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Old September 4th, 2001, 09:31 PM
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Default Re: Balancing Technologies

Just a few things (some of these are personal preferences, ignore if you wish):

I notice sphereworld components are gone, but ringworld components still exist. Was that on purpose?

I think it's a little too easy to get the atmosphere converters. Maybe move the first one to level 6 of Conservation, the second at level 9, and the third at level 11 (after resource converter).

I also noticed you took out a lot of hull sizes; I agree with a couple of those, but the Light Cruiser is a fairly useful size for certain things (i.e., repair bays). I also think the Carrier hulls ought to be linked to fighter tech somehow; after all, why have a carrier unless you have fighters?

I like the structure for propulsion, but I'd want to see numbers before making a final verdict - i.e., how is an "Engine 2" better than an "Engine 1"? Especially since it looks like the engine bonuses have all been allocated to other devices.

More on Stellar Manipulation: only one type of warp point opener? What's the distance limitation? And only one each create/destroy planet? What size can it create/destroy?

Putting the talisman at Religious 3 might make Religious too powerful too early. Then again, I didn't see any weapons specific to Religious Tech; that would be a nice addition...

You may have trouble with the auto-cannons; ISTR that the auto-fire ability isn't triggered by ships moving.

And the name Mental Flailer should be changed when you move the weapon to Temporal. Something like "Reaction Disruptor" and the description refers to altering the enemy crew's sense of timing. Oh, and the Temporal maintenance reducer could be an "Entropy Reducer" that slows down the rate at which entropy increases in a system, thus reducing maintenance.

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