapons can fire at the seeekers/ftrs/sats as well as other ships, therefore why use them? Point I'm trying to make, either limit seekers/ftrs/sats to only be fired on by PDC's, eliminate other weaspons having these capabilities, or at least cutting back on other weapons that have these capabilities.

just some ideas Mac

Fyron July 25th, 2003 05:04 AM

Re: SE4 Stock Balance Mod
 
Mac, the random miss modifier would be lowering its inate to hit bonus. http://forum.shrapnelgames.com/images/icons/icon12.gif

Taera July 25th, 2003 05:05 AM

Re: SE4 Stock Balance Mod
 
where is the thread at right now? i am not realy going to read through the whole 11 pages, but i myself had been considering such a mod for some time. if theres one being made, i'll give a hand.

What do you have so far? what is being discussed now?

Taera July 25th, 2003 05:06 AM

Re: SE4 Stock Balance Mod
 
would you guys like my personal list of What To Do To Balance Everything?

macjimmy July 25th, 2003 05:17 AM

Re: SE4 Stock Balance Mod
 
One topic for balancing that I've not seen is shields vs armor. Armor has less hp/kt than shields at a moderate level and has to be repaired too. Armor I,II,III is 3, 3.5, 4 hp/kt, IIRC, and the shields far outstrip this. Making armor more worthwhile might balance PPB without having to make large changes there as well.

deccan July 25th, 2003 05:30 AM

Re: SE4 Stock Balance Mod
 
I like PvK's ideas on the APB/MB/PPB. I also agree with upping the damage of torpedoes or adding to-hit for them. On the WMG, I agree with SJ. I like the idea of a long-range sniping, but bulky, expensive and slow-firing, DR weapon.

Can't really say much about the other weapons since I haven't played with them.

The PD nerf seems a bit much though, considering the defensive bonuses PvK suggests to fighters and seekers. I do agree that PD to-hit should be reduced, but not to Proportions-levels http://forum.shrapnelgames.com/images/icons/icon12.gif I think the nerf should be to fleet / ship training since that is where it is really unbalancing. It should be way harder to build and research those facilities. And of course, PvK's ideas about making racial combat bonuses way more expensive are good too.

And oh, I'd really like an increased range for Tractor Beams too, please. I want to be able to pull the pesky hard-to-hit, always stay at max-range ships in close to bLast them.

Finally, as SJ keeps reminding us, there other things besides combat in SEIV that need rebalancing too. Climate Control Facilities do need to work faster, facilities that improve production of one specific resource should be better than those that improve all three resources etc.

BTW, I take it that fighters / drones receive racial / cultural combat bonuses, but do seekers receive defensive bonuses from these factors?

Fyron July 25th, 2003 05:32 AM

Re: SE4 Stock Balance Mod
 
Quote:

Finally, as SJ keeps reminding us, there other things besides combat in SEIV that need rebalancing too. Climate Control Facilities do need to work faster, facilities that improve production of one specific resource should be better than those that improve all three resources etc.
<font size="2" face="Verdana, Helvetica, sans-serif">Those have been discussed already. The thing is that they are very, very simple compared to weapons, and so they generate a lot less debate. http://forum.shrapnelgames.com/images/icons/icon12.gif

Ed Kolis July 25th, 2003 06:46 AM

Re: SE4 Stock Balance Mod
 
Just some thoughts on other neglected tech areas...

Biology - Nobody researches this one, maybe they would if it gave some facilities that increased population growth rate and happiness (like the Organic races have), or smaller and cheaper life support components for ships?

Planetary Weapons - A lot of the weapons in here are really cool (Planetary Napalm does massive damage, but only to planets, Smartbombs seek out spaceports and resupply depots, Neutron Bombs kill population even quicker than plagues, Radiation Bombs prevent population from growing - why isn't there any "Only Planet Value" damage type??? http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif now THAT would be useful! http://forum.shrapnelgames.com/images/icons/icon10.gif ) but nobody seems to use them much... wonder what could be done? The tech's pretty cheap already...

Also, there are a bunch of techs that are way too cheap - once you research their often arduous prerequisites (if they have prerequisites), you can blow through each level of the techs in one turn - this goes for things like Point Defense, Advanced Military Science, Warp Weapons, Gravitational Weapons, Phased Energy Weapons, Ship Capture, Explosive Warheads, Smaller Weapons, Tractor/Repulser Weapons, etc. - just doubling the cost of these fields would make the game more interesting, with a more diverse spread of technology (one empire might have PPB II, another might have PPB IV)

Oh, and maybe more levels of progression for the fighter/troop weapons would help - as it is, there's a BIG jump from, say, DUC I to DUC II - the damage and range both double! http://forum.shrapnelgames.com/images/icons/shock.gif Not to mention the fact that you need to research Fighters to get Small DUC's while all other Small weapons come from the Smaller Weapons tech area... did someone change his mind while designing the tech tree? http://forum.shrapnelgames.com/images/icons/icon12.gif

One more thing with smaller weapons... the Ground Cannon is nice, but does it HAVE to be the uber troop weapon so you don't even think of putting other weapons on your troops? Maybe if it were 4kT instead of 3 then you'd think twice about it... or if it cost a whole lot compared to other troop weapons...

Taera July 25th, 2003 08:16 AM

Re: SE4 Stock Balance Mod
 
ok, here it goes. i'll just make a list of all weapons in SE

NORMAL
APB - this weapon is almost fine. it is a general all-purpose weapon in the game, and is outclassed in different areas by other weapons. it however outranges most other weapons. the range should be capped at 6, and base rad cost doubled.

