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Old October 2nd, 2007, 01:34 AM
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Default Re: A few observations

Lots of little items to respond to.

The first item is actually an SE5 display issue.

There were no settings at the time v1.09 was created that could alter the trade percentages. That will be changing with the next SE:V patch. You're high trade income in that game is really misleading how much you'll need to build resource facilities otherwise.

You'll want carriers to move fighters to non-colony systems.

There was an error in the Small Emissive Armor structure formula. It should have nearly the same HPs as Small Armor. It's emissive ability is only really worthwhile versus other fighter/troops as you'd expect. Although Small Armor starts at a bit higher kT/HP ratio than regular armor, it actually ends up at the same value as larger armor.

Rocket Pods look pretty good, but they do use ordnance and they have a low fire rate. Their overall damage ratios are similar to most other small weapons.

I've added more cost to Colony Components for v1.10.

Don't neglect that hulls can be upgraded, and those iffy level 1 350kT destroyers can easily be made into 400kT destroyers with a bit of research, which are also able to use large ship mounts. The remainder of the ship hulls are more intertwined, so it's usually a close equivalent when the next hull becomes available. There's also the addition of 5kT LS/CQ components in v1.10, that will help save space on some of the larger designs.

Medium and large freighters have had their upper limits for size increased, so this should help improve their space factor.

Originally fighters/troops were to be upgradeable, so most of the sizing was done with that in mind. It's kind of been neglected, but I'll end up doing something to make those first level units a bit more worthwhile.

There are no size limits to Warp Points. It was never implemented.

DUCs are a low tech early weapon, they shouldn't be comparable to more advanced energy weapons. However, they are extremely cheap and rushing their research while other players research Physics level 2, can succeed as an early game tactic. Meson Blasters enjoy some good damage ratios when used with an appropriate short range strategy. They're smaller and allow more flexible small ship designs. They also have a 10kT PD version, which is very handy as well.

The upgrades for sensors have to worthwhile per level - anything less than 5% per level is useless. Keep in mind ECM advances at 4% per level, so assuming most players research these areas at about the same rate, you're only really seeing a few percentage points improvement anyway. Also note, that due to additive to-hit modifiers, 10% Combat Sensors are not twice as effective as 5% sensors.

Boarding components are 20kT and are generally defeated by an equivalent size of crew quarters... so I don't think that's unreasonable.
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