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Old August 13th, 2001, 04:44 AM
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Default Re: Top Ten Reasons for Balancing ModPack

quote:
A very fun and refreshing change from the standard SEIV universe. Suicide, those living ships are hella cool. Just so you know
Oh, yeah. I've taken that trait a lot too, and decided to bump the racial point cost up because of it.
With my "every-racial-tech" merchant race, I've had to go with 50% repair rate, and include two H.O. on each ship. That ends up costing me the normal C&C space (30KT) on each ship (LCs), and all I really get for my racial points is one component healed per turn, plus cool component pictures .

quote:
I didnt think of the time it take to repair the armor, good point. I dont tend to take that into consideration as i either dont have any repair ships present in a fleet or have enough to repair like 40 components in a turn.
HeHe. If you were playing P&N, then you'd be concerned about the repair time of your advanced armor
Plasma Projection Armor, with 14 HP/KT sounds great, but when you consider that even a repair bay III only fixes 112 hitpoints per month, then you start to wonder
Note: with Ablative Armor (8 HP/KT, 3KT size) the repair bay fixes 192 HP/turn, and with standard armor (5HP/KT, 10KT), it fixes 400 HP/turn.

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I dont know about you guys, but i always go up the armor tree early game to counter that threat.
The rapid hitpoint increase of armor tech really helps the early game. I always research it first, then go back and research shield tech.
Especially with the P&N tech, I like to get the hitpoints of plasma armor, add an emissive armor to take care of weak hits, and a shield regenerator to ensure that the emissive takes care of the first hit each round.
(EG. Antiproton beam: 50. Shield regen: 20 pts. Emissive armor: 30 pts. first hit drops shields, does no damage. Subsequent shots are dodged, or go into the plasma armor).

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PPBs are generally WAY cheaper to research, just as damaging, and go right through shields). I kind of like how SuicideJunkie handles it(in P&N), with the even/odd phased/regular shield research tree.
As of P&N 2.2 or so, Phased weapons are more expensive to research.
"Phased weapons" gets you nothing by itself; you have to research other tech, such as missiles, torpedoes, or beams. The phased weapon tech gives you phased Versions of the other weapons.

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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.

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.
In P&N, the high tech engines all require lots of radioactives. Weapon rad costs are up a bit too, and the heavy bombardment nukes cost tons.
Combined with the huge engine requirements of larger (mid-game) ships, most races must balance minerals and radioactives.
Organics are still only heavily used by organic tech races and, to a lesser extent, living ship races.

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The latest info on Pirates & Nomads (forum thread).
-<Download V2.2b>- (Now with EZ-Install, just extract to your SE4 folder)
-<Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
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