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July 25th, 2003, 04:59 AM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
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Re: SE4 Stock Balance Mod
In regards to PDC being to strong, maybe instead of reducing, just add a random miss modifier of say 10-15%, that way you do not always hit but have a chance of missing, this along with increaseing the size/capacity of ftrs in med and large level make this more balance IMHO. Or with ftrs you could reduce the size of their components to fit more in.
Hellbore, maybe small increase in damage, but increase range and have it firer every 2 turns instead of 3, this would give it more meaning to use.
Also in regards to PD vs seekers/ftrs/missles, the way it currently is PD's are not the only things that can target these types. Suggestion, make PD's only good against them with no other weapons being able to target them, or some type of llimit on the other weapons that can also target these. Later in games, in SP play, PD's are worthless because the other weapons can fire at the seeekers/ftrs/sats as well as other ships, therefore why use them? Point I'm trying to make, either limit seekers/ftrs/sats to only be fired on by PDC's, eliminate other weaspons having these capabilities, or at least cutting back on other weapons that have these capabilities.
just some ideas Mac
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just some ideas Mac
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July 25th, 2003, 05:04 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: SE4 Stock Balance Mod
Mac, the random miss modifier would be lowering its inate to hit bonus. 
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July 25th, 2003, 05:05 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: SE4 Stock Balance Mod
where is the thread at right now? i am not realy going to read through the whole 11 pages, but i myself had been considering such a mod for some time. if theres one being made, i'll give a hand.
What do you have so far? what is being discussed now?
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July 25th, 2003, 05:06 AM
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Colonel
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Join Date: Jul 2001
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Re: SE4 Stock Balance Mod
would you guys like my personal list of What To Do To Balance Everything?
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July 25th, 2003, 05:17 AM
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Private
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Join Date: Jun 2003
Location: Backwoods
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Re: SE4 Stock Balance Mod
One topic for balancing that I've not seen is shields vs armor. Armor has less hp/kt than shields at a moderate level and has to be repaired too. Armor I,II,III is 3, 3.5, 4 hp/kt, IIRC, and the shields far outstrip this. Making armor more worthwhile might balance PPB without having to make large changes there as well.
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July 25th, 2003, 05:30 AM
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Major
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Join Date: May 2003
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Re: SE4 Stock Balance Mod
I like PvK's ideas on the APB/MB/PPB. I also agree with upping the damage of torpedoes or adding to-hit for them. On the WMG, I agree with SJ. I like the idea of a long-range sniping, but bulky, expensive and slow-firing, DR weapon.
Can't really say much about the other weapons since I haven't played with them.
The PD nerf seems a bit much though, considering the defensive bonuses PvK suggests to fighters and seekers. I do agree that PD to-hit should be reduced, but not to Proportions-levels  I think the nerf should be to fleet / ship training since that is where it is really unbalancing. It should be way harder to build and research those facilities. And of course, PvK's ideas about making racial combat bonuses way more expensive are good too.
And oh, I'd really like an increased range for Tractor Beams too, please. I want to be able to pull the pesky hard-to-hit, always stay at max-range ships in close to bLast them.
Finally, as SJ keeps reminding us, there other things besides combat in SEIV that need rebalancing too. Climate Control Facilities do need to work faster, facilities that improve production of one specific resource should be better than those that improve all three resources etc.
BTW, I take it that fighters / drones receive racial / cultural combat bonuses, but do seekers receive defensive bonuses from these factors?
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July 25th, 2003, 05:32 AM
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Shrapnel Fanatic
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Re: SE4 Stock Balance Mod
Quote:
Finally, as SJ keeps reminding us, there other things besides combat in SEIV that need rebalancing too. Climate Control Facilities do need to work faster, facilities that improve production of one specific resource should be better than those that improve all three resources etc.
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Those have been discussed already. The thing is that they are very, very simple compared to weapons, and so they generate a lot less debate. 
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