CSM - ehrm, the weapon is fine. it is however easily shot down by PDC - which should be the way it is because PDC are the only counter you have.
It could use a 10kT reduction though.

MB - the only thing is adding another 5 damage points to it, making it +5 per level instead of the current skipping of the damage addition at 2nd level.

Torpedoes - now that is a whole different subject. That is supposed to be the main weapon of capital warships. The damage 100 is good. Range should be increased to 8 and a +20% accuracy to anti-matter and +30% accuracy to Quantum. +50% cost because the weapon becomes very powerful.

Plasma Missile - absolutely fine in my book - only thing is it realy requires at least some defense against PDC - 5% ECM per level?

PDC - thats a tricky one. i'll leave it for later because it needs some testing.

Plague Bomb - okay

PPB - -10 all damage, and thats it.

WMG - fine

TPC - with its high cost and reload time it should be a viable weapon. +10 to damage.

ID - i think its just fine the way it is. It should not, however, be possible to mount this weapon because a heavy mount simply destroys ALL engines.

Ionic Pulse Missile - a big question? it should be made to do exactly 120 damage to destroy all engines - to compensate for ID. Perharps extra speed or ECM bonus (or both) to make it more viable as a weapon.

PN - completely fine

NB - completely fine, though it might be moved down the tech tree, to go along the PN and RB.

RB - absolutely fine

Smart bombs - no complaints whatsoever, a good weapon for high costs.

Repulsor - fine

Tractor - fine, though a longer-ranged, less-potent Version as suggested before is good

GH - another big one. Personally i think its an average weapon, all it could use is a mediocre to-hit bonus of, say, 15%-20%

Wormhole beam - too high on research tree! physics 4??!! how about Astrophysics 3 instead?

SDepleter - its a good weapon! should however have a slight to-hit penalty to compensate for extreme damage. or double kT, with a non-mountable Version of it as-is.

SDistruptor - im sorry, but this one is completely useless - only good in point-blank. current damage is 60-45-30-15. How about 80-60-60-40, and without mounting?

Boarding - fine!

DUC - fine!

NSP - well, the gun is okay. i'd like to see at least a 10k research base for it. whats that, it is easier to research an NSP than a meson bLaster??? http://forum.shrapnelgames.com/image...s/confused.gif

Alternate Bombs Idea: you get Napalm with the vanilla tech tree. from Physics 1 you get rad bomb on levels 1-5. from Military Science 1 you get Neutron Bomb on levels 3-7. From Computers 2 you get Smart Bombs at levels 5-7.

RACIAL
Organic
Plasma - good
Lightning - good
Parasite - good. should get half the bonus of CSM
Acid - unlike Torpedoe there is no reason for seeking here. However it might be more destructive - how about +50% damage?

Crystallurgy
Shard - well, its a general weapon. its good enough, but could benefit from +5 damage on all levels.
HEM - pardon me? give me one reason to choose this weapon over its alternative - Tachyon Cannon. how about Quad Damage to Shields? also a to-hit of +10% would do good to balance this gun out.
Crystalline Torpedo - the best solution i can see is double/triple its damage resistance. 45 damage is not much.
Energy dampener - fine

Temporal
TDB - a fine weapon!
Temporal Shifter - good, but a fine racial weapon
Shield Accelerator - while a powerful weapon, it is not much better than SD and more difficult to research. aswell, a good thing for the 1500RP
Tachyon Cannon - a fine gun there

Psychic
TKP - debatable, but a fine gun
Mental Flailer - a fine gun
AS - debatable. i say leave it as-is.
MSG - a fine gun

Religious
Talisman - a very debatable topic. i'll give it more thinking and post something tomorrow.

Fyron July 25th, 2003 08:20 AM

Re: SE4 Stock Balance Mod
 
Quote:

Plasma Missile - absolutely fine in my book - only thing is it realy requires at least some defense against PDC - 5% ECM per level?
<font size="2" face="Verdana, Helvetica, sans-serif">Unfortunately, the only "ECM" available for missiles is a universal setting in Settings.txt, and it is not a per-level basis. http://forum.shrapnelgames.com/images/icons/icon9.gif

Taera July 25th, 2003 08:21 AM

Re: SE4 Stock Balance Mod
 
50% orbitrary? basicly its a drone. and drones get 50%.

geoschmo July 25th, 2003 02:18 PM

Re: SE4 Stock Balance Mod
 
Allright, I have a suggestion. Let's rephrase that and call it a comment, because I am not actually suggesting we do it. I merely want to get people's impressions of it as an idea.

The "Nerf the PPB" party has some valid points. PPB is too strong and too easy to research. It dominates the midgame and only is a little less effective then the APB late game, and then only at very long range. Frankly I have never faced a late game APB opponent that scared me unless they also had the talisman. Because at the range where the APB has a clear advantage it's not really very easy to hit anything. And it's not all that difficult to close with the enemy and get into range where the PPB is better. So basically the weapons at that point I consider equal, even though on papaer a case can be made for the APB. I think in the end game other factors do a lot more to determine victory then whether you have PPB or APB on you ships.

Making the PPB a niche weapon I believe is too much of a change. It has been a mainline weapon for too long to put that particular genie back in the bottle. So what if we approach the problem from another angle?

