|
|
|
 |

July 29th, 2003, 08:38 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Note that Adamant Mod uses most of the ideas from this, so they have been implemented somewhere. 
|

July 29th, 2003, 08:57 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Quote:
Originally posted by spoon:
quote: Originally posted by PvK:
Repair Aptitude:
================
* Basic cost lowered from 25 to 10.
* Threshold lowered from 20 to 1.
* Positive Threshold cost lowered from 100 to 10.
* Negative Threshold cost unchanged at 10.
Repair aptitude is slightly odd because it works on round numbers. A one-percent reduction will reduce rates by an entire component per turn, while a one-percent increase won't do anything until repair capacity reaches 100 components/sector/turn. It can also be combined with Cultural modifiers. I leave it as exercise for players to experiment and see where the specific relevant numbers are. Some players consider this attribute's value low because repair components are cheap, so just build more. That makes some sense, although there are some counter-arguments. Dropping to 1% reduces all sector rates by 1 component/turn and gains 10 points. Minimizing to 50% gains 500 points. Raising to 1% does about nothing but costs 10 points. Maximizing to 150% costs 500 points.
|
Much like Strength and Farming, Repair is a prime candidate for dropping to 50% when designing a race.
Personally I'd use these numbers:
* Basic cost lowered from 25 to 5.
* Threshold Stays at 20.
* Positive Threshold cost lowered from 100 to 5.
* Negative Threshold lowered to 1.
* Maximum value raised from 150 to 200
You'd see less 50%'s and maybe even some people who would put points into Repair (though not me - even if cost was lowered to 1 point, I would still drop it to 50%, as it just doesn't seem to have much impact on my play style). That would give:
Repair 80% gives 100 points (mine was 200).
Repair 50% gives 130 points (mine was 500).
Repair 120% costs 100 points (mine was 200).
Repair 150% costs 250 points (mine was 500).
Repair 200% costs 500 points (mine didn't allow it, but would cost 1000 points).
I like the idea of increasing maximum to 200%, but it is a feature change, not just a cost change.
I think you're right that it may still be slightly overvalued as I posted, reviewing all the other balanced costs once more. However I think you undervalue it a bit yourself, as it's not your style. I think it is worthwhile to not reduce it. A lot can be done with planetary shipyards' "free" repair ability, but when this is minimized, this becomes much harder to do, requiring shipyard time and resources to build and maintain repair ships, and more of them.
Perhaps the right value is about half-way in-between. Any other opinions on this?
PvK
|

July 29th, 2003, 09:08 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Here is what Repair is like in Adamant:
Quote:
Characteristic Repair Aptitude Max Pct := 200
Characteristic Repair Aptitude Min Pct := 50
Characteristic Repair Aptitude Pct Cost := 25
Characteristic Repair Aptitude Threshold := 1
Characteristic Repair Aptitude Threshhold Pct Cost Pos := 25
Characteristic Repair Aptitude Threshhold Pct Cost Neg := 10
|
[ July 29, 2003, 20:08: Message edited by: Imperator Fyron ]
|

July 29th, 2003, 09:08 PM
|
First Lieutenant
|
|
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Quote:
Originally posted by PvK:
One of the main goals of the mod is to make it so that there are no obvious choices. If there are "freebies" that give more points than they are worth, then that is exactly the kind of imbalance this mod corrects.
There are still thousands of points available by reducing attributes - but now, to get a lot of points back, you actually have to incur a meaningful disadvantage.
|
Right, I understand and agree with your approach. What I am saying is that you might want to balance the costs of the more expensive traits (such as Racial) with an eye on relative costs.
For example, in Standard with a 2000 point start, I really have 5000 points to spend. Taking Temporal Race, for example, would take up about 30% of my points available. With this mod, if I were to take the same characteristic reductions (and I see no reason why I wouldn't), I would have about 3500 points. Taking Temporal Tech now takes up about 42% of my points, and so is now much less tempting (or viable in some cases).
To the point of "freebies", I think their is still a bounty to be had in Strength, Farming, and Repair reduction...
|

July 29th, 2003, 09:26 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
So Fryon, you have the same negative value I suggested for repair, but you have positive cost 2.5 times higher. 150% repair rate costs 1250 points, and 200% repair rate costs 2500.
Do you think it's worth that much?
PvK
|

July 29th, 2003, 09:29 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
My goal was just to reduce the free points from dropping repair to 50.  I personally do not think that 200% repair is worth 500 points, but that doesn't mean I am going to make it that cheap. 
|

July 29th, 2003, 09:49 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Then why increase the cost of the -positive- value? Why not just drop the cost of the negative value?
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|