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December 5th, 2003, 10:55 PM
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National Security Advisor
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Re: Strawberry Vanilla MOD
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Originally posted by se5a:
you mean they might balance things in the next patch? I hope they do!!!
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We were hoping. Last I heard, SJ had sent in a suggestion buy not heard back.
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From what I can see looking at the afterburners they are not giving any defencive bonus at all...
adding some there would be an excelent idea though.
what if I add a small deffencive bonus to the higher tech small engines also?
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I agree those would be good places to add some defense bonuses. My thoughts are that they should be able to get an additional +70 to +30 defense compared to what's currently possible, but it should require more research than you currently have to do to get what you can get now. The existing stuff's balance doesn't need to change up to CS/ECM III and Ion Engine, but there should be higher levels of research available which can keep up better with the things that ships can pile on (ship/fleet training, PDC 5, and Combat Sensors +30 better than fighters). Off the cuff numbers might be:
+10 defense for afterburners
+10 defense for CT engines
+20 defense for JP engines
+30 defense for Q engines
+40 defense for small ECM IV (requires another level of research)
+50 defense for small ECM V (requires another level of research)
+60 defense for small ECM VI (requires another level of research)
+40 attack for small Combat Sensors IV (requires another level of research)
+50 attack for small Combat Sensors V (requires another level of research)
+60 attack for small Combat Sensors VI (requires another level of research)
So the hardest-to-hit fighter would have ABs, Q engines, and ECM VI, and would be 70% harder to hit than current fighters, but would take 3 more levels of research and require use of ABs. Since currently, late-game ships have no great difficulty hitting fighters with regular weapons, this should make it so that they now may have some difficulty, while PDC V at +65% will still be able to hit them pretty well.
That'd be my first shot, to be tested out and tweaked if necessary.
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I havent played round with the small rocket pods, havent even looked at the math on those, do they need adjusting?
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I think they're pretty reasonable. Main problem is they have reload 30, and the AI will have them sit around to die after they fire all their weapons - hopefully MM will fix that.
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also, in the game no wepons are showing up at all, and some other small items are not eather. what have I done???
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If you edit the files so that the component order is changed and then reload an existing game, the existing game will have components shuffled on existing ships. If they don't appear in the design window, then it could be from a typo or a tech requirement.
PvK
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December 5th, 2003, 11:10 PM
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National Security Advisor
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Re: Strawberry Vanilla MOD
Quote:
Originally posted by Imperator Fyron:
quote: Originally posted by Phoenix-D:
Considering how cheap armor is for its effectiveness, I'd say its not weak. Aside from the need to repair after battle, of course..
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Armor is only a viable alternative to standard shields when PPBs are in use. Otherwise... it is too weak. It can help a little against mines, where shields are useless, but mine sweepers are really cheap anyways, so that is not much of a benefit. Sure, shield depleters can do a lot of damage to shields, but you need a few of them to take out shielding on bigger ships. Use Armor III instead of Phased Shields V to prevent SD damage, and you will find your ships die much more easily. All I am saying is that armor should be a better alternative to shields than it is now. It just dead ends rather early (not counting the ECM armors and such, which are fairly weak in the hit point area). Armor III is better than any shield up to III, and much easier to research than Phased III. It does end too earlier, but remember I said for the cost.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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December 5th, 2003, 11:33 PM
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Shrapnel Fanatic
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Re: Strawberry Vanilla MOD
I think you missed the point... you are not at all disagreeing with anything I said. My suggestion was to provide a real alternative to just using pure shields after a while. Adding more levels of armor can do that.
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December 5th, 2003, 11:36 PM
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First Lieutenant
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Re: Strawberry Vanilla MOD
phew, I am halfway through the stock balance mod thread, *** you guys can waffle on...
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December 6th, 2003, 12:17 AM
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Shrapnel Fanatic
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Re: Strawberry Vanilla MOD
Why thank you.
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December 6th, 2003, 02:12 AM
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General
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Re: Strawberry Vanilla MOD
Make the massive planetary shields better? There are lots of things you could do... make them cheaper, give them more shields, make them phased, or even a combination of all 3!
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December 10th, 2003, 09:11 AM
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First Lieutenant
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Re: Strawberry Vanilla MOD
opinions!
do you think that PDC should be changed?
I will be changeing the fighters defencive bonuses with engines and afterburners. but I need to work it in with the PDC if I am going to change them aswell.
so,
are pdc to good at shooting down missiles?
if so how much so, and what do you think needs to be done to change it.
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December 11th, 2003, 05:29 AM
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Shrapnel Fanatic
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Re: Strawberry Vanilla MOD
I like the change of making 2 different PDC components, one that targets fighters and another that targets missiles, both at 20kT.
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December 11th, 2003, 08:11 AM
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First Lieutenant
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Re: Strawberry Vanilla MOD
I thought about that when I saw it in adamant. interesting idea, but I think it would be changeing the flavour a little to much...
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December 11th, 2003, 08:12 AM
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Shrapnel Fanatic
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Re: Strawberry Vanilla MOD
Perhaps increase the damage resistance of missiles and decrease the to hit bonus of PDC then.
Oh, and I believe one of the first mods to do it was Devnull, which actually has the missile PDC combined with minesweeping.
[ December 11, 2003, 06:13: Message edited by: Imperator Fyron ]
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