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Old January 10th, 2003, 12:29 AM
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Default Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)

Quote:
Originally posted by spoon:
The numbers seem good to me. Only thing I would consider doing differently is maybe making aggressiveness cheaper than defensiveness (by giving it a higher threshold, perhaps), and/or lower the maximum possible for Defensiveness to 120% (lowered from 125%).

My thinking is that survivability seems to be(slightly) more important than lethality...
Thanks.

Yes, as a player, I tend to think of defensiveness as slightly more valuable than aggressiveness, for the same reason you mention. If you dodge for a turn, you get a chance to try to hit again. However, on the other hand, if you nail your opponent first, you might not have to worry about him hitting you the next turn. Also, if defensiveness cost more, you could counter your [i]opponent's[\i] defensiveness more cheaply by with your own aggressiveness. Similarly, aggressiveness might seem worth less to reduce since it could be made up for eventually by a talisman or seekers/ramming/boarding/intel, but from the opponent's perspective, all of those things ignore defensiveness as well.

All told, I think they're more or less the same value - different depending on the specific situation and enemy choices. But I'd be interested to hear more ideas about it.

PvK
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