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Old August 6th, 2003, 08:07 PM
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Default Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)

I decided to stick with my Last values for Repair Aptitude, adding a bit of reasoning to the text. Values may change once I get feedback after people try designing empires using the values.

Repair Aptitude:
================
* 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. Some players may still choose to minimize it, but I don't want to lower its value any more, partly because gameplay is more interesting if players are using more repair ships and battle damage Lasts longer. 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.

PvK

[ August 06, 2003, 19:07: Message edited by: PvK ]
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