Many suggestions have been made to soften the advantages of the PPB but keep it a valid mainline weapon. The main objection to these appears to be that they don't do enough considering the PPB ability to skip normal shields. Well frankly the fact that they skip shields is almost irrelevant anymore. Because the dominance of the PPB has almost obsoleted shields to begin with. And yet people still use the PPB becasue they are a good weapon even without the shield skipping ability.

So what if we took the shield skipping ability away?

Ok, pick your jaw back up off the floor and think about it for a minute.

Yes, it removes the distinctivness of the PPB, but how distinctive is it anyway if noone uses normal shields? It remains a valid mainline weapon so we don't have to redesign all the AI that use it. Shields become more usefull in the mid game. We can still tweak the PPB values so the MB isn't such a weakling mid game.

We can still have niche weapons that do skip normal shields and have a lower damage level.

Wait a minute while I light my cigarette... Ok, commence firing... http://forum.shrapnelgames.com/images/icons/icon12.gif

Geoschmo

oleg July 25th, 2003 03:27 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by macjimmy:
One topic for balancing that I've not seen is shields vs armor. Armor has less hp/kt than shields at a moderate level and has to be repaired too. Armor I,II,III is 3, 3.5, 4 hp/kt, IIRC, and the shields far outstrip this. Making armor more worthwhile might balance PPB without having to make large changes there as well.
<font size="2" face="Verdana, Helvetica, sans-serif">Shields are vulnerable to shield depletors which have highest damage/kt ratio. Unless you are crystalline, you have to punch through armor. NSP skipps both and are irrelevant fro this discussion. Of course, shields also protect against boarding and ID. May be some rebalancing is nesessary, but not as much as simple hit points suggest.

Suicide Junkie July 25th, 2003 03:55 PM

Re: SE4 Stock Balance Mod
 
Shields vs armor have been like this since SE3, where the ratio was even worse. 4 armor points vs 24 standard shields vs 32 phased shields IIRC.

Adding 3 new levels of Standard armor with very minor additional benefits (as well as moving it to the bottom of the list in components.txt) would help the AI by allowing it to use all types of armor with calls from the design creation file.

Armor is a cheap, early game option.
I do like the idea of balanced armor vs shields (see P&N for proof)

However, consider all of the scifi to date... In those that had shields, was the armor ever even comparable in strength?

geoschmo July 25th, 2003 04:02 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Suicide Junkie:
Armor is a cheap, early game option.

<font size="2" face="Verdana, Helvetica, sans-serif">I agree that it should be, but I am not sure it really is. Since you have to research chemistry as a prerequisite. It's no easier to get early armor then it is to get early shields unfotunatly. If it weren't for getting to stealth armor I'd venture a lot of people wouldn't even research it. And very few use much of it on their frontline warships. Usually it'a a piece here or there to finish off a design when nothing else will fit.

Geoschmo

oleg July 25th, 2003 04:32 PM

Re: SE4 Stock Balance Mod
 
Another option to balance armor - increase EA effect. If we also reduce the benefit of mounts, it can make high-damage, low reload weapons like WMG and torpedos much more valuable than say APB or PPB !

Loser July 25th, 2003 04:33 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by geoschmo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Suicide Junkie:
Armor is a cheap, early game option.

<font size="2" face="Verdana, Helvetica, sans-serif">I agree that it should be, but I am not sure it really is. Since you have to research chemistry as a prerequisite. It's no easier to get early armor then it is to get early shields unfotunatly. If it weren't for getting to stealth armor I'd venture a lot of people wouldn't even research it. And very few use much of it on their frontline warships. Usually it'a a piece here or there to finish off a design when nothing else will fit.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Actually, Armor ought to be highly useful in PBW games and I know it is in tough TDM games, where you know the other guy is chasing PPB, so there's no reason to put Shields on your ships until you get to the sixth level. And even at the sixth level it's hardly worth it.

But Armor takes ten kilotonnes of space for forty kilotonnes of protection. Emissive Armor give you fifty kilotonnes of protection and thirty kilotonnes of a sort of recharging protection for twenty kilotonnes of space. That's pretty worth while. Unless you're facing a crystalline or NSP opponent Armor is a good thing. And it rocks on Weapon Platforms.

If Weapon Platforms are hit in order of placement, and I believe they are, then putting a few cheap 100% Armor WPs on a planet means the badum has to dish out serious damage before the shooting WPs or Relic/Sensor WPs are even touched. Shield WPs do the same, but are so much more expensive (take longer to build). I think it takes the third level of Phased Shielding to beat out Armor for protection/kilotonne.

And on Units, unless I am mistaken, Armor piercing is a moot point. The unit is not impaired until all its components are destroyed, so the Armor piercing still has to deliver the whole sum of the damage, while Shield piercing does not. Since the components do not need repair, the Armor could be said to recharge, just like Shields, and the only advantage to Shields over Armor in a Unit is the greater protection/kilotonne offered by higher level shielding, which is expensive and takes a long time to get.

I'm not sure on what the dividing lines are, but I'm thinking that it's Late Game before I'm putting Phased Shields on Weapon Platforms.

[ July 25, 2003, 15:44: Message edited by: Loser ]

Loser July 25th, 2003 04:42 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by oleg:
Another option to balance armor - increase EA effect. If we also reduce the benefit of mounts, it can make high-damage, low reload weapons like WMG and torpedos much more valuable than say APB or PPB !
<font size="2" face="Verdana, Helvetica, sans-serif">The amount of 'soak' on Emissive Armor III makes it exactly equivalent to Armor III: 40kt structure/10kt for Armor III and 50kt structure + 30kt 'soak'/20kt for Emissive Armor III. If you increase the amount of 'soak' on Emissive armor I think it would be proper to decrease the amount of structural kt, as this balance seems appropriate.

