|
|
|
 |

July 29th, 2003, 12:20 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: SE4 Stock Balance Mod
Besides, it seems to me there is balance between armor and shields in the unmodded game. PPB and SD are powerful standard-tech counters to shields. The only armor counters are Shard Cannon (low-damage expensive racial tech) and Null-Space (expensive, low damage, low range, low ROF). Armor balances itself by being relatively weak protection, but it is still somewhat useful in some cases. Moreover, racial armors can be effective.
I wouldn't object to some changes to armor to make it a little stronger, but I think trying to make it competitive vs. shield effects would be overcompensating and changing the design.
As for Emissive Armor, in most cases it isn't very useful, and it is expensive. One suggestion would be to increase its structure (say, to 80kT), which wouldn't do a whole lot but would at least make it as good as standard armor discounting the emissive effect. It would also give players a way to make tougher armored ships, albeit at significant expense.
Shield REgenerators are pretty pointless as is. Reduce the cost and/or increase the effect a lot. There is little danger of them becoming uber-defenses when they are high on the tech tree and there are shield-smashing weapons around (not to mention the destruction rate in fleet combat).
One topic we haven't touched on is mounts. The AI always uses them, so they can't be balanced to the point where unmounted weapons are as good or better in some cases. There are several options available, but I'm not sure which if any of them would be acceptable for this mod. That is, many changes to make them more balanced would change the gameplay/design. One simple subtle thing might be to remove the advantage to structure of mounts. That'd also help make armor more valuable by comparison. That is, currently unmodded gives more of an advantage to structure than the size increase, meaning big weapons increase the durability of the ship.
PvK
|

July 29th, 2003, 12:58 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: SE4 Stock Balance Mod
Shield Regenerators do help prevent ship capture & such, since your ship will almost always have some shielding left.
__________________
Things you want:
|

July 29th, 2003, 03:58 AM
|
 |
Brigadier General
|
|
Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Stock Balance Mod
Instead of adjusting current armor, wouldn't it just be easier to add 1 or 2 more levels with the increased strength/tweaks, or add a new type or two of armor in the general catagory?
just some ideas Mac
__________________
just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
|

July 29th, 2003, 05:00 PM
|
Colonel
|
|
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Stock Balance Mod
Quote:
Originally posted by Suicide Junkie:
Shield Regenerators do help prevent ship capture & such, since your ship will almost always have some shielding left.
|
Do you use them, though?
If you don't, can you find me anyone who does?
|

July 29th, 2003, 06:02 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: SE4 Stock Balance Mod
Regarding balancing PDC's. Someone mentioned a long time ago, don't know if it was brought up in this thread or not, one way to balance the PDC would be to decrease it's range. That way at least you have to use a few on each ship, like the AI does anyway, instead of a few dedicated PDC ships covering the whole fleet. Does this seem like an AI friendly change? And is someone going to tell me it's in the Devnull mod?
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

July 29th, 2003, 06:14 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: SE4 Stock Balance Mod
Quote:
Originally posted by Loser:
quote: Originally posted by Suicide Junkie:
Shield Regenerators do help prevent ship capture & such, since your ship will almost always have some shielding left.
|
Do you use them, though?
If you don't, can you find me anyone who does? I personally do use them, but I'm a defense nut. You recall the story of the Avenger? 
__________________
Things you want:
|

July 29th, 2003, 06:25 PM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Stock Balance Mod
Quote:
Originally posted by geoschmo:
Regarding balancing PDC's. Someone mentioned a long time ago, don't know if it was brought up in this thread or not, one way to balance the PDC would be to decrease it's range. That way at least you have to use a few on each ship, like the AI does anyway, instead of a few dedicated PDC ships covering the whole fleet. Does this seem like an AI friendly change? And is someone going to tell me it's in the Devnull mod?
Geoschmo
|
I might be a bad player since I often have troubles to cover fleet with dedicated PDC ships in auto combat.
Usually such ships end up in one end of the battle while my other ships get slautered by missiles few sectors away. Making ships to stay in formation helps but it introduce even more troubles. Now I simply put extra PDC on every ship just to be safe !
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|
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
|
|
|
|
|