
July 25th, 2003, 02:52 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: SE4 Stock Balance Mod
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Originally posted by geoschmo:
quote: Originally posted by spoon:
[qb]That said, however, I would much prefer there to be choices at each stage of the game rather than a simple formula to follow.
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Well, I cetainly can see your point, I just disagree with it. In my mind having several basically equal weapons to choose from at any one time isn't really important. Yes it gives you a choice, but which choice you make is irrelevant. Since each one is more or less equal, they become interchangeable.
Heh, that is so much the opposite of my point, I am forced to put one of those eyeball-rolling guys in my post... In fact, it appears that you say you want balance and choices, but your suggestions don't really live up to that. You want minor tweaks and the game to stay basically as is. There is nothing wrong with that, but don't try to sell it as a "vision of balance".
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With the type of balance I am suggesting you still have choices. Any of the mainline weapons could be valid options at the end of the game, but they wouldn't be equal on a one for one basis.
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No, you are suggesting that the PPB is fine as is, but that you would put up with a minor change as compromise. The game, as it is, does not give you significant strategic choice. You have PPBs for the mid game, and APBs for the late game.
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Different weapons would require different stratagies to take advantage of their strengths. One better at short range, one at long. One good for small fleets of powerful but expensive warships. One better for massive fleets of cheap, expendable "cannon fodder". I'll admit my vision of balance would be much harder to acchieve, but in my opinion it lends for a richer game.
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This is what I have been arguing for when I mention giving each weapon a role or a niche. I am glad we can agree on that! However, in order to do that, you have to be willing to make more changes than you seem willing to concede. Again, that is a fine approach, and if this mod wants to lean in that direction, that is fine, but don't fool yourself into thinking you are addressing the main issues of game balance.
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If you guys want to have a discussion about whether or not the PPB should have remained a niche weapon in SE4, I may end up agreeing with you. But the fact is it is not a niche weapon for SE4, and hasn't been for almost three years now. It's asking a lot to get people to accept totally nerfing the weapon now at this late date.
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This does seem to be the way SJ is leaning as well. I disagree with it, and think the game would be better without such a dominant mid-game weapon. However, if you want to avoid doing any major changes, then, yeah, tweak it a little and see if it makes a difference. Always room for iteration, I suppose.
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Not to mention any of the stock AI's that are designed aroung the PPB as a mainline weapon, I believe there are at least a couple, will have to be totally reworked, research and designs.
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This is the best reason to leave the PPB only slightly diminished in power. It's a good one, but it makes me think that perhaps we need a Human-Only Balance Mod as well, since so many good changes that have been suggested (for QR, Talisman, etc) won't work well with the AI. It is proving to be too much of a limiting factor, I think, to make the current mod as useful as it could be.
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