I really think Armor is fine as it is. It is useful in it's time. That people fail to take advantage of this feature does not mean that the feature is unbalanced or nerfed, simply that its merit is undiscovered.

Do experienced PBW players avoid the use of Armor and Emissive Armor?

Am I just naive for thinking that it is a great component? This is possible...

[ July 25, 2003, 15:46: Message edited by: Loser ]

oleg July 25th, 2003 05:06 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Loser:
...If Weapon Platforms are hit in order of placement, and I believe they are, then putting a few cheap 100% Armor WPs on a planet means the badum has to dish out serious damage before the shooting WPs or Relic/Sensor WPs are even touched. Shield WPs do the same, but are so much more expensive (take longer to build). I think it takes the third level of Phased Shielding to beat out Armor for protection/kilotonne.

And on Units, unless I am mistaken, Armor piercing is a moot point. The unit is not impaired until all its components are destroyed, so the Armor piercing still has to deliver the whole sum of the damage, while Shield piercing does not. Since the components do not need repair, the Armor could be said to recharge, just like Shields, and the only advantage to Shields over Armor in a Unit is the greater protection/kilotonne offered by higher level shielding, which is expensive and takes a long time to get.

I'm not sure on what the dividing lines are, but I'm thinking that it's Late Game before I'm putting Phased Shields on Weapon Platforms.

<font size="2" face="Verdana, Helvetica, sans-serif">No, WP are destroyed more or less starting with weaker one, with some element of randomness. There were some Posts with detailed results as I remember. Shield point on WP and fighters are part of structure. PPB does NOT skip unit's nonphased shields. Neither does NSP. Planetary shield is more like "normal" shield and is skipped by PPB, IIRC.

geoschmo July 25th, 2003 05:11 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Loser:
I really think Armor is fine as it is. It is useful in it's time. That people fail to take advantage of this feature does not mean that the feature is unbalanced or nerfed, simply that its merit is undiscovered.

Do experienced PBW players avoid the use of Armor and Emissive Armor?

<font size="2" face="Verdana, Helvetica, sans-serif">This is a good question. One worthy of it's own discussion. I will start a new thread...

Loser July 25th, 2003 05:15 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by oleg:
Shield point on WP and fighters are part of structure. PPB does NOT skip unit's nonphased shields.
<font size="2" face="Verdana, Helvetica, sans-serif">Is this so?

I thought the PPB skip didn't work only on Units for which Phased Shield are not provided in the game, Fighters and Troops, as opposed to Weapon Platforms, Satellites, and Drones, for which Phased Shields are provided.

[edit:
Quote:

Originally posted by geoschmo:
This is a good question. One worthy of it's own discussion. I will start a new thread...
<font size="2" face="Verdana, Helvetica, sans-serif">Oh... right... cut-and-paste time.]

[ July 25, 2003, 16:17: Message edited by: Loser ]

Slick July 25th, 2003 05:25 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by oleg:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Loser:
...If Weapon Platforms are hit in order of placement, and I believe they are, then putting a few cheap 100% Armor WPs on a planet means the badum has to dish out serious damage before the shooting WPs or Relic/Sensor WPs are even touched. Shield WPs do the same, but are so much more expensive (take longer to build). I think it takes the third level of Phased Shielding to beat out Armor for protection/kilotonne.

And on Units, unless I am mistaken, Armor piercing is a moot point. The unit is not impaired until all its components are destroyed, so the Armor piercing still has to deliver the whole sum of the damage, while Shield piercing does not. Since the components do not need repair, the Armor could be said to recharge, just like Shields, and the only advantage to Shields over Armor in a Unit is the greater protection/kilotonne offered by higher level shielding, which is expensive and takes a long time to get.

I'm not sure on what the dividing lines are, but I'm thinking that it's Late Game before I'm putting Phased Shields on Weapon Platforms.

<font size="2" face="Verdana, Helvetica, sans-serif">No, WP are destroyed more or less starting with weaker one, with some element of randomness. There were some Posts with detailed results as I remember. Shield point on WP and fighters are part of structure. PPB does NOT skip unit's nonphased shields. Neither does NSP. Planetary shield is more like "normal" shield and is skipped by PPB, IIRC.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Here's my post from a while ago where I tested the order of Weapon Platform damage:

Quote:

I started a new high tech game with 2 human controlled empires, turn based. On homeworld A I built Weapon Platforms. On homeworld B I built 2 dreads with heavy mounted APB's. I conducted tactical combat at homeworld A using 1 weapon at a time, checking for surviving WP's after each shot.

Series 1
On Homeworld A I built 6 WP's as follows:
1 small WP with only WP computer core
1 medium WP with only WP computer core
1 large WP with only WP computer core
1 small WP with WP computer core and filled with APB's
1 medium WP with WP computer core and filled with APB's
1 large WP with WP computer core and filled with APB's

Result: the first shot would always kill the 3 empty WP's then the remaining would be successively killed in order from small to large. 20 tries, exact same result in all cases.

This result is what might lead one to believe that WP's are destroyed from weakest to strongest since there usually is a significant difference in WP hitpoints in real games. And at first, I thought I proved it worked this way.

