The Races & Tchorak Balance
Variations in friendliness isn't done, but I think it's finally in hand, and I can finally begin to turn my attention to other aspects of the mod.
When I originally did the Odd Adventures balancing, I made the tech changes mostly by looking at what SAIS had, and changing WW to match. I intend to look over the files and redo it as necessary, so unbalanced ships and weapons will be brought back under control.
In the process of design, I split the races into several "tiers", or "rivalries", with the idea of having a 'good' race to match each evil one.
Tier 1 - Low tech: Humans, Garthans
Tier 2- Moderate tech: Muktians, Urluquai
Tier 3 - Advanced tech: Zorg, Tan Ru
Tier 4 - Superior tech: Yellow Kawangi
This list neatly covers most of the SAIS/WW races, but it leaves out the new addition, the Tchorak.
The Tchorak ships are strong enough so that I would classify them as being tier 4 -- that is, up there with the Kawangi. However, my design philosophy is in conflict with that. The Yellow Kawangi are the original powerful race; their ship is the supreme threat in the first game. Making another race that can match or surpass that is a Bad Idea™.
Therefore, this means we need to nerf the Tchorak ships.
My main idea for doing this is to get rid of their weapons' invulnerability, so that parts of their ship can be disabled during the battle, and to get rid of their regeneration -- after all, their ships are large *rocks*, in the depth of space. I doubt they're going to instantly repair (besides, my revised Ravians do, and it would help to make that a distinct ability).
How would you feel about this?
- Bob
Last edited by ExplorerBob; August 12th, 2010 at 06:17 PM..
Reason: I don't need a reason, it's my topic
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