Balancing Race Construction
I'm considering making a Balanced Mod, and seek your input on a few topics...
Problem 3: Race Characteristics. There seems to be little balancing given to the point costs of racial characteristics. As far as I can see, unless you are role-playing a race, the following characteristics should always be bought up to their normal-cost maximum (ie, stop buying when the point cost is quadrupled):
Intelligence (research)
Defensiveness
Mining
Construction
Maintenance
and the following should always be dropped to at least 80%:
Farming (unless you are organic, of course)
Refining
Repair
Suggested fix: Double the costs of the 5 top traits. Remove "repair aptitude" from the list of traits
Problem 4: Advanced Traits. The point costs here seem a little off too. What do you think of the following changes:
Advanced Power Conservation: 500
Mechanoids: 250
Lucky: 250
Natural Merchants: 250
Propulsion Experts: 1000
Ancient Race: 1000
Advanced Storage: 1250
Hardy Industrialist: 1250
Psychic: 1000
Religious: 2000
Temporal: 1000
Crystallurgy: 750 (alternately, make their armor-piercing weapon a lot stronger)
Organic: 1500
Emotionless: 250
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