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July 24th, 2003, 12:05 AM
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National Security Advisor
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Re: SE4 Stock Balance Mod
"This makes no sense! A beam weapon like APB is almost instantaneous to strike it's target which can't really evade it, while a torpedo is moving fairly fast and won't be able to make quick sharp turns if the target makes a sudden move, so is more likely to miss than the beam."
The torp may well have a proximity charge and/or a limited ability to seek. That, and why would a beam weapon be almost instant? These aren't lasers; the APB is just a stream of anti-particles, no difference from a DUC slug except that when it hits matter, it makes a bigger boom.
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July 24th, 2003, 12:16 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SE4 Stock Balance Mod
Summary
Unsorted Issues
- One-resource bonus facilities have no advantage over All-three bonus facilities.
- Fighters & Missiles too weak / PDC to powerful
- Climate Control Facilities too weak
- Medical Lab plague prevention effect too low
- Talisman too powerful
- Quantum Reactors too powerful
- PDC, PPB too powerful
- Torpedoes, Graviton Hellbore, Incinerator, too weak.
- Ship Training too powerful
- Not enough room for Weapon Platforms
- High level Intel ops too effective
- All of the new damage types not used
- Fighter Rocket pods -> Seekers?
- Supply Storage should count as Cargo for ship restrictions.
Trivial Changes:
- Add range to Tractor Beam III so its full pull effect can be used.
Moderate Changes:
- Large increase of cargo value for Cargo Facilities {Suggest values}
[ July 23, 2003, 23:39: Message edited by: Suicide Junkie ]
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July 24th, 2003, 12:35 AM
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Brigadier General
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Suicide Junkie:
Supply Storage counts as Cargo for ship restrictions.
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Since when?
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July 24th, 2003, 12:39 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: SE4 Stock Balance Mod
Ok, "should count as"
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July 24th, 2003, 12:54 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 Suicide Junkie:
High level Intel ops too effective
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Since I have this handy, here are some proposed changes to intel projects I came up with a long time ago. Most changes are minor, so if you want to minimize change to stock files, you can safely ignore em. The major changes are in bold. I think the goal was to make intel more of an info-gathering and less of an empire-crippling endeavor. Since that's not really the goal of this mod, feel free to ignore...
General Espionage
Force Concentrations: Lower cost -- 2,000
Queue Concentrations: Lower cost -- 2,000
Ship Blueprints: Lower cost -- 5,000
Covert Recon: Lower cost -- 2,000
Census Thefts: Lower cost -- 2,000
Technological Espionage: no change (150k)
Embassy Taps: Lower cost -- 2,000
Empire Star Charts: Lower cost -- 5,000
Empire Archives: Lower cost -- 10,000
Unit Blueprints: Lower cost -- 5,000
Tech Reports: no change (20,000)
General Sabotage
Economic Disruption: Increase cost -- 30,000
Resource Procurment: Increase cost -- 30,000; Decrease effect to 5k of each resource (instead of 10k)
Technological Sabotage: Increase cost -- 50,000
Intelligence Sabotage: Lower Cost -- 15,000
Planet Sabotage
Weather Disruptions: Increase Cost -- 30,000
Ground Contamination: no change (20,000)
Food Contamination: Decrease effect to killing 5M population (instead of 100M). Or increase cost to 100,000.
Anarchy Groups: Increase Cost -- 20,000
Puppet Political Parties: Remove, or increase cost to 1,000,000
Cargo Maint. Trouble: (no change)
Industrial Sabotage: no change (25,000)
Political Disruption
Trade Distruption: Remove, or increase cost to 400k
Comm Taps no change (15,000)
Comm Mimic: Remove, or increase cost to 500k
Comm Interceptors: no change (10,000)
Ship Sabotage
Ship Bomb: no change (10,000)
Engine Damage: Lower cost -- 5000
Fuel Leak: no change (10,000)
Crew Insurrection: Remove, or increase cost to 100k
Crew Rotation: no change (5,000)
Cargo Bomb: Increase cost -- 7,500
Order Snafu: Lower Cost -- 5,000
[ July 23, 2003, 23:54: Message edited by: spoon ]
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July 24th, 2003, 01:04 AM
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National Security Advisor
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by geoschmo:
PvK, there is logic to your post, but adding a weapon would either require rewriting all the AI research and design files, or we'd end up with a weapon that the AI never uses. I am not sure I like either of those.
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My main point is that the Meson BLaster has value and fills a niche as is, and is not really one of the underpowered weapons of the game. So I don't think it should be changed for a simple balance mod.
If someone wants a range-8 weapon which competes with APB at max-tech, yet is slightly different (no range attenuation), then I think that niche should either be filled by some other weak weapon (torpedo? a new weapon?), or probably better, the APB should be made weaker (how about making APB a "half damage versus shields" weapon???). By reducing the all-around superiority of the APB, all the other weapons in the game would be more interesting in late-game, rather than just an improved MB.
PvK
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July 24th, 2003, 01:17 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:
quote: Originally posted by geoschmo:
[qb]PvK, there is logic to your post, but adding a weapon would either require rewriting all the AI research and design files, or we'd end up with a weapon that the AI never uses. I am not sure I like either of those.
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My main point is that the Meson BLaster has value and fills a niche as is, and is not really one of the underpowered weapons of the game. So I don't think it should be changed for a simple balance mod.
Heh, for some reason, when PvK said "new weapon" I thought he meant one of the underpowered weapons we hadn't really addressed yet, like the hellbore or incinerator. But, yeah, we can't add any new weapons...
Quote:
...or probably better, the APB should be made weaker (how about making APB a "half damage versus shields" weapon???).
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That'd be too much, I think. Unless you mean to increase the base damage to compensate. But then you are changing the APB into something else entirely. Maybe half-dam-to-shields would be a great niche for the Incinerator???).
You can't really lower the APB too much - otherwise the MB and PPB overpowers it.
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