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Old July 29th, 2003, 08:57 PM
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Default Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)

Quote:
Originally posted by spoon:
quote:
Originally posted by PvK:
Repair Aptitude:
================
* Basic cost lowered from 25 to 10.
* Threshold lowered from 20 to 1.
* Positive Threshold cost lowered from 100 to 10.
* Negative Threshold cost unchanged at 10.

Repair aptitude is slightly odd because it works on round numbers. A one-percent reduction will reduce rates by an entire component per turn, while a one-percent increase won't do anything until repair capacity reaches 100 components/sector/turn. It can also be combined with Cultural modifiers. I leave it as exercise for players to experiment and see where the specific relevant numbers are. Some players consider this attribute's value low because repair components are cheap, so just build more. That makes some sense, although there are some counter-arguments. Dropping to 1% reduces all sector rates by 1 component/turn and gains 10 points. Minimizing to 50% gains 500 points. Raising to 1% does about nothing but costs 10 points. Maximizing to 150% costs 500 points.
Much like Strength and Farming, Repair is a prime candidate for dropping to 50% when designing a race.

Personally I'd use these numbers:

* Basic cost lowered from 25 to 5.
* Threshold Stays at 20.
* Positive Threshold cost lowered from 100 to 5.
* Negative Threshold lowered to 1.
* Maximum value raised from 150 to 200

You'd see less 50%'s and maybe even some people who would put points into Repair (though not me - even if cost was lowered to 1 point, I would still drop it to 50%, as it just doesn't seem to have much impact on my play style).

That would give:
Repair 80% gives 100 points (mine was 200).
Repair 50% gives 130 points (mine was 500).
Repair 120% costs 100 points (mine was 200).
Repair 150% costs 250 points (mine was 500).
Repair 200% costs 500 points (mine didn't allow it, but would cost 1000 points).

I like the idea of increasing maximum to 200%, but it is a feature change, not just a cost change.

I think you're right that it may still be slightly overvalued as I posted, reviewing all the other balanced costs once more. However I think you undervalue it a bit yourself, as it's not your style. I think it is worthwhile to not reduce it. A lot can be done with planetary shipyards' "free" repair ability, but when this is minimized, this becomes much harder to do, requiring shipyard time and resources to build and maintain repair ships, and more of them.

Perhaps the right value is about half-way in-between. Any other opinions on this?

PvK
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