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Re: SE4 Stock Balance Mod
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Re: SE4 Stock Balance Mod
Ok, "should count as"
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Re: SE4 Stock Balance Mod
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General Espionage Force Concentrations: Lower cost -- 2,000 Queue Concentrations: Lower cost -- 2,000 Ship Blueprints: Lower cost -- 5,000 Covert Recon: Lower cost -- 2,000 Census Thefts: Lower cost -- 2,000 Technological Espionage: no change (150k) Embassy Taps: Lower cost -- 2,000 Empire Star Charts: Lower cost -- 5,000 Empire Archives: Lower cost -- 10,000 Unit Blueprints: Lower cost -- 5,000 Tech Reports: no change (20,000) General Sabotage Economic Disruption: Increase cost -- 30,000 Resource Procurment: Increase cost -- 30,000; Decrease effect to 5k of each resource (instead of 10k) Technological Sabotage: Increase cost -- 50,000 Intelligence Sabotage: Lower Cost -- 15,000 Planet Sabotage Weather Disruptions: Increase Cost -- 30,000 Ground Contamination: no change (20,000) Food Contamination: Decrease effect to killing 5M population (instead of 100M). Or increase cost to 100,000. Anarchy Groups: Increase Cost -- 20,000 Puppet Political Parties: Remove, or increase cost to 1,000,000 Cargo Maint. Trouble: (no change) Industrial Sabotage: no change (25,000) Political Disruption Trade Distruption: Remove, or increase cost to 400k Comm Taps no change (15,000) Comm Mimic: Remove, or increase cost to 500k Comm Interceptors: no change (10,000) Ship Sabotage Ship Bomb: no change (10,000) Engine Damage: Lower cost -- 5000 Fuel Leak: no change (10,000) Crew Insurrection: Remove, or increase cost to 100k Crew Rotation: no change (5,000) Cargo Bomb: Increase cost -- 7,500 Order Snafu: Lower Cost -- 5,000 [ July 23, 2003, 23:54: Message edited by: spoon ] |
Re: SE4 Stock Balance Mod
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If someone wants a range-8 weapon which competes with APB at max-tech, yet is slightly different (no range attenuation), then I think that niche should either be filled by some other weak weapon (torpedo? a new weapon?), or probably better, the APB should be made weaker (how about making APB a "half damage versus shields" weapon???). By reducing the all-around superiority of the APB, all the other weapons in the game would be more interesting in late-game, rather than just an improved MB. PvK |
Re: SE4 Stock Balance Mod
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</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Heh, for some reason, when PvK said "new weapon" I thought he meant one of the underpowered weapons we hadn't really addressed yet, like the hellbore or incinerator. But, yeah, we can't add any new weapons... Quote:
You can't really lower the APB too much - otherwise the MB and PPB overpowers it. |
Re: SE4 Stock Balance Mod
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Spoon, regarding you intel suggestions. I would merely point out that because of the hinkiness of the current intel system increasing the cost of an intel project makes a project harder to defend against as well. Quote:
Since changing the comp size is also bad, and Geo pointed out that greatly increasing the cost might drive the ai bankrupt, what options do we have to balance these two items? </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">After a little digging I think the problem here is not as serious as we thought. The stock Norak AI has a call for combat sensors. This makes sense as you wouldn't want the ships at a severe disadvantage prior to the discovery of the talisman. If we make the talisman a more powerful Version of the combat sensors it will still be used on their designs. It will simply be placed on the ship through a different design call. We won't even have to make a change to the files. The call for the always hit ability will simply be ignored since there will be no component that can satisfy it. EDIT: Although it appears that the UF specifically do not have the design call for combat sensors. I am not sure for the reason behind this, but being that the custom AI's are not as high a priority for this as teh stock AI it's not a deal breaker I don't think. The custom AI's can always be revised. It's not uncommon for this to need done after a new patch anyway. The same principle applies for the quontum reactor. All the AI stock ship designs that I looked at have a call in them for supply storage. (EDIT: I shuld have said "Attack ships" here. Not all ship designs have a call for supply storage, but the attack ones do.) If the QR is simply a hign value supply component it will get used and the QR design call will be ignored. I think these options are much preferable to any sort of increase in cost because of the reasons already stated. Geoschmo [ July 24, 2003, 00:38: Message edited by: geoschmo ] |
Re: SE4 Stock Balance Mod
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Re: SE4 Stock Balance Mod
In the APB vs MB arena, I just looked up the stats... MB have a very slight power advantage for range 6 only.
I originally had the impression that MB was really weak, but from the comments and a fresh look at the stats, it does seem decent. To me, knocking off only 5 points of damage from the APB would be reasonable. --- As for PPB, perhaps an accuracy penalty to reduce the effectiveness and add a bit of flavour at the same time? ---- Intel: The economic procurement sounds like a very good, and almost trivial change. The AIs pick randomly AFAIK, so it won't be an issue for them. Food contamination seems OK to me... Its quite effective on small colonies, but to larger planets its only a turn's worth of population growth. PPP and Comm Mimic are definitely overpowered, but increasing the cost will cause the AIs to get stuck on such projects when they do try 'em. Trade disruption and crew insurrection aren't too bad. The trade rebuilds on its own, and a ship or two rarely makes much of a difference. perhaps 60k or 75k each would be more than enough, IMO |
Re: SE4 Stock Balance Mod
APB at half-damage to shields would use that now-unused ability, and give an interesting disadvantage to the game's most efficient weapon. Shields can be largely countered with Shield Depleters, anyway, so it isn't nearly as crippling a change as it might seem. If that's not a popular idea, then maybe -5 to-hit for APB?
BTW for torpedoes, I'm of the camp that would rather see them do more damage than have a to-hit bonus, for aesthetic reasons. However I think it would do more for balance to give them a to-hit bonus, so I don't mind either way. I'd give more damage to incinerators, and probably to Ripper Beams too. SE3 Ripper Beams were about twice as powerful as SE4 RB's, but always range 1. Of course, in SE3 this made them almost useless unless defenders, due to the funky movement sequence (defenders could always move to range 2 if they had speed 2+, before the enemy could fire). However, do we have any indication that MM would ever make the default game to have all these widespread tweaks to weapon performance? I've no doubt most of them would be good for balance, but I'll be surprised if MM will change the default performances much if at all at this point. PvK |
Re: SE4 Stock Balance Mod
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Geoschmo [ July 24, 2003, 00:55: Message edited by: geoschmo ] |
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