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July 23rd, 2003, 01:47 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:
Torpedoes should have a greater range, not an increase to hit modifier.
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I think there should be a weapon to counter the max-def/bezerker combo, and torpedoes seemed a good choice. However, having low-tech, long-range weapon might be neat as well. What kind of range were you thinking? Would maybe Meson BLasters be a better choice for this niche?
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July 23rd, 2003, 01:53 AM
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Major
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Re: SE4 Stock Balance Mod
I guess we'd all fix things differnt ways.
I'd increase damage in torpedoes.
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July 23rd, 2003, 01:53 AM
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National Security Advisor
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Location: Toronto, Canada
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Re: SE4 Stock Balance Mod
Beam and bolt weapons are short to mid range since you'd expect them to decrease in energy the further they travelled.
I think a torpedo is like a missile - except that it travels much faster and hence cannot be targeted by point-defense, but lacks the accuracy you'd get with the missile - also why they are listed as direct fire weapons. I'd just like to see their range boosted to a max of about 10. This allows them to be a great secondary weapon although their damage ratio (damage/kT/fire rate)is less than APB etc, their extended range helps to overcome this shortfall.
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July 23rd, 2003, 02:02 AM
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First Lieutenant
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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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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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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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