|
|
|
|
 |

July 28th, 2003, 05:09 PM
|
 |
Captain
|
|
Join Date: Nov 2002
Location: Finland
Posts: 864
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Stock Balance Mod
Quote:
Originally posted by Pax:
Here's a possible suggestion:
|
I wouldn't improve the armor so much. You should remember that Shield Depleter is extremely powerful weapon. Just include a few of them and all of enemy's shields will be gone very quickly. So if an armor and a shield have the same HP/kT I'd rather choose the armor (unless I'm facing a crystal race )
__________________
'The surest sign that there is intelligent life elsewhere in the universe is that none of it has tried to contact us.' Calvin and Hobbes
Are you tough enough to be the King of the Hill?
|

July 28th, 2003, 05:21 PM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Stock Balance Mod
Quote:
Originally posted by Asmala:
quote: Originally posted by Pax:
Here's a possible suggestion:
|
I wouldn't improve the armor so much. You should remember that Shield Depleter is extremely powerful weapon. Just include a few of them and all of enemy's shields will be gone very quickly. So if an armor and a shield have the same HP/kT I'd rather choose the armor (unless I'm facing a crystal race ) But the armor won't have the same hp/kT; it's have nearly the same. As, IMO, it should.
My second suggested chart for the shields would have the top nonphased shield giving 13.5 effective hp/kT.
Also consider that some weapons, such as the Graviton Hellbore, might be getting the Armor-Skipping ability.
SDs are nice, sure enough, but the truly BEST setup will likely be a mixture of armor and shields, in equal proportions. Handles shield-skipping, armor-skipping, and SD-heavy, all alike, with equal applomb.
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
|

July 28th, 2003, 06:14 PM
|
 |
Captain
|
|
Join Date: Nov 2002
Location: Finland
Posts: 864
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Stock Balance Mod
Quote:
Originally posted by Pax:
But the armor won't have the same hp/kT; it's have nearly the same. As, IMO, it should.
My second suggested chart for the shields would have the top nonphased shield giving 13.5 effective hp/kT.
Also consider that some weapons, such as the Graviton Hellbore, might be getting the Armor-Skipping ability.
SDs are nice, sure enough, but the truly BEST setup will likely be a mixture of armor and shields, in equal proportions. Handles shield-skipping, armor-skipping, and SD-heavy, all alike, with equal applomb.
|
It's enough for me if the armor has nearly the same hp/kT, I'd choose it still (with one shield of course in case of engine destroying weapons or boarding parties). Of course those new changes can change this a lot, especially armor skipping for Graviton Hellbore and weakening the PPB.
__________________
'The surest sign that there is intelligent life elsewhere in the universe is that none of it has tried to contact us.' Calvin and Hobbes
Are you tough enough to be the King of the Hill?
|

July 28th, 2003, 07:31 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: SE4 Stock Balance Mod
Going through all the Posts from the weekend...
Many of the major changes to armor suggested would be design changes suitable for a custom mod...
Also:
By token improvements I meant reducing cost from 50 to 30/20/15, or perhaps 2-3 additional hitpoints per level.
Changes that are compatible with savegames are nice, but it would be extremely restrictive to require them.
At worst, two Versions could be submitted to Aaron, one breaking saves, and one not.
Quote:
|
3. Capital Ship Missiles - do NOT give them unlimited range, as was suggested earlier. If low-tech missiles can be fired from extremely long range, then ...
|
The suggestion was to keep the current firing ranges, but allow the missiles to keep tracking until they are shot down.
IE: CSM II can be fired from range 10, but not range 11. That CSM would never fizzle out until combat ends.
__________________
Things you want:
|

July 28th, 2003, 07:36 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SE4 Stock Balance Mod
Quote:
|
Many of the major changes to armor suggested would be design changes suitable for a custom mod...
|
Such as a balance mod... there is no balance between shielding and armor as it is now...
|

July 28th, 2003, 07:52 PM
|
|
Colonel
|
|
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Stock Balance Mod
Have their been any Committee Mods produced before. I follow the flow of this thread and I can't help but think of a camel.
[edit: I should qualify that. Many people have many different ideas of what should be balanced. I'll admit that Shield Regenerators should be low on the list, but I think Armor and Shields in general will be fine. Many people have very different ideas of how a thing should be balanced. I don't think the Talisman solution was actually pinned down, though many interesting possibilities were suggested. The drift here is incredible, a new subject comes up for scrutiny every dozen Posts or so and everything follows it off down the rabbit trails.]
[ July 28, 2003, 19:02: Message edited by: Loser ]
|

July 28th, 2003, 08:01 PM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Stock Balance Mod
Quote:
Originally posted by Loser:
quote: Originally posted by Suicide Junkie:
The problem is emissive dosen't stack.
|
It kind of does. The first 30 points are taken off the damage when it hits the first Emissive Armor III. Let's say it goes over that, and has enough left to destroy the remaining 50 points of actual structure. Then it hits the next Emissive Armor III and 30 more points are taken off, before the shot is allowed to damage the next Emissive Armor III.
... EA ability works once and only once per shot. And it does not matter what component is hit. Some mods - like Proportions - assign EA ability to non-armor components. Some sorts of internal damage reflector. It still reduces damage done to all armor and non-armor components.
(armor skipping weapons ignore EA ability regardless what component has it)
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|