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Ultimate MOD balance
Do you really think that all racial advantages are balanced in the UM?
IMO the "Deeply Religious" is much to strong ... they get some very nice components without any disadvantage! For example: "Shield of Eathnel III" - that rocks. You can use die cast mount on it - that will save 1100 hit points for only 88/88/88 resources! But there is more: they do not only get good that defense component - also good offense (Talisman) - one of the best/fast engines and some very nice unique tech: the chance to open warp points very very cheap and Last not least one of the best orbital shipyards! This all compared to the other racial boni ... IMO that's unbalanced. (think of Propulsion Experts ... only 500 racial points cheaper) -------------- What do you think? Maybe I ve overseen something - please tell me! Seik |
Re: Ultimate MOD balance
One more thing that happened - I think it is a little bug?!
Ships that use diecast mount components can sweep minefields without the risk to take damage! If a ship with such a mount enters a sector with a minefield - the minefield is triggered, all mines are destroyed and the ship got NO damage! Anyone seen this too? |
Re: Ultimate MOD balance
If the die cast mount happens to increase the hitpoints of the armor beyond what one mine warhead can dish out, then the mine does nothing.
This effect can also be seen in Mine Warhead I's vs Organic Armor in unmodded SE4 |
Re: Ultimate MOD balance
Wow - did nt know that...
There were 90 small mines with Lvl.3 warhead (90x(2x300)=54k damage points). Only one ship with Shield of Eath.III (diecast)enters that field.... Thanks |
Re: Ultimate MOD balance
"There were 90 small mines with Lvl.3 warhead
(90x(2x300)=54k damage points)." Actually, no. Mine damage that doesn't kill a component is discarded. So what you have is 600 damage, 90 times. If none of the armor components have less than 600 HP, no damage is done to the ship. Phoenix-d |
Re: Ultimate MOD balance
One more refinement:
Excess damage is discarded after every warhead. So in this case, the armor only has to have 301 hitpoints to be invulnerable. |
Re: Ultimate MOD balance
nevermind, I was beat to it.
[ June 16, 2003, 04:18: Message edited by: General Talashar ] |
Re: Ultimate MOD balance
No, I don t think so.
Religious Research isn t so slow as you told - I think it is much faster: Because you have to research on less trees to get the most important things. What I mean is: you do not have to research the normal Propulsion Tree for example. The religious engines are much better and if you go for that engines you get other nice components. It is cheaper/faster. Seik |
Re: Ultimate MOD balance
It is now that I think about it, maybe if it was broken up into more diverse trees in the next UM patch.
[ June 16, 2003, 04:25: Message edited by: General Talashar ] |
Re: Ultimate MOD balance
No problem.
I think we all want the same -> improve this game and MODs more and more. Making MODs is a hard work and I don t want to blame that guys - only to remedy some things. Seik |
Re: Ultimate MOD balance
Do you think Hadrian's seen this post?
[ June 16, 2003, 04:26: Message edited by: General Talashar ] |
Re: Ultimate MOD balance
Too bad there isn't a way to get a supply and demand system going in SE4 racial traits...
Say, for every player, the racial techs that they choose go up in price 100 points for the next game, and the ones they don't pick drop by 10 points. No more worries about balance http://forum.shrapnelgames.com/images/icons/icon7.gif PS: Hadrian - PM for you. |
Re: Ultimate MOD balance
@SJ:
what an idea - we should save for SE5 ;-p |
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