|
|
|
|
May 27th, 2002, 07:59 PM
|
Colonel
|
|
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Stellar Balance Mod
OK, so in the recent discussions there were a lot of things that SEIV could use but because they are not very urgent MM are not likely implement them in the near patches.
So what do people say about creating a mod that will balance several parts of the game?
The point is, if we do create it it should be commonly used like the TDM-ModPack is because by those "fixes" we (or at least i) want to make the game more balanced.
What things need balancing now: (IMO)
1. Phased Polaron Weapons / Beams (see New Patch? thread)
2. Crystalline weapons - the weakest around
So two big questions:
A. Should i bother to do it at all
B. What else could be balanced
The best thing i can think of is create the balanced tech tree and insert it to the TDM-ModPack. Anyway by now it is the "Overall Game Improvement" mod, so this will not hurt it. Of course i am aware of the general mission of the mod, but still.
__________________
Let the game begin!
Green bug from outa space!
|
May 27th, 2002, 08:47 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Stellar Balance Mod
Quote:
Well now i recall that there are technologies actually using multiple technology prerequestments. The smaller weapons.
Could be exploited to create the PP weapons.
|
Feel free to copy P&N's PP weapons, which do just that.
__________________
Things you want:
|
May 27th, 2002, 08:47 PM
|
|
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: Stellar Balance Mod
I can see one potential problem: getting any kind of consensus on how to balance anything. Pick any two modders at random, and you're likely to get two (or more! ) opinions of what the "right" fix is.
The TDM-ModPack deliberately excludes tech changes, so I'd expect that any balancing mod you do come up with won't be accepted to add to it.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|
May 27th, 2002, 09:37 PM
|
Colonel
|
|
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Stellar Balance Mod
Bah, as for PPBs pretty everyone agree they're too strong ! Not sure about crystalline weakness though ...
IMHO problem with including these sort of changes in TDM is not that it messes up the standard tech (in fact you can change cost and/or damage without touching the "tree"), but rather that most of the TDM AI races are just programmed to use PPBs !!
|
May 27th, 2002, 11:12 PM
|
Colonel
|
|
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Stellar Balance Mod
Of course all of you are right.
The point is to make an all-accepted mod that will balance the things a very little.
As for PPB, small damage reducement or ROF of 2 will just make it fine.
As for Crystalline weapons, the only actually powerful weapon in their tech tree is the High Energy Amplifier (or whatever is it called). Now it is located on levels 7-10 of a tech tree that begins with 20k cost for the first level.
Their Energy Dampener(sp) is also just weaker than the very similar Mental Flailer from the Psychic tech, and is much weaker by its damage while the cost the size and so on is same, only it is located higher on the tech tree (6-8 i think).
Now i am not sure about the Shard Cannon. Though neat at level 10, it is a pain to research. Still the armor passing ability is nice thing to have.
I wont say anything about it. In fact, i guess this can be left alone.
So overall changes will be minor as it seems to me.
The whole project begins to look useless. Better just try to somehow convince the MM to change the PPB in the game itself.
__________________
Let the game begin!
Green bug from outa space!
|
May 27th, 2002, 11:24 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Stellar Balance Mod
"Their Energy Dampener(sp) is also just weaker than the very similar Mental Flailer from the Psychic tech, and is much weaker by its damage while the cost the size and so on is same, only it is located higher on the tech tree (6-8 i think)."
Actually the two weapons do different things. One increases reload time the other disrupts it. AFAIK shooting the Energy Dampener at a ship armed with APBs or PPBs won't have any effect, where the Flailer will.
Phoenix-D
[ May 27, 2002, 22:26: Message edited by: Phoenix-D ]
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|