![]() |
Balancing Intel
I play with a group of people at work, and we greatly enjoy the game, though there seem to be some fairly horrific balancing issues. I'm considering making a Balanced Mod, and seek your input on a few topics. Who knows - if there is a general concensus (haha), these changes might make it into the upcoming patch (I man can dream, can't he?).
I'll start with everyone's favorite -- Intel. Problem 1: Spying for fun and profit Intel is so broken that most games don't use it. Here are the main culprits: - Resource Procurement. Bankrupt an empire by stealing 10k of each resource. Cost: 15k intel points - Food Contamination: Kills 100M citizens on a colony. Cost: 15k - Communications Mimic: Makes one empire declare war on another empire. That's right. Even if they were partners. Cost: 20k - Trade Disruption: Drops the trade level between two empires to 1%. Cost: 20k - Crew Insurrection: Steals a ship. Cost:50k - Puppet Political Parties: Removes a planet from enemy control. Planet either becomes a new ai, or you gain control of it. Suggestion: The actual system is pretty good, but many of the projects are unbalancing. I'd recommend the following changes: 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 5000 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: 100,000. Anarchy Groups Increase Cost -- 20,000 Puppet Political Parties Remove Cargo Maint. Trouble (does this one even work?) Industrial Sabotage no change (25,000) Political Disruption Trade Distruption Decrease effect to -5% trade, or remove Comm Taps no change (15,000) Comm Mimic Remove. (or make it so you can only send General Messages (but you get to write the message)) 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 give it a chance of failure (50%) Crew Rotation no change (5,000) Cargo Bomb Increase cost -- 7,500 Order Snafu Lower Cost -- 5,000 |
Re: Balancing Intel
While I would haved no problem with you making these changes if you wish, for the most part they aren't that big of changes. I'm not sure you would see much differance. Also, keep in mind because of the way Counter intel works, making a project more expensive will also make it harder to defend against.
Quote:
Quote:
Geoschmo |
Re: Balancing Intel
Bringing the population loss down to 5 million is essentially the same things as saying "Don't bother with this, it's useless." Build population transports and move them away from your homeworld.
|
Re: Balancing Intel
100 million is way, way too much. That project (along with Cargo Bombs and Crew ConVersion) can be easily used to prevent large numbers of planets from ever having population.
|
Re: Balancing Intel
Geo - the point is not to completely overhaul the system, because for the most part like it. It's the troublemaker projects I want to deal with, and I think these changes would make a significant difference:
Resource Procurment -- Increase cost -- 30,000; Decrease effect 5000 of each --> this increases cost by 50%, and halves the effect Food Contamination -- Decrease effect to killing 5M population (instead of 100M). Or increase cost: 100,000. --> this reduces the effect by 95% Puppet Political Parties -- Remove --> reduces effect 100% (hehe) Trade Distruption -- Decrease effect to -5% trade, or remove --> reduces effect by (up to) 75% Crew Insurrection -- Remove, or give it a chance of failure (50%) --> reduces effect by 50% Graeme Dice - What level would you suggest? Note how effective it would still be against new colonies and colonies with abducted alien populations that you can't easily replenish. |
Re: Balancing Intel
Quote:
|
Re: Balancing Intel
You didn't even address the biggest balance problem in the intel system: You can 'attack' someone the instant you meet them. There's no need to learn the culture, establish an intelligence network, or anything like that. You just start pumping out 'intel attacks'... hrm?
After that of course,is the har dlimit of 12 projects. You can be a bigger 'intel power' than all the other players in the game combined and you are still bound to 12 projects at a time. Yech... If these problems could be changed than many of the other 'problems' in the intel system could be balanced out. |
All times are GMT -4. The time now is 04:02 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.