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January 9th, 2003, 03:50 PM
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Sergeant
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Very nice, PvK. I doubt seriously that I could improve on it.
Quikngruvn
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January 9th, 2003, 04:06 PM
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National Security Advisor
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Well Pvk, for all the discussion, I think the end result was very well done. Good job.
EDIT: BTW, how did you get through working on the proportions mod all this time and never notice that you have to have the complete /data folder when you mdo any data files?
Geoschmo
[ January 09, 2003, 14:09: Message edited by: geoschmo ]
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January 9th, 2003, 08:52 PM
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First Lieutenant
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
The numbers seem good to me. Only thing I would consider doing differently is maybe making aggressiveness cheaper than defensiveness (by giving it a higher threshold, perhaps), and/or lower the maximum possible for Defensiveness to 120% (lowered from 125%).
My thinking is that survivability seems to be(slightly) more important than lethality...
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January 10th, 2003, 12:20 AM
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National Security Advisor
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Quote:
Originally posted by geoschmo:
Well Pvk, for all the discussion, I think the end result was very well done. Good job.
EDIT: BTW, how did you get through working on the proportions mod all this time and never notice that you have to have the complete /data folder when you mdo any data files?
Geoschmo
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Thanks.
I remember now running into the /data thing before, and even sending suggestions to MM, but I'd forgotten about it.
PvK
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January 10th, 2003, 12:29 AM
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National Security Advisor
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Quote:
Originally posted by spoon:
The numbers seem good to me. Only thing I would consider doing differently is maybe making aggressiveness cheaper than defensiveness (by giving it a higher threshold, perhaps), and/or lower the maximum possible for Defensiveness to 120% (lowered from 125%).
My thinking is that survivability seems to be(slightly) more important than lethality...
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Thanks.
Yes, as a player, I tend to think of defensiveness as slightly more valuable than aggressiveness, for the same reason you mention. If you dodge for a turn, you get a chance to try to hit again. However, on the other hand, if you nail your opponent first, you might not have to worry about him hitting you the next turn. Also, if defensiveness cost more, you could counter your [i]opponent's[\i] defensiveness more cheaply by with your own aggressiveness. Similarly, aggressiveness might seem worth less to reduce since it could be made up for eventually by a talisman or seekers/ramming/boarding/intel, but from the opponent's perspective, all of those things ignore defensiveness as well.
All told, I think they're more or less the same value - different depending on the specific situation and enemy choices. But I'd be interested to hear more ideas about it.
PvK
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January 10th, 2003, 03:56 AM
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First Lieutenant
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
The main reason I buy Aggressiveness at all is to counter the (kind of cheesy) tactic of maxing out Defensiveness + Bezerker. Against most players, I don't think it comes in as being critically important. You might want to view it as a "counter" to defensiveness, and should therefore cost less (the only other viable counter being the Talisman - but I don't like to consider racial traits as counters, since you can't adopt them after-the-fact).
On the other hand, I've maxed out defense and have been untouchable. Maxing out offensiveness doesn't help you as much. I think.
-spoon
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January 10th, 2003, 10:16 AM
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National Security Advisor
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
That's an interesting argument, which makes some sense. Perhaps defensiveness is inherently slightly better than aggressiveness - any other thoughts?
PvK
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