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July 29th, 2003, 06:36 PM
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First Lieutenant
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Quote:
Originally posted by PvK:
Racial Technologies:
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* Most remain at 1500 points.
After the many discussions over the years, it seems to me that these are all fairly well balanced and rated at 1500 points. They can all seem too powerful or too expensive if one doesn't appreciate all of their abilities and counter-tactics.
PvK
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I was thinking you might want to lower the costs of all the racial traits, and maybe just all traits globally. Since it will be much harder to scrape up "free" points by lowering the unimportant stats, you will effectively have less points to spend. Since you have less points, this means that trait costs will take up a bigger proportion of your available points.
For example, in the standard game, by lowering stuff like Strength, Farming, Repair you could generally eek out another 3000 points with little effect on your empire. So in a 2000 point game, you in effect have 5000 points to spend on stuff, and taking a 1500 point Racial Trait is very doable. However, if you take away those 3000 freebies, the relative costs of many of the Traits might be too high.
Just a thought...
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July 29th, 2003, 06:38 PM
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Colonel
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
I think PvK intended to make it more difficult, spoon.
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July 29th, 2003, 06:52 PM
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First Lieutenant
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Quote:
Originally posted by PvK:
Repair Aptitude:
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* Basic cost lowered from 25 to 10.
* Threshold lowered from 20 to 1.
* Positive Threshold cost lowered from 100 to 10.
* Negative Threshold cost unchanged at 10.
Repair aptitude is slightly odd because it works on round numbers. A one-percent reduction will reduce rates by an entire component per turn, while a one-percent increase won't do anything until repair capacity reaches 100 components/sector/turn. It can also be combined with Cultural modifiers. I leave it as exercise for players to experiment and see where the specific relevant numbers are. Some players consider this attribute's value low because repair components are cheap, so just build more. That makes some sense, although there are some counter-arguments. Dropping to 1% reduces all sector rates by 1 component/turn and gains 10 points. Minimizing to 50% gains 500 points. Raising to 1% does about nothing but costs 10 points. Maximizing to 150% costs 500 points.
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Much like Strength and Farming, Repair is a prime candidate for dropping to 50% when designing a race.
Personally I'd use these numbers:
* Basic cost lowered from 25 to 5.
* Threshold Stays at 20.
* Positive Threshold cost lowered from 100 to 5.
* Negative Threshold lowered to 1.
* Maximum value raised from 150 to 200
You'd see less 50%'s and maybe even some people who would put points into Repair (though not me - even if cost was lowered to 1 point, I would still drop it to 50%, as it just doesn't seem to have much impact on my play style).
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July 29th, 2003, 08:33 PM
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National Security Advisor
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
One of the main goals of the mod is to make it so that there are no obvious choices. If there are "freebies" that give more points than they are worth, then that is exactly the kind of imbalance this mod corrects.
There are still thousands of points available by reducing attributes - but now, to get a lot of points back, you actually have to incur a meaningful disadvantage.
Even in a 5000-point game, you shouldn't be able to "get all the good stuff" without taking some major disadvantages that can be exploited somehow. Otherwise, empire setup is unbalanced and limited to the "best" choices. The theory behind this mod is that by giving the "best" and "worst" empire traits balanced costs, most empire setups will be fairly even if played in a way that uses their advantages against enemy weaknesses.
PvK
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July 29th, 2003, 08:38 PM
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Shrapnel Fanatic
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Note that Adamant Mod uses most of the ideas from this, so they have been implemented somewhere. 
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July 29th, 2003, 08:57 PM
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National Security Advisor
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Quote:
Originally posted by spoon:
quote: Originally posted by PvK:
Repair Aptitude:
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* Basic cost lowered from 25 to 10.
* Threshold lowered from 20 to 1.
* Positive Threshold cost lowered from 100 to 10.
* Negative Threshold cost unchanged at 10.
Repair aptitude is slightly odd because it works on round numbers. A one-percent reduction will reduce rates by an entire component per turn, while a one-percent increase won't do anything until repair capacity reaches 100 components/sector/turn. It can also be combined with Cultural modifiers. I leave it as exercise for players to experiment and see where the specific relevant numbers are. Some players consider this attribute's value low because repair components are cheap, so just build more. That makes some sense, although there are some counter-arguments. Dropping to 1% reduces all sector rates by 1 component/turn and gains 10 points. Minimizing to 50% gains 500 points. Raising to 1% does about nothing but costs 10 points. Maximizing to 150% costs 500 points.
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Much like Strength and Farming, Repair is a prime candidate for dropping to 50% when designing a race.
Personally I'd use these numbers:
* Basic cost lowered from 25 to 5.
* Threshold Stays at 20.
* Positive Threshold cost lowered from 100 to 5.
* Negative Threshold lowered to 1.
* Maximum value raised from 150 to 200
You'd see less 50%'s and maybe even some people who would put points into Repair (though not me - even if cost was lowered to 1 point, I would still drop it to 50%, as it just doesn't seem to have much impact on my play style). That would give:
Repair 80% gives 100 points (mine was 200).
Repair 50% gives 130 points (mine was 500).
Repair 120% costs 100 points (mine was 200).
Repair 150% costs 250 points (mine was 500).
Repair 200% costs 500 points (mine didn't allow it, but would cost 1000 points).
I like the idea of increasing maximum to 200%, but it is a feature change, not just a cost change.
I think you're right that it may still be slightly overvalued as I posted, reviewing all the other balanced costs once more. However I think you undervalue it a bit yourself, as it's not your style. I think it is worthwhile to not reduce it. A lot can be done with planetary shipyards' "free" repair ability, but when this is minimized, this becomes much harder to do, requiring shipyard time and resources to build and maintain repair ships, and more of them.
Perhaps the right value is about half-way in-between. Any other opinions on this?
PvK
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July 29th, 2003, 09:08 PM
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Shrapnel Fanatic
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Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
Here is what Repair is like in Adamant:
Quote:
Characteristic Repair Aptitude Max Pct := 200
Characteristic Repair Aptitude Min Pct := 50
Characteristic Repair Aptitude Pct Cost := 25
Characteristic Repair Aptitude Threshold := 1
Characteristic Repair Aptitude Threshhold Pct Cost Pos := 25
Characteristic Repair Aptitude Threshhold Pct Cost Neg := 10
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[ July 29, 2003, 20:08: Message edited by: Imperator Fyron ]
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