View Single Post
  #5  
Old April 28th, 2008, 06:47 PM

sgqwonkian sgqwonkian is offline
Sergeant
 
Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
Thanked 13 Times in 10 Posts
sgqwonkian is on a distinguished road
Default Re: Weird Worlds: Rebalanced

Quote:
IckyJoelIdeaVole said:
I finally gave in and purchased Weird Worlds after enjoying the demo for a few months. While it's certainly an amazing game, the balance in many areas leaves much to be desired. Since I haven't been able to locate a mod designed with the intention of improving this, I've decided to create one myself.
You know, I actually kinda like the quirky broken-ness of Weird Worlds combos. It's like combo decks in Magic - fun to watch it come together. Sure, it makes it impossible to lose sometimes, but at least when that happens the game wraps up in 10 minutes or less and you can play again. Less fun are the games where you never had a chance, but I suppose that's at least occasionally necessary to keep the game thrilling.

Too much balance and you'd end up with a boring game, I think. Note this is the opposite of my approach to most games - I tabletop RPG and board game all the time, and like those balanced and fair. But for a game as short and quirky as WW:RTIS, I don't think balance is as big a deal.

-----

I did a bit to address the balance issue in one of my mods - Drives 'R' Us - by identifying the most busted weapons and giving them all a tag in common so only one would appear per game. I also trimmed back the likelihood of things like the Mantle or Bauble by making alternate versions of them and putting a shared keyword on those items or quests, too.

Less successfully, I tried to fix the whole ambush situation in my Sgqwonkian Crisis mod, but backwards-facing ships turned out to not be the solution I thought it'd be.

-----

Other balance issues I'd want to address (but never have) is reducing the potency of ramming. One way to do that would be to just dramatically increase the range of all weapons. Though that would run a risk of slowing down the processor a smidge if a lot of projectile weapons started shooting from far off when big fleets faced off.

Another way to deal with ramming would be to double the defensive values of hulls / shields and double the damage of all guns. That would make ramming a better-armed ship really risky.

While I've often thought about such ramming fixes, I've never felt strongly enough to justify the time necessary tracking down every entry and fixing them all to make it work thoroughly.
__________________
WW:RTIS & modding: http://transitivegaming.blogspot.com...abel/WW%3ARTIS
Other gaming stuff: http://transitivegaming.blogspot.com