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July 24th, 2003, 10:43 PM
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Shrapnel Fanatic
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Re: SE4 Stock Balance Mod
I think we should make the first 2-3 levels of phased shields be a little better. All that it does is screw the AIs, who will use them as soon as they get Shields 6, thus creating ships with far fewer HPs (even less than if they used Armor), as well as just making you wait longer with some useless intermediate techs.
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July 24th, 2003, 10:44 PM
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Shrapnel Fanatic
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Re: SE4 Stock Balance Mod
Massive Planetary Shield Generators should have cost divided by 10 and shields generated multiplied by 10. They are extremeley useless as they are now because it takes a really long time to build them, and they provide not even enough shielding to delay a couple of LCs for very long.
RE: Mineral Scanners and such
I suggest we make the specific resource ones go 15/30/45, while the Robotoids remain 10/20/30. It makes sense that if you are using 3x as much space, you should get something out of it.
I suggest all Research Centers be made to generate 50 intel points so that you can get some counter intel possibility in the early game without having an intel-making ally. It makes no sense that a world of ~4 billion people is completely open to sabotage with absolutely ZERO chance of doing anything to reduce the effects or anything like that. This greatly increases balance and makes it so that he who gets Applied Intel first does not get on as much of an overwhelming lead. Still has a big lead, but is not omnipotent on the Intel front.
[ July 24, 2003, 21:50: Message edited by: Imperator Fyron ]
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July 24th, 2003, 11:00 PM
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First Lieutenant
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by geoschmo:
I like the idea of different weapons being superior to others at different times in the game.
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The remaining direct fire weapons would be your "niche" weapons, good for ceratin situations, but not the basis of your military, and your seekers which are different classes alltogether.
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That's certainly a valid approach. But even if that was the direction this mod goes, I would still argue that PPBs (like Null-Space) should be a niche weapon rather than a Main Line weapon. The progression could be DUC --> Meson BLaster --> APB. Each representing an improvement on the latter, reflected both in cost of research and resources.
That said, however, I would much prefer there to be choices at each stage of the game rather than a simple formula to follow.
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July 24th, 2003, 11:02 PM
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National Security Advisor
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Imperator Fyron:
How about making PPBs 75% as effective as APB 4-8 (IE: 75% as much damage)? This sticks with 5 levels, and makes them start at about the same point as if the player had reasearched APBs instead of Physics 2. Stopping with APB level 8 means they won't be anywhere near as powerful as late-game APBs.
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I hate this idea.
It TOTALLY nerfs the PPB. It turns it into a niche weapon that is only usefull if you are facing an enemy with non-phased shields. What you end up with in comparison to the APB is a weapon that takes much more research to get intially, costs twice as much and is less effective from the start, never gets any closer in damage and falls way behind in damage and range by the end because the APB branch is so much longer.
The only time the PPB would be advantageous would be agaisnt normal shields, and the heavy research costs means that the APB player can keep up in shield tech, getting phased shields about the time the PPB gets PPB, and the APB player will be ahead in weapons tech.
The only redeeming quality of this idea is that it so neuters the PPB that people will stop using it. Over time this will translate into more players using shields and stopping with the high end normal shields. The sneaky player inside me sees this as an opportunity to pull a switch on someone at a crucial moment in a game and catch their heavily normally shielded fleet with their pants down. But this would depend so much on timing and luck that it could almost be classified as a desperation move. The player that depends on this as a strategy is going to lose a lot more then they win.
Geoschmo
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July 24th, 2003, 11:06 PM
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Shrapnel Fanatic
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Re: SE4 Stock Balance Mod
Geo, that is EXACTLY how PPBs worked in SE3, and they worked beautifully there IMO. They should not be a mainline weapon, they should be a support type weapon, only useful in some situations. As it is now, they are so powerful that they become main line weapons, with really no decisions to make at all. Increasing choices to be made is ALWAYS a good idea (except when you increase from 30 to 40 choices or something ludicrous, ofc  ).
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July 24th, 2003, 11:13 PM
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First Lieutenant
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by geoschmo:
The only redeeming quality of this idea is that it so neuters the PPB that people will stop using it. Over time this will translate into more players using shields and stopping with the high end normal shields. The sneaky player inside me sees this as an opportunity to pull a switch on someone at a crucial moment in a game and catch their heavily normally shielded fleet with their pants down.
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What you just described is EXACTLY why I think the PPB should be a niche weapon, and not a mainline weapon...
edit: Hey, look, my rating just dropped! Did I offend somebody?
[ July 24, 2003, 22:16: Message edited by: spoon ]
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July 24th, 2003, 11:22 PM
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Shrapnel Fanatic
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Re: SE4 Stock Balance Mod
Spoon, that was exactly the point of my suggestion (as per my previous post  ). 
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