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Spaceempires.net :: Ship Balance :: View topic
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Ship Balance

 
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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Jun 30, 2004 5:03 am    Post subject: Ship Balance Reply with quote

Here are some of the items I've incorporated into the design of the mod to make all ship sizes viable throughout the game:

    - Smaller ships are proportionally less costly
    - Percentage of space dedicated to the engines is roughly the same for small and large ships
    - Smaller ships are more difficult to target, while larger ships are easier to target
    - Mounts provide an equal increase in firepower matching the increase in the size, i.e. 2x size = 2x firepower
    - Larger mounts are less accurate
    - Larger mounts provide better ability to penetrate leaky armor and shields

Overall, I'd like to make ships more substantial. It will take longer to build them and a higher percentage of resources to maintain them. This puts more of an emphasis on placement and use of ships, unlike many stock games where building ships is like building fighters. Overall fleet sizes might be smaller, but individual ships become more important.

Also note that many of the major races have a variety of ship sizes as well. Check out the Space Yards section at the Space Food Empires website to see what they are for the major races.

Feel free to make comments and suggestions!


Space Empires Depot | SE:V Balance Mod


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PostPosted: Wed Jun 30, 2004 1:19 pm    Post subject: Reply with quote

Could be interesting.

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PostPosted: Fri Jul 02, 2004 9:30 pm    Post subject: Reply with quote

Quote:
- Larger mounts provide better ability to penetrate leaky armor and shields


?How?


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sat Jul 03, 2004 1:13 am    Post subject: Reply with quote

Since the larger mounts still do greater damage per shot, it takes fewer hits to make the shields leaky and when that happens, there is more damage to spread amongst the internal components - and increase the chance that a vital system might be hit early on.

Space Empires Depot | SE:V Balance Mod


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PostPosted: Thu Jul 08, 2004 5:06 am    Post subject: Reply with quote

Quote:

- Mounts provide an equal increase in firepower matching the increase in the size, i.e. 2x size = 2x firepower
- Larger mounts are less accurate


Inaccuracy of larger mounts is easy to avoid by not using them at all. This is especially trivial since the mount scheme is *size = *damage. Where should be another tricks to convice in their usefulness - lesser cost or supply usage.
I haven't DLed your mod, CK, so I don't know the details Sad


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Thu Jul 08, 2004 5:51 am    Post subject: Reply with quote

Ah, but with leaky shields, damage per shot becomes very important.

Smarter than your average Texrak.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Thu Jul 08, 2004 10:54 am    Post subject: Reply with quote

And larger mounts are actually more expensive too. Razz

The cost for large is 2x cost for 1.5x firepower, huge gets 3x cost for 2x damage, and massive gets 3x firepower for 5x cost.


Space Empires Depot | SE:V Balance Mod


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PostPosted: Thu Jul 08, 2004 10:24 pm    Post subject: Reply with quote

Oops! As always, I forgot about the leaky stuff Rolling Eyes

So the conclusion is: Big siz.. err.. mount does matter! Wink
I think you'd cover this in docs, cause it's not so obvious for a newbie, like me.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Thu Jul 08, 2004 10:49 pm    Post subject: Reply with quote

I'm planning on some good documentation to go along with the mod rest assured.

Space Empires Depot | SE:V Balance Mod


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