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  #1  
Old July 30th, 2003, 07:21 PM
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Default Re: SE4 Stock Balance Mod

Make the Quantum Reactor act like a juiced up supply container. Something like Supply III times 10 or 20. After that, it needs to go to a resupply base to re-engergize it.

Someone else did this in their mod. The AI mod, I think.

The drawback, is that as it become depleted, it would draw supply out of ships with higher percentages of supply that joined the fleet. Using these would increase a fleets range of operations, but a successful sortie on a fleet's Quantum Reactor ships could have a devistating effect. A 20% QR would in this scenario supply the fleet for many turns. However, lose that QR and each ship is carrying only 20%, that means about 2 or 3 turns of movement. However, all of this might make for interesting game situations.

Ship Bomb operations against QR ships could be devistating.

Suggestion: Make Resupply Tech a little cheaper.

[ July 30, 2003, 18:22: Message edited by: LGM ]
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Old July 30th, 2003, 07:23 PM

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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by LGM:
A defense penalty would be nice for play balance, but it does not make sense that a blessed ship is easier to hit.
No less sense than the attempt to gain the approval of some celestial being of questionable existence granting a ship the capacity to hit with every shot fired.

But seriously, the Relic is not just an object housed in the ship, at fifty kilotons it is a whole shrine, built into the ship. And certain things must sit in certain ways inside the shrine, they must not be disturbed. This makes the ship less maneuverable, and lowers defense.
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Old July 30th, 2003, 07:30 PM
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Default Re: SE4 Stock Balance Mod

Make Ship defense penalties graduated: Cruisers 0%, Battle Cruisers 10%, Battleships 20%, Dreadnaughts 30%, Baseships 40%.

Consider giving Weapon Mounts Range and ToHit bonuses for Satellites. +1/+2/+3 Range, +10/+20/+30%. Do this for ships too, but only if you weaken weapon Mounts in some other way such as below.

Decrease the efficiency bonus ratios for Weapon Mounds (Damage Mult/Size Mult). Current bonus ratios are 1.33, 1.5, 1.67 for ships. Make the ratios more like 1.1, 1.2, and 1.3. Do not change the size or cust multiplier, just the damage multiplier. For example, Make Damage 1.65 times for Large Mount instead of 2 times. 1.65/1.5 = 1.1 efficiency.

[ July 30, 2003, 18:31: Message edited by: LGM ]
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Old July 30th, 2003, 07:37 PM
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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by Loser:
No less sense than the attempt to gain the approval of some celestial being of questionable existence granting a ship the capacity to hit with every shot fired.
How can a SEIV diety be of questionable existence? They grant a definate tangible benefit that can be proven statistically. Or do players with the Talisman just think they are better of and non of the stuff really works.
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Old July 30th, 2003, 07:45 PM
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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by LGM:
How can a SEIV diety be of questionable existence? They grant a definate tangible benefit that can be proven statistically. Or do players with the Talisman just think they are better of and non of the stuff really works.
Not to get too deep into it, but by your original comment that it does not make sense that a blessed ship is easier to hit you sort of took the discussion out of the realm of purely discussing it on SE4 terms. Loser appears to be simply discusing it with you on the same terms you moved it to there of a reality argument. If you want to keep it strictly in the realm of an SE4 debate then all you need for the talisman ship to incur a defense penalty is a suitably worded description. His comment about them being sensitive to combat manuvers will do as well as any other. It doesn't have to "make sense", if we are speaking strictly in SE4 game terms.

Geoschmo

[ July 30, 2003, 18:46: Message edited by: geoschmo ]
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Old July 30th, 2003, 08:18 PM
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Default Re: SE4 Stock Balance Mod

Pulling out the quantum reactor ability is a pretty big change.
Setting the cost down to a relatively small amount, and perhaps reducing its size to 10kt would make the AI vs Humans use of the QR fairer with a minimum of AI side effects.

And I'd have to agree that Talisman and Realism don't mix Anything goes for something like that.

[ July 30, 2003, 19:21: Message edited by: Suicide Junkie ]
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Old July 30th, 2003, 09:15 PM
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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by Suicide Junkie:
How about The Hyper-optics/Anti-cloak sensors?
Perhaps a larger cost or size for non-racial sensors?
I posted this once before but I got no comments for it:

Temporal/Psychic: half the size and costs -> 20kT and 750/0/250
Hyper Optics: double the cost (3000/0/1000)
Gravitic sensor: no changes
Tachyon sensor: level 3 tachyon sensor scanning level from 4 to 5 -> the only sensor which see through the red system-wide storm. Level 5 scanner will also see mines though in their description says it prevents level 5 scans. Perhaps mines' cloaking should be rised.


Btw supply storage, ship training and one-resource bonus facilities should removed from unsorted issues.

What if the ship training facility is changed to system wide and only 1% per turn at every level? Only max training increases.

These are also posted before but I think they're ignored If they're poor suggestions I'd like to even hear it.
  • To hit modifiers to weapon description (one dummy-ability which describes the modifier)
  • Citizen Databank Complex and System Citizen Databank: intelligence 1 for tech area required (when playing without intelligence those facilities won't appear then)
  • Medical Lab: prevents level 1/3/5 plagues instead of 1/2/3
EDIT: This message appeared to be my 200th post

[ July 30, 2003, 20:18: Message edited by: Asmala ]
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