But then I started wondering if my test method was valid. After consideration I realized that randomly applied damage would still show the same results. This is because a small amount of damage would destroy a weak WP while it would "accumulate against" the strong WP without destroying it. So this test series didn't really prove anything.

Series 2
On Homeworld A I built 10 WP's as follows:
1 small WP with WP computer core
1 small WP with WP computer core and 1 PDC 5
1 small WP with WP computer core and 2 PDC 5
1 small WP with WP computer core and 3 PDC 5
1 small WP with WP computer core and 4 PDC 5
1 small WP with WP computer core and 5 PDC 5
1 small WP with WP computer core and 6 PDC 5
1 small WP with WP computer core and 7 PDC 5
1 small WP with WP computer core and 8 PDC 5
1 small WP with WP computer core and 9 PDC 5

The idea here is that there is only 20 kt difference between successive WP's.

Result: 20 runs. The WP's were NOT destroyed in order from weakest to strongest. Weaker ones TENDED to be destroyed before stronger ones. But there were several cases where the stronger WP's were destroyed before weaker ones. This validates the "random damage" position. If you randomly apply damage, you would expect this result.

Conclusion: WP's are not destroyed randomly but are damaged randomly; WP's with less hit points tend to be destroyed first because it takes less random hits to destroy them. [edit] This makes the idea of "shield platforms" interesting. Shield WP's will help absorb random hits to keep your weapon WP's alive longer, but only so far as they add more targets for the random damage - NOT that they get hit before or after other WP's.
<font size="2" face="Verdana, Helvetica, sans-serif">Slick.

macjimmy July 25th, 2003 05:50 PM

Re: SE4 Stock Balance Mod
 
If even the basic armor was improved some in HP, maybe by 10hp/level, then this also might help guns like MB, since the space they take up is 10kt less than APB or PPB leaving room for armor. Point of this is to make armor competitive in the late game, when all it is really used for is defense bonuses. If you made unused weapons like GHB or maybe high level torpedoes armor skipping, it would increase the values of all these underused techs, without having to mess too much with everyone's favorite guns. Emmisive armor would also have to be adjusted to keep it up with regular armor.
Also, would it be possible to increase the cloaking amount on stealth armor at its highest level to preventing EM active/passive 2? I saw someone pointing out that Hyper-Optics was too cheap, and this might help out.

Macjimmy

oleg July 25th, 2003 05:51 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Loser:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by oleg:
Shield point on WP and fighters are part of structure. PPB does NOT skip unit's nonphased shields.

<font size="2" face="Verdana, Helvetica, sans-serif">Is this so?

I thought the PPB skip didn't work only on Units for which Phased Shield are not provided in the game, Fighters and Troops, as opposed to Weapon Platforms, Satellites, and Drones, for which Phased Shields are provided.

</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I am pretty sure about this. See, the "blue bar" for a satellite, same as for the fighter, is a decoration. When you add a shield to the unit, its "red bar" - structure, jumps by the same amount of points as the "blue bar". Does not matter, phased or not. Same for the planet with WP. I might be wrong of course and I did't check it for drones.

Suicide Junkie July 25th, 2003 06:21 PM

Re: SE4 Stock Balance Mod
 
Any other comments on the Hellbores, Torpedoes and High energy weapons?

spoon July 25th, 2003 07:38 PM

Re: SE4 Stock Balance Mod
 
Geo -

Before I go into nitpicky detail to explain myself, let me assure you I never meant my comments as a personal affront, and apologize if I came off sounding that way.

Quote:

Originally posted by geoschmo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by spoon:
Heh, that is so much the opposite of my point, I am forced to put one of those eyeball-rolling guys in my post... http://forum.shrapnelgames.com/image...s/rolleyes.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Well forgive me if I have misinterpreted your comments, but even now it appears that is what you are saying. From my point of view you are saying that my understanding of your ceomments is incorrect, and then restating the same thing I just said. I guess we have some different definitions of some words or something.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I think this earlier post sums up my position, so I don't see how you can say my goal is to have generic weapon non-choices:

Quote:

I think every weapon should have its role - and that is where the problem comes in for SE4 - too few weapons fill up too many roles. The APB has both great range and a great damage ratio. The PPB both skips shields and has a great damage ratio.

Might be a valid approach for this mod to seperate each weapon into its own niche, and then balance it from that perspective.
<font size="2" face="Verdana, Helvetica, sans-serif">Next:
Quote:

Originally posted by spoon:
In fact, it appears that you say you want balance and choices, but your suggestions don't really live up to that. You want minor tweaks and the game to stay basically as is. There is nothing wrong with that, but don't try to sell it as a "vision of balance".
<font size="2" face="Verdana, Helvetica, sans-serif">
Quote:

Ok, well up till now this has been a fairly calm, frank and impersonal discussion. I am probably reading too much into this but you apperar to now be accusing me of somehow misrepresenting my true opinion on the matter and persuing some hidden agenda. If that is what you are saying I resent it. If it is not what you are saying I would appreciate it if you would choose your words more carefully in the future.
<font size="2" face="Verdana, Helvetica, sans-serif">I'm not accusing you of Dark Hidden Agendas or Devilish Endeavors. (though I do have my tinfoil hat just in case). What I am saying is I like your goal, but not the method you choose to achieve that goal. The suggestions you had made up until this point had consisted mainly of minor data tweaks, which I don't believe is enough of a change to achieve balance.

