
July 29th, 2003, 06:52 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Quote:
Originally posted by PvK:
Repair Aptitude:
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* Basic cost lowered from 25 to 10.
* Threshold lowered from 20 to 1.
* Positive Threshold cost lowered from 100 to 10.
* Negative Threshold cost unchanged at 10.
Repair aptitude is slightly odd because it works on round numbers. A one-percent reduction will reduce rates by an entire component per turn, while a one-percent increase won't do anything until repair capacity reaches 100 components/sector/turn. It can also be combined with Cultural modifiers. I leave it as exercise for players to experiment and see where the specific relevant numbers are. Some players consider this attribute's value low because repair components are cheap, so just build more. That makes some sense, although there are some counter-arguments. Dropping to 1% reduces all sector rates by 1 component/turn and gains 10 points. Minimizing to 50% gains 500 points. Raising to 1% does about nothing but costs 10 points. Maximizing to 150% costs 500 points.
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Much like Strength and Farming, Repair is a prime candidate for dropping to 50% when designing a race.
Personally I'd use these numbers:
* Basic cost lowered from 25 to 5.
* Threshold Stays at 20.
* Positive Threshold cost lowered from 100 to 5.
* Negative Threshold lowered to 1.
* Maximum value raised from 150 to 200
You'd see less 50%'s and maybe even some people who would put points into Repair (though not me - even if cost was lowered to 1 point, I would still drop it to 50%, as it just doesn't seem to have much impact on my play style).
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