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-   -   SEV DEMO IS OUT! (http://forum.shrapnelgames.com/showthread.php?t=30307)

arthurtuxedo September 26th, 2006 03:14 AM

Re: SEV DEMO IS OUT!
 
I meant that a greater percentage of the mods out there would be acceptably balanced. People who are good at balancing will obviously produce well-balanced mods, and it's understandable to say "well, they should have balanced their mod better," but the fact remains that a higher number of mods with acceptable balance is better for all of us. I do see your point about the sliders being more compact, but I still think they encouraged min-maxing and made it more difficult for some less competent modders to balance.

se5a September 26th, 2006 04:39 AM

Re: SEV DEMO IS OUT!
 
the SEV system encourages min-maxing just as much as "sliders" does. it just does it in single blocks instead of smaller steps.

don't for crying out loud limit the good modders just because bad modders can't do (or are to lasy to do) basic math.

a propper "slider" system with a formula could allow diminishing returns for the cost as it goes up (or an exponetial increase in cost for each 'step'. THIS system is automaticly balancing (up to a point) since minimizing something will give you diminishing points, but maximizing something will cost you exponetialy. therefore, min-maxing will be more costly than going for something in the middle.

se5a September 26th, 2006 04:46 AM

Re: SEV DEMO IS OUT!
 
and I might add, with a modable formula you can do whatever the hell you like.
(and btw, some people like being able to min-max, personaly I don't mind it up to a point, but I can see why others do.)

Suicide Junkie September 26th, 2006 08:32 AM

Re: SEV DEMO IS OUT!
 
With the current system, everything is either minned or maxxed, since the only options are full up and full down http://forum.shrapnelgames.com/image...ies/tongue.gif

Well, there is the don't touch anything choice too, but that is almost never optimal.

arthurtuxedo September 26th, 2006 01:01 PM

Re: SEV DEMO IS OUT!
 
Like I said, tastes and preferences. I've made my case and you've made yours. Fence sitters who are reading will have been convinced by one side or the other by this point.

Mephisto September 26th, 2006 04:24 PM

Re: SEV DEMO IS OUT!
 
*falls of a fence* BUMP! http://forum.shrapnelgames.com/images/smilies/wink.gif

narf poit chez BOOM September 26th, 2006 04:50 PM

Re: SEV DEMO IS OUT!
 
So, how does a fence fall? http://forum.shrapnelgames.com/images/smilies/laugh.gif

Mephisto September 26th, 2006 05:11 PM

Re: SEV DEMO IS OUT!
 
Quite well, thank you. http://forum.shrapnelgames.com/images/smilies/happy.gif

narf poit chez BOOM September 26th, 2006 07:00 PM

Re: SEV DEMO IS OUT!
 
Yeah, I've noted that. Taking the railing off the sundeck was easy - Especially since it was held on by friction. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Kamog October 1st, 2006 02:11 PM

Re: SEV DEMO IS OUT!
 
It's good to see that the talisman now gives a to hit bonus but does not guarantee 100% hit rate. Also, it's nice that quantum reactor generates only a finite amount of supplies. These make more sense than the ones from SEIV. http://forum.shrapnelgames.com/images/smilies/happy.gif


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