Quote:

Originally posted by geoschmo:
With the type of balance I am suggesting you still have choices. Any of the mainline weapons could be valid options at the end of the game, but they wouldn't be equal on a one for one basis.
Originally posted by spoon:
No, you are suggesting that the PPB is fine as is, but that you would put up with a minor change as compromise. The game, as it is, does not give you significant strategic choice. You have PPBs for the mid game, and APBs for the late game.
<font size="2" face="Verdana, Helvetica, sans-serif">
Quote:

Originally posted by geoschmo:
If I was suggesting the PPB is fine as is why would I have bothered to make the numerous and detailed suggestions I have made in this very thread to change it.
<font size="2" face="Verdana, Helvetica, sans-serif">I was basing my claims on these two comments that you made earlier in this thread:
Quote:

I disagree with "nerfing" the PPB. I like them as a frontline weapon. I would prefer jsut a smoothing out of their progression and slowing down their research a tad.
<font size="2" face="Verdana, Helvetica, sans-serif">and
Quote:

Remember this mod is all about concensus and compromise. Six months ago I was insisting that PPB were fine as they are and didn't need changed. Part of me still believes that, but in the interests of actually getting something accomplished I am attempting to reach a middle ground
<font size="2" face="Verdana, Helvetica, sans-serif">So, I don't think you can blame me if I got your position confused http://forum.shrapnelgames.com/images/icons/icon12.gif

Next:
Quote:

Originally posted by geoschmo:
The way I see it we both think the PPB needs some changes. We just have a difference of opinoin as to how much it needs changed. You really need to get to where you can disagree with me without accusing me of misrepresenting myself Spoon.
<font size="2" face="Verdana, Helvetica, sans-serif">If you want to balance the PPB, and you think that by reducing the range at lvls 1-2 and increasing research by 5k will do it, then I will have to call you stark raving mad. (disclaimer - I don't really think you are stark raving mad, but I don't think your suggestions (up to that point) adequately addressed the problems of the PPB).

Quote:

Originally posted by geoschmo:
I have stated I agree with the concept of niche weapons. I merely disagree that we should take the PPB, a weapon that has a clear history in SE4 of being a mainline weapon and turning it into yet another niche weapon. How does that give you more choices?
<font size="2" face="Verdana, Helvetica, sans-serif">Making the PPB a niche weapon gives you more choices by giving the weapons that it had previously dominated over some breathing room. Since all weapons are interconnected, reducing the strength of the PPB will increase the strength of all the other weapons that are competing with it in the mid-game. Double true if we up the power of torps, HEDs, and others.

Quote:

I think that you can acchieve choices in different ways. You just have to be willing to accept different interpretations of what balanced is.
<font size="2" face="Verdana, Helvetica, sans-serif">I believe I am willing to accept that for most weapons, but the PPB is a menace, so I'm a little more adamant about it.

Suicide Junkie July 25th, 2003 07:43 PM

Re: SE4 Stock Balance Mod
 
Quote:

What I am saying is I like your goal, but not the method you choose to achieve that goal. The suggestions you had made up until this point had consisted mainly of minor data tweaks, which I don't believe is enough of a change to achieve balance.
<font size="2" face="Verdana, Helvetica, sans-serif">In order to stand a chance of becoming the stock mod, minor data tweaks are all we can allow.

geoschmo July 25th, 2003 07:46 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by spoon:
I believe I am willing to accept that for most weapons, but the PPB is a menace, so I'm a little more adamant about it.
<font size="2" face="Verdana, Helvetica, sans-serif">Ok, so what say you of my hairbrained scheme to remove the shield skipping ability from the PPB that I posted this morning? I am a little suprised noone has commented on it. Perhaps it is so bad it's not worth commenting on? http://forum.shrapnelgames.com/images/icons/icon10.gif

Geoschmo

spoon July 25th, 2003 08:01 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by geoschmo:
Ok, so what say you of my hairbrained scheme to remove the shield skipping ability from the PPB that I posted this morning? I am a little suprised noone has commented on it. Perhaps it is so bad it's not worth commenting on? http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="Verdana, Helvetica, sans-serif">I think it has merit and is worth considering...

Maybe give the Skips Shields (unphased) ability to the Hellbore in exchange?

spoon July 25th, 2003 08:06 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Suicide Junkie:
In order to stand a chance of becoming the stock mod, minor data tweaks are all we can allow.
<font size="2" face="Verdana, Helvetica, sans-serif">Hmm, I think I should use a different wording. I understand we can only do data tweaks, and you don't want anything that would initiate a cascade of changes. What I meant was the level of tweaking should be greater in some instances.

For example, reducing the damage of the PPB by 10 across the board (I'm not suggesting this, though it might be worth considering) is what I would call a major change. Reducing the range at level 1 and 2 is a minor change.

Some weapons need a major change, I think.

Chronon July 25th, 2003 08:31 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Suicide Junkie:
Any other comments on the Hellbores, Torpedoes and High energy weapons?
<font size="2" face="Verdana, Helvetica, sans-serif">I think the previous suggestions on these weapons are very good.

I would just like to add my vote for extended range and a little more oomph (damage) for the torpedoes. It would be wonderful if they were a viable alternative to the beam weapons.

I think your idea about the PPB's, Geo, has exactly the right intent - it's the shield skipping ability that brings the PPB to "uberweapon" status. I'll bet PPB's would still be used anyway (it's got a good damage ratio), and it would restore shields as a good early game option. We could do away with phased shields, then, and have a more gradual build-up of shield points over the entire range of shield levels (instead of ignoring them until shields level six, you could get started right away).

