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July 23rd, 2003, 02:02 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Captain Kwok:
Regarding niche weapons - I think those are fine. In a real life situtation not all weapons are going to be equally effective in all situations..
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I agree completely - I think every weapon should have its role - and that is where the problem comes in for SE4 - too few weapons fill up too many roles. The APB has both great range and a great damage ratio. The PPB both skips shields and has a great damage ratio.
Might be a valid approach for this mod to seperate each weapon into its own niche, and then balance it from that perspective.
Here is a list of some niches, and which weapons might best fit in that niche:
- long range (Meson BLasters)
- close range only, high damage (rippers)
- skips shields (PPB)
- bonus to hit (torps)
- versatile (APB)
- high damage, low reload (WMG)
- cheap (DUC)
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July 23rd, 2003, 02:06 AM
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General
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Join Date: Jul 2001
Location: Canada
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Re: SE4 Stock Balance Mod
increase cost of advanced military science to 50000....
increase cost of advanced storage ( trait ) to 1500
Decrease speed of missles to 2 and size by 10kt to 20 kt
APB's have damage decrease by range
Same with PPB's , SD's ( And the engine one )
For fighters increase the storage and launch rate of the launchers 
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July 23rd, 2003, 02:22 AM
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National Security Advisor
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Re: SE4 Stock Balance Mod
Sure, but most of these things go way beyond the simple balance mod proposed in this thread, and could be done in many different ways.
Personally, I like SEIV Meson BLasters at range 6. I guess it'd be ok to extend the tech tree some levels to give range-8 Versions, but you'd need to mod some AI files to get the AI to research them. Again, way beyond the scope of a simple balance mod.
Which isn't to say that more comprehensive balance mods wouldn't be good to have, for their own sake...
PvK
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July 23rd, 2003, 02:32 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by PvK:
Sure, but most of these things go way beyond the simple balance mod proposed in this thread, and could be done in many different ways.
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I think they can be attainable by tweaking some combination of the following:
- cost
- range
- damage
- reload
- "to hit" (Weapon Modifier)
I think that will keep the mod within the range of "simple".
The Meson BLaster, for example, has a range (per tech level) of:
3,4,5,5,6,6
Changing that to:
3,4,5,6,7,8
wouldn't be much of a change at all.
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July 23rd, 2003, 02:45 AM
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Second Lieutenant
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Join Date: Jul 2002
Location: Belgium
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Re: SE4 Stock Balance Mod
Another thing would be to decrease the size of weapon platforms. I like to use them to defend my inner systems but you cannot build enough on medium planets IMO. Maybe their size should be decreased to allow more to e constructed on a planet.
Intel is way to unbalanced. If you build up your intel you can steal a few planets every turn. Not very realistic and quite unbalanced.
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July 23rd, 2003, 02:53 AM
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National Security Advisor
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Re: SE4 Stock Balance Mod
Nah, Meson bLasters are a bolt weapon. The best option for these guys is to slightly increase their damage while giving them a to hit penalty. Torpedoes should be the long range weapon instead, with no to hit bonus, just the range and maybe a tad more strength - that's it.
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July 23rd, 2003, 03:02 AM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by spoon:
- Talisman (increase cost by a factor of 10 +, and increase size*)
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I think both of these are bad ideas. Either one would be fine for humans, but the AI isn't smart enough to use the Talisman more judiciously once it's more expensive. The result would be bankrupcy and military irrelevance for any AI programed to use it.
Mounts are interesting, but I think it would be a little bit too complicated of a change IMHO.
A better solution would be to soften the effectivness of the component. Someone suggested taking out the "always hits" ability and give it a 100% bonus to hit instead. This way it's still a powerful component reflecting it's cost and research, but it doesn't guarantee hits from ridiculously long range and can be countered with a lot of defensive bonuses by the opponent.
Just a suggestion anyway.
Regarding niche weapons. I agree that niche weapons are nice for flavor and what not. On the other hand I have always felt the torpedos deserved to be more then a niche weapon. I think changes made to bring them up to a viable front line weapon would be a good thing.
Regarding PPB. I think changing the ROF is a bad idea. I would support slightly weakening them, or making them more expensive, or possibly even a little of both. But changing the ROF would make tehm that much more of an inferior late game choice to the APB. The PPB is only "unbalenced" for a limited time in the mid game. It just so happens that time is when most games end so people get the impression it is an uber weapon. We need changes to make it less dominating in the mid game without making it irrelevant at the end.
Geoschmo
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