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Re: Proportions mod Version 2.2 released
PvK, drones need some balancing.
As it is now, large drone is completely and utterly useless ! With max. speed 7 it can not catch up with same tech level cruiser !!! Why not make 2,3 and 4 engines for small, medium and large drones ? They will have the same speed. In normal SE IV, drones are fastest space ships and I do not see any reason why it should be different in Proportions. If you think it is way too much, add at least one engine to large drone. Right now I can see no reasons whatsoever to build even medium drones. ----------------------------------------- Regarding to research, I think the best way is to add one or two levels to research facilities. And may be increas a little the output of RC-2 and RC-3. But not too much of course, or it will spoil the whole idea of Proportions mod. |
Re: Proportions mod Version 2.2 released
PvK,
In fact I have two issues : * While slow progress is perhaps more realistic it is also just plain boring ... 100 turns ahead research progress some 20%, while research costs rise fourfold, so tech goes slower and slower. I just NEED something to go faster * But the main point is "facility space usage" in Proportions. My colonies often have only 5 to 10 spaces, my HW are full of CC since start, so what can I do ? I just cannot specialize any planet in anything : either I put "general purpose" settlements/cities etc that produce a little of everything, and the specialized ones are pure crap, even 10 of them doesn't produce much ! Additionnaly the facilities limit comes weird : I can put only 5 small research labs, but (supposing I can produce them) 5 Col CC on the same world will take the same space ! So I really think that bigger specialized facilities, for colonies as well as HW. These should be on an "upgradable" path to the smaller ones to speed up the process (and let AI handle them). /rant http://forum.shrapnelgames.com/images/icons/icon12.gif One idea :I'm thinking of using "multiplier" facilities for "cultural" simulation (CCs): what about some expensive facilities that would set production, research or Intel to 200-500% instead of producing a (big) flat resource output ? That would give a comparable result (HW will produce much more than colonies for long) but be simpler to handle for AI (no need of bogus abilitie !), and closer to original SEIV design as well. |
Re: Proportions mod Version 2.2 released
PvK, another problem with drones:
Drone launcher cargo capacity is broken. It is completely wrong to have 3(!!!) drone launchers to accomodate 1 drone. Even if you think that default drone launchers are most efficient cargo bays in the game, take into account its research cost: DL-1 cost 10K and only marginaly better than CB-2 (6K). Yes, DL-3 is the best cargo bay available, but it is rather late discovery. May be it is nesseccary to increase DL size to 40K, but please restore capacity to 100,140 and 180 for small, medium and large DL. Right now (take into account the broken speed of drones) Proportions is completely drone free http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Proportions mod Version 2.2 released
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Re: Proportions mod Version 2.2 released
PVK: Don't ya just hate it when people drone on and on and on..?
(Oleg: I'm totally joking... http://forum.shrapnelgames.com/images/icons/icon12.gif ) |
Re: Proportions mod Version 2.2 released
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PvK |
Re: Proportions mod Version 2.2 released
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I am thinking though that the production facilities should probably all be jacked up so that building a facility provides more that you can do with it. I would increase the cultural center amounts by essentially the same factor, though. Quote:
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Of course, what you can do is use a homeworld slot for something that multiplies production of a particular kind. PvK |
Re: Proportions mod Version 2.2 released
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So, good suggestion/catch and I will put it in. I disagree though that there is no reason to use larger drones with 2 engines compared to smaller ones. Speed is not everything, and the extra 80kT allows things that are impossible on a small drone, such as dumping Stealth/Scattering armor and ECM on, to make them very hard to shoot down - a slow but very-hard-to-kill drone is better than a fast but easily-shot-down drone, in many cases. Quote:
In my 2000-pt one-planet Low research cost test game, though, I was pretty happy with the AI's progress by turn 120-130. It seemed to still have good techs it could get in a few turns, and had good mid-game type techs (cruisers, fighters, CT engines, shields + regenerators, EW III, CSM V, etc). PvK |
Re: Proportions mod Version 2.2 released
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PvK |
Re: Proportions mod Version 2.2 released
PvK,
I am convinced that restoring original DL cargo but raising its size to 40K is the best solution. It will make DL-3 roughly equivalent to CB-3. Yes, it is possible to make drone carriers by combining DL/CB, but did you try it ? It is just a different and unnessary layer of micromanagement. Besides, it is _very_ difficult to instruct AI to make any sort of usefull drone carrier now. I personally gave up. 40K size will not unbalance cargo and should decrease micromanagemnt considerably. Drones are a tricky subject and MM obviously spend a lot of time balancing them. They do the same incrediable amount of damage in normal SE IV, but cost a lot of resources and are destroyed in battle. In strategic combat even lowly scout can trigger launch of hunderds of drones for immense lost of resources. I do not consider restoring the speed of large drones as unbalancing. You argue that larger drones make small one obsolete, but, hey, that is the whole point of investing thousands and thousands points into research ! http://forum.shrapnelgames.com/images/icons/icon7.gif Drones do not have extra defence bonus as in standard SE IV. Besides, proportions ECM jammers go up to 31K in size, compared to flat 10K in unmoded game. [ May 25, 2002, 04:47: Message edited by: oleg ] |
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