I do understand the goal of making minimal changes, though, so the general reduction of PPB by 10 points across the board might be just enough to make the other weapons viable mid-game options.

Good luck with the mod, SJ, this is an excellent idea! http://forum.shrapnelgames.com/images/icons/icon7.gif

PvK July 25th, 2003 08:42 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Suicide Junkie:
Any other comments on the Hellbores, Torpedoes and High energy weapons?
<font size="2" face="Verdana, Helvetica, sans-serif">It was suggested that the G.Hellbore could have range increased and ROF 2 instead of 3. I think ROF definitely should not change, because it would change the nature of the weapon, not just its effectiveness. GH should remain an ROF 3 weapon with short range and good short-range damage. It just needs to be effective in its niche, which it really isn't. Again, I think it should be either all-shield-skipping or armor-skipping (several mods do one or the other of these).

For torps and HE weapons, I still like my suggestions, and also like the recent ideas mentioned:

Torps having increased to-hit, damage, and cost. (right now they are quite cheap, especially at low levels)

The idea to increase WMG range is one I like. Currently it's +30 to-hit bonus does give it some value at range compared to APB, but it is really weak in terms of damage/ROF/size, so a range bonus would make it more unique and interesting.

PvK

spoon July 25th, 2003 08:45 PM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Suicide Junkie:
Any other comments on the Hellbores, Torpedoes and High energy weapons?
<font size="2" face="Verdana, Helvetica, sans-serif">I think part of the problem is it's hard to say what to do to these weapons until we know what you are going to do to the current main weapons (DUC, MB, PPB, APB) so we have something to balance them against.

You might want to start with deciding what to do specifically to the PPB (most people seem to want to do something), then balance the APB based on the new PPB. Then the MB. Then the DUC. (Might well be some of these will require no change at all...) And so on.

Then, after every weapon has been examined, go back and look at them again...

Gryphin July 25th, 2003 08:55 PM

Re: SE4 Stock Balance Mod
 
Not sure if it was mentioned but I would like a few component types broken down into smaller kt sizes to fill in that Last 5kt of space. Supply, Cargo, PDC, and maybe other guns might be good for this.

PvK July 25th, 2003 09:04 PM

Re: SE4 Stock Balance Mod
 
Remove PPB's phased concept, making them and Phased shields pointless (except for Phased Shield V)?

Like many of the ideas, it would be an interesting mod variant, but it's a design change rather than a balance adjustment.

The phased/unphased shield feature is a good one, I think. The problem is not that feature - it's that the PPB, designed as a counter-measure to normal shields, is so good that it's a counter-measure to everything. That's a balance problem.

What I get from the wish for PPB and MB to compete with APB, is that these are three of the best all-around weapons, and players do want to have a variety of non-racial ROF 1 main weapons, with trade-offs at different ranges. Again, seems to me that the answer to this is:

* PPB must have a phased effect. Otherwise you're throwing out an interesting game element to get a generic weapon, and will have to re-do the shield components. That's not balance - it's redesign (and ill-considered, IMO).

* PPB should have some disadvantage compared to all weapons that don't skip normal shields. This could be in the form of significant expense, reduced firepower, or reduced accuracy.

* If you think MB needs to be improved, then I don't think you've run enough cost/effect analysis of other weapons which are harder to get, such as racial normal-damage ROF 1 weapons.

* If there is a strong desire for a slightly better MB-like weapon, or an unphased weapon that's otherwise like the PPB, I'd suggest looking at some of the Racial tech weapons which already fit into these categories. They tend to be not so efficient as-is, and their racial requirement somewhat justifies them having some advantage over non-racial weapons.

PvK

Fyron July 26th, 2003 01:16 AM

Re: SE4 Stock Balance Mod
 
Quote:

However, consider all of the scifi to date... In those that had shields, was the armor ever even comparable in strength?
<font size="2" face="Verdana, Helvetica, sans-serif">YES! Ever hear of the Hirogen? There are dozens of races in Star Trek alone that use NO SHIELDING and have very strong armor, providing better defense than shields!

Quote:

Originally posted by Suicide Junkie:
In order to stand a chance of becoming the stock mod, minor data tweaks are all we can allow.
<font size="2" face="Verdana, Helvetica, sans-serif">Bah. If you do not want to do what is necessary to create a balance mod, you need to rename this thread to "Minor Tweak Mod" or something like that.

[ July 26, 2003, 00:23: Message edited by: Imperator Fyron ]

geoschmo July 26th, 2003 01:53 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Taera:
50% orbitrary? basicly its a drone. and drones get 50%.
<font size="2" face="Verdana, Helvetica, sans-serif">Drones can get 50% because they are a separate class in the ship sizes file and can be given an ability. Seekers are not. As Fyron said you can change the seeker combat defense modifier in settings.txt but it will be a flat change to all seekers and all levels. There is no way to gradiate that. You could change the weapon seeker
damage resistance. That wouldn't make them harder to hit, but harder to destroy.

