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January 10th, 2003, 03:56 AM
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First Lieutenant
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Location: California
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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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January 19th, 2003, 02:42 AM
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Shrapnel Fanatic
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Any recent work on this?
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January 19th, 2003, 03:02 AM
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Shrapnel Fanatic
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Threshhold of 0 makes the cost to lower and raise equal to the base cost (Pct Cost). 0 seems to tell SE4 that there is no threshhold lowering or raising.
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January 21st, 2003, 12:14 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)
Oh really? Ok. I'll see if I can wrap this up and post it this week. It's mostly done now, I think.
PvK
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January 21st, 2003, 12:18 PM
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Lieutenant Colonel
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
So, you don't mind if I steal most your hard work for the Art of War mod, do you? (credit will be given, of coarse...)
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January 21st, 2003, 07:29 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)
Quote:
Originally posted by PvK:
That's an interesting argument, which makes some sense. Perhaps defensiveness is inherently slightly better than aggressiveness - any other thoughts?
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Here is another way to look at the value offensiveness vs. defensiveness. Compare the amount of damage you would do against a ship with no bonuses in either characteristic, and divide that by the amount you would take from that same ship. In most cases, it is better to have taken a bonus in defensiveness than in agressiveness. So as long as you can avoid going lower than a base 5% to hit, defensiveness wins out. Here are the numbers...
Player A has taken +25% to defensiveness
Player B has taken +25% to aggressiveness
Player C has taken +0% in both.
"base to hit" is the chance to hit before aggressiveness or defensiveness is applied
Assume average of 100 damage (you could use any amount, this is just so we have numbers to look at)
Format is: (player) (amount of damage he deals) (amount of damage he takes) (damage dealt / damage taken)
Base to hit: 100% (point blank range, no other bonuses)
- Player A vs Player C 100 75 1.33
- Player B vs Player C 100 100 1.00
Base to hit: 75% (point blank range, ecm3, sensors3, stealth and scattering armor)
- Player A vs Player C 75 50 1.50
- Player B vs Player C 100 75 1.33
Base to hit 50%
-Player A vs Player C 50 25 2.00
-Player B vs Player C 75 50 1.5
Base to hit 25%
- Player A vs Player C 25 1 25.0
- Player B vs Player C 50 25 2.0
Base to hit 0%
- Player A vs Player C 1 1 1.0
- Player B vs Player C 25 1 25.0
-spoon
[ January 22, 2003, 00:57: Message edited by: spoon ]
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