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  #1  
Old August 8th, 2003, 10:02 PM
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Geckomlis Geckomlis is offline
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Default PBW Multiplayer Mod

I would like to see a Mod and/or set of rules to balance play in PBW multiplayer games.

One of the PBW games I have been enjoying most has been geoschmo’s Mediocrity.
http://www.shrapnelgames.com/cgi-bin...3;t=008938;p=5
The premise is that that everyone starts neutral: Neutral Culture, No changes to Characteristics, no Advanced Traits/Racial Traits.

One of the ideas for a game that I really like is DavidG’s PBW Multiplayer King of the Hill or 'hate everyone' rules.
http://www.shrapnelgames.com/cgi-bin...;f=23;t=009682
no treaties, no trades or gifts, no ruins, no surrender, no intel

And of course, there have been the ubiquitous “balance” suggestions, usually restricted to actions that will not break the AI – not a consideration in PBW.

So I am compiling a list of ideas:

1. Change settings.txt so that all Characteristics are Min Pct/Max Pct = 100. (Mod)
2. Remove all Cultures except Neutral. (Mod)
3. Remove all Advanced Traits/Racial Traits. (Mod)
4. Change the Racial Traits Tech Areas to Theoretical Sciences at a cost of 100k research points each. (Mod)
5. Allow Gifts/Tributes = False (Setup)
6. Allow Technology Gifts/Tributes = False (Setup)
7. Allow Surrender = False (Setup)
8. No Ruins on Planets = True (Setup)
9. Remove the Applied Intelligence tech tree. (Mod)
10. Can only send a General Message from the Communicate screen. (Rule)
11. Create a pool of reasonably balanced maps. (Mod)

Comments, additions, corrections?

Gecko
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Old August 8th, 2003, 10:17 PM
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Default Re: PBW Multiplayer Mod

I suggest a big one:
Change weapons to use SE3 values (x10 damage)

SE3 had a very nice weapons balance, IMO, and the damage per kt was smaller as well, so ships survived better and shield regenerators were useful.
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Old August 8th, 2003, 11:24 PM
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Default Re: PBW Multiplayer Mod

Quote:
Originally posted by Suicide Junkie:
I suggest a big one:
Change weapons to use SE3 values (x10 damage)

SE3 had a very nice weapons balance, IMO, and the damage per kt was smaller as well, so ships survived better and shield regenerators were useful.
I was not an SE3 player. Could you give some examples? i.e. what the values of specfic SE4 weapons would be after "SE3" adjustments.
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Old August 8th, 2003, 11:56 PM
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Default Re: PBW Multiplayer Mod

Lets see:
damage x10, and range +1 since ships can't stack in the same combat square.
Also important is that all components had only 10 SE4 hitpoints, even large weapons... Big guns didn't bulk up your ships like they do in SE4.
Only armor should do that.

APB 1: 20 - 10 (@ range 4)
APB 12: 60 - 20 (@ range 9)
(30kt)

CSM 5: 150 @ 9
(50kt, reload 3)

MB 6: 30 @ 7
(20kt)

AMT 5: 50 @ 7
QT 5: 100 @ 7
(50kt, reload 2)

PPB 5: 40 - 20 @ 7
(30kt)

RB 4: 60 @ 3
(20kt)

IB 3: 100 @ 7
(50kt, reload 2)

WMG 3: 200 @ 9
(70kt, reload 3)

GHB 5: 300 - 60 @ 9
(60kt, reload 2)

SD 5: 150 @ 8
(20kt)
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Old August 9th, 2003, 12:55 AM
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Default Re: PBW Multiplayer Mod

SJ,
Hmmm, I see your point about all components had only 10 SE4 hitpoints in SE3. I actually like the SE4 system though – it is provides more variety and is consistent with other “design-a thing” games. Also, didn’t SE3 follow the Starfire convention of left-to-right damage resolution?

Back to weapons - not sure if I am understanding you, call me math challenged:

APB 1 - Stock SE4
RNG 1 2 3 4 5 6 7 8 9
DMG 20 15 15

APB 1 - “SE3” Adjusted
RNG 1 2 3 4 5 6 7 8 9
DMG 20 ? ? 10

APB 12 - Stock SE4
RNG 1 2 3 4 5 6 7 8 9
DMG 65 60 60 55 55 50 50 45

APB 12 - “SE3” Adjusted
RNG 1 2 3 4 5 6 7 8 9
DMG 60 ? ? ? ? ? ? ? 20

Gecko
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Old August 9th, 2003, 01:39 AM
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Default Re: PBW Multiplayer Mod

I do understand there is a market-- Mediocrity being a prime example-- for a game or mod with this many restrictions, but to me it is bland, bland, bland! I think I'd rather pull out my chess set.

Just my opinion.
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