Geoschmo

geoschmo July 26th, 2003 01:59 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by macjimmy:
One topic for balancing that I've not seen is shields vs armor. Armor has less hp/kt than shields at a moderate level and has to be repaired too. Armor I,II,III is 3, 3.5, 4 hp/kt, IIRC, and the shields far outstrip this. Making armor more worthwhile might balance PPB without having to make large changes there as well.
<font size="2" face="Verdana, Helvetica, sans-serif">This is an interesting way of approaching the PPB problem, but I do not think it will accomplish what you are trying to do. That's not to say that shield/armor balance shouldn't be considered. But frankly few people use normal shields now because of the prevalence of PPB. And the PPB is such a strong weapon on a cost to weight ratio even against unshielded targets. So making armor isn't going to make them less likely to use PPB.

Geoschmo

Pax July 26th, 2003 02:54 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> However, consider all of the scifi to date... In those that had shields, was the armor ever even comparable in strength?
<font size="2" face="Verdana, Helvetica, sans-serif">YES! Ever hear of the Hirogen? There are dozens of races in Star Trek alone that use NO SHIELDING and have very strong armor, providing better defense than shields!</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">In fact, in the tabletop (not computer) game "Star Fleet Battles", very often a small blockof Armor was considered a very storng point, bringing an otherwise sub-par ship into the realm of being viable, or making a viable but otherwised undistinguished ship desireable.

Even in cases where the ship HAD shields.

And then there're things like the Defiant -- federation ship, very strong shields, but also solid armor plating, too.

geoschmo July 26th, 2003 03:44 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by Imperator Fyron:
Bah. If you do not want to do what is necessary to create a balance mod, you need to rename this thread to "Minor Tweak Mod" or something like that.
<font size="2" face="Verdana, Helvetica, sans-serif">Well if you would take a moment and read the earlier Posts in the thread, particularly the ones that describe the objective, you will see this isn't intended to be a true balance "mod" in the sense that you mean it. The primary objective is to make changes that will improve the balance but still be acceptable enough to have a chance at being taken by malfador and implemeted into the stock game.

The only reason we are calling it a mod at all is for brevity. And if the changes are not accepted by malfador they will be the start of a decent balance mod, not neccesarily the finish of one.

Fyron, you of all people should be happy about this. It was your incessant complaining that was the primary reason for this project being suggested in the first place. If you cannot compromise on any point and will not accept any changes that fall short of your narrow definition of balance and prefer to do nothing constructive and simply continue complaining you are free to do that. We only ask that you do it in another thread and let those of us that are more reasonable alone to actually try to get something done.

Geoschmo

Fyron July 26th, 2003 04:34 AM

Re: SE4 Stock Balance Mod
 
That was a rather condescending and offensive post Geo...

As we can see, I have posted plenty of constructive things in this thread. I have shown absolutely no unwillingness to compromise anywhere...

[ July 26, 2003, 03:35: Message edited by: Imperator Fyron ]

Taera July 26th, 2003 04:39 AM

Re: SE4 Stock Balance Mod
 
hmm geo, i actually havent read your first post http://forum.shrapnelgames.com/images/icons/blush.gif

for more basic changes, we just need to fix the wrong things - thats the talisman, the torpedo, the ppb and the pdc. thats about it? others are changes for mods, i'd say.

Katchoo July 26th, 2003 04:53 AM

Re: SE4 Stock Balance Mod
 
SJ, how about stating some boundaries that this project should not cross/things we shouldn't touch. This may streamline the debating a bit more.

For instance, in regards to weapons, what fields are ok to tweak (ie range) and not to tweak (ie resource costs).

I think one of the earlier Posts which listed each of the weapons we're considering adjusting in a neat little table to be a good starting point. How about we list every weapon in the game (excluding missles, tractor/repulsor), even the ones we aren't planning to adjust, and start from there, tackling each weapon one at a time.

Sorry if this is redundant, but I like what SJ is proposing and want to see it come through smoothly.

Geo, Fyron, think happy thoughts. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

geoschmo July 26th, 2003 05:26 AM

Re: SE4 Stock Balance Mod
 
Quote:

Originally posted by PvK:
Remove PPB's phased concept, making them and Phased shields pointless (except for Phased Shield V)?

Like many of the ideas, it would be an interesting mod variant, but it's a design change rather than a balance adjustment.

<font size="2" face="Verdana, Helvetica, sans-serif">Yes, I think you are right on that. But it was interesting discussion. Not a good idea for this though.

Quote:

Originally posted by PvK:
* If you think MB needs to be improved, then I don't think you've run enough cost/effect analysis of other weapons which are harder to get, such as racial normal-damage ROF 1 weapons.

<font size="2" face="Verdana, Helvetica, sans-serif">I am in pretty much agreement with this as well. A long time ago I did some detailed analysis using actual in game tests, not just math on paper, and compared ships using APB, MB and PPB. I didn't do a one for one test but factored in different sized fleets to account for the various cost of the weapons. Not suprisingly the PPB pretty much dominated the other two, but the APB and MB were suprisingly even. The APB did have somewhat of an advantage as it should from looking at the difference in damage. But the MB fleets did fairly well what with the greater number of ships in a fleet that could be built in the same amount of time. It was close enough that a MB player could win decisivly with an advantage in some other area such as training, tactics, or a stronger economy which would allow even mroe ships then would be accounted for by the difference in weapon cost.

I really think most of the MB's perceived problems are just from an unfair comparison to the PPB.

Geoschmo

P.S. Katchoo. Hommmmm, Hommmmmm.. I'm going to my happy place.... http://forum.shrapnelgames.com/images/icons/icon12.gif

[ July 26, 2003, 04:29: Message edited by: geoschmo ]


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