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Old August 13th, 2001, 01:06 AM

Phoenix-D Phoenix-D is offline
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Default Re: Top Ten Reasons for Balancing ModPack

quote:
Originally posted by LT411:
[b]1. Ships can move into range of stationary units, fire their weapons, and retreat without the defender ever getting a chance to fire back. To balance this, stationary units have mounts which extend their range.


Bases or WPs- I forget which- already do.

quote:
2. Six Ion Engines I move a 150kT Escort 6 squares per turn. The same six engines move a 600kT BattleCruiser 6 squares per turn. To balance this, small ships are faster than large ships with the same engines.

See P&N Version 2

quote:

3. Research time for weapons is so low compared to other areas that it often makes sense to research 3 or 4 levels before equipping them - and requires constant upgrading of designs. To balance this, research times are smoothed out to encourage a round-robin approach that provides more time to use each technology level.

Hmm.

quote:
4. A new colony constructs at 2000 resources per turn. If you build a Space Yard Facility I it still constructs at 2000 resources per turn. To balance this, new colonies start at 1000 resources per turn.



[/quote]5. Of the three resources, minerals are used for almost exclusively relegating organics and radioactives to insignificance. To balance this, construction costs include all three.[/quote] Watch it with this- the game gives homeworlds many, many more mineral miners than the other two, and that can't be changed. Overbalance and you slow the early game WAY down, lending even more power to research and intel.


[/quote]6. The fixed cost of engines is insignificant compared to their value in combat, yet the AI does not put the maximum number of engines on it’s designs. This gives players who max out their engines an unfair advantage. To balance this, the size and cost of engines should be equivelant to their value, but the game doesn’t support this. Therefore, the maximum number of engines is limited to the value the AI uses.[/quote]Uhh.. wouldn't it be better just to mod the AIs?


quote:
7. The defensive bonus for ship size is not proportional to the size of the ship. To balance this, they should be applied consistently. In addition, adjustments for stationary targets are included because it makes a big difference when trying to hit a target if it is moving or not.
Agreed. No way to make a moving/no moving ship disadvantage though.


quote:
8. The cost of most components stays the same with new technology levels. To balance this, the cost should increase proportionaly with the value.
Dunno what game you're playing, but SE4 has prices go up. Not to the extent that you'd want to use just the old stuff, but enough so you feel it.


quote:
9. The lack of maintenance on units coupled with low construction costs and high construction rates make it possible to quickly and easily create impregneble defenses on colonies. To balance this, the construction costs of units is increased.
You can only put a certain number of mines in a sector; satilities cannot move and are thus easily bypassed or destroyed- not the mention that they cost the same as a ship of the same size-, fighters do have ooomph but are torn up by PDCs, and troops are, well, troops.

Notice that you didn't add things like:

-Why does it cost so much to get phased shields when PPBs are so easy to get?

Phoenix-D

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