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Re: How to balance CA and AR? |
Thu, 12 June 2014 06:48 |
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XAPBob | | Lt. Commander | Messages: 957
Registered: August 2012 | |
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mrvan wrote on Thu, 05 June 2014 12:22XAPBob wrote on Thu, 05 June 2014 02:46PRT still gets OAships (which are currently useless on own planets) but TF costs less rather than being instant.
Instaforming, and the insta-revert, are the main brokenness about CA.
I agree on CA. The instaforming is broken and also makes the OA useless except for trade, and also removes the synergy between CA and TT.
If 50% discount is not enough compared to other PRTs, it would also be possible to do limited instaforming by altering the hab formula and place less penalty on suboptimal values, or give them some sort of extra bonus (e.g. let non-penetrating scanners also discover hab, or give the scout an inbuilt scanner that detects hab at 40ly but not pop, orbiting fleets, etc)
OK: How's about.
- No Instaforming.
- 40% discount on TF (cf+ IS defences discount), stacks with TT.
- Retro bombs be W10/Bio6 (i.e. not Bio12), lower weight (~15kT) and take a little less minerals/res to build (10/10/10/30? rather than 15/15/10/50).
- DNA/RNA scanners have "limited" pen scanning (cf+ IT gate scanners) for CA (maybe TT?).
- Orbital Adjusters retained.
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Re: How to balance CA and AR? |
Thu, 12 June 2014 07:25 |
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Asmodai | | Officer Cadet 1st Year | Messages: 214
Registered: February 2012 | |
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I see another "problem" with CA. I think, that this is broken race simple cause that race does not have any handicap, as other races have. "Reducing" their asset only can be still not enough to balance this PRT.
For egs. WM pays for cheaper W and better battlespeed with lack of minefields and poor defences.
IT pays for their gates with lacking of proper mass driver ability. HE pays for their double growth by having no gates at all. That are quite severe handicaps, usually balanced with good assets(more hulls, more efficiency in battle, discounts etc.). Other races have less dramatic and game breaking assets, so they dont need any handicaps or they have minor ones(IS +25% weapon cost) - raised PRT cost and "must have" LRT options usually balancing thouse races perfectly(SS,SD,JOAT,IS)
CA have only asset(big one) right now, while not having balancing handicap.
Maybe instead of changing asset, we should simply make handicap big enough to balance their huge eco potential?
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Re: How to balance CA and AR? |
Thu, 12 June 2014 12:41 |
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CA:
I haven't got much experience with CA but the first suggestion what would come to my mind would be a single change:
no instant terraform
Orbital adjusters are (probably... as I said, no CA expert) a big enough advantage to make them absolutly competetive.
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Re: How to balance CA and AR? |
Sat, 14 June 2014 10:01 |
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mrvan | | Officer Cadet 1st Year | Messages: 220
Registered: May 2014 | |
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Altruist wrote on Thu, 12 June 2014 12:41
Orbital adjusters are (probably... as I said, no CA expert) a big enough advantage to make them absolutly competetive.
Also not an expert, especially on the functioning of OA's since I've only played CA in single player and never used the OA's.
If I understand correctly, OA's provide 1% (=one click?) of terra for each adjuster, each turn. So, with con11 you can buy a maxi-miner with 10 OAs for ~700 resources and 300kt of each mineral. This is not spare change, but you only need a couple of them to get effective instaforming for new planets, and most importantly the costs are paid by your developed worlds rather than in the ramp up of the new worlds. With a mini miner hull it's a bit more expensive per click, but available from turn 1 and 250kt gateable.
So I would agree that this is a good balance of increased economic potential without totally breaking early game play. Maybe give 2 initial adjusters rather than 1 or decrease their mineral costs a bit, the resource costs are already quite low (50 for 1% terra per turn compared to regular terra 100 for 1% terra, only once).
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Re: How to balance CA and AR? |
Sun, 15 June 2014 16:25 |
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XAPBob | | Lt. Commander | Messages: 957
Registered: August 2012 | |
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The "initial" TF tech is 3% (neglecting TT for the moment).
That much is probably tolerable - but much harder to code for - They are still the only race that can TF at will from orbit, so the name sticks I think.
After all the IT doesn't start with any/any gates...
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