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Old July 29th, 2003, 10:11 PM
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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:
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Right, I understand and agree with your approach. What I am saying is that you might want to balance the costs of the more expensive traits (such as Racial) with an eye on relative costs.

For example, in Standard with a 2000 point start, I really have 5000 points to spend. Taking Temporal Race, for example, would take up about 30% of my points available. With this mod, if I were to take the same characteristic reductions (and I see no reason why I wouldn't), I would have about 3500 points. Taking Temporal Tech now takes up about 42% of my points, and so is now much less tempting (or viable in some cases).

To the point of "freebies", I think their is still a bounty to be had in Strength, Farming, and Repair reduction...
Since this mod only changes costs and not abilities available, I think in order to balance the choices that the number of the best things that can be chosen does need to be reduced. There are only so many really powerful things, so with a low number of points, players shouldn't be able to choose most of them and not sacrifice something really important, such as a low combat, construction, and/or maintenance ability.

It's a good observation that the racial techs now take up more of the available points you have before taking serious disadvantages. However I don't think this is a case for reducing the costs of racial traits. If anything, they seem to be worth more.

For example, the Temporal Event Predictor III gives a +30 to-hit modifier in systems where it is present (the defensive to-hit implications of "system combat bonus" don't actually work) - with the balanced point costs, that +30 to-hit would cost 4875 points if it could be used anywhere without researching and building an expensive facility. 1500 points starts to look like a real steal to me. Not to mention the Temporal Space Yards and all the rest.

Seems to me the "freebies" you mention are addressed:

Minimized Strength, Farming, and Repair all have a negative effect - not a real big one, but they no longer give a real big number of points, either.

150 points back for 50% strength - with the latest patch, defending troops aren't just shot off a planet, so having 50% strength will be an inconvenience. If you always glass alien planets, then go ahead an collect 150 points, but never capturing planets is worth more.

680 points for 50% farming may seem like a good deal for non-organic players, but colonizers and high-tech facs and componenets do require orgs, and later in the game, you can convert orgs to other resource types efficiently, so your high-value org planets and monolith collections will be penalized. 680 points seems tempting enough for the perceived early-game advantages, but I think 50% orgs will probably do at least that much harm in later stages of play.

Repair at 50% causes some inconvenience and inefficiency, especially if you like to retrofit a lot, or your ships are expensive due to low resource aptitude or high maintenance costs (which will be more common with the Balance mod costs). Per my previous message I think the value may be somewhere between my 500 points and your 180 points.

Yes you can do some good other things with the points if you minimize them. Seems to me like they're now about the right number of points so either choice is valid. I don't want to discourage any choice so much that players find their personal play styles aren't worth the points, unless the reason it was their style before was because it was such a great (unbalanced) bargain.

PvK
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