Home » Stars! Clones, Extensions, Modding » VML lounge » Albemuth Mod (Jan 2005 start)
Re: Viper mod |
Sat, 22 January 2005 00:36 |
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Kotk wrote on Fri, 21 January 2005 08:49 |
I think you improved torpedoes too lot. About 35% better? Then that late torpedo range. 8 at orbital? That makes Omega kinda too must-to-have thing. "Missile" just sounds like thing that has best range. Maybe make torpedo tech requirement 1-2 tech lower instead of making them cheaper and dont improve their range?
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Maybe range 8, lower damage? Ultimate defensive weapon, perhaps. Then again, torps are supposed to be short range offensive weapons. In reality, torps would probably do the double damage to armor and be short range. Still, I'm not really comfortable w/ making that huge of a change. It would unbalance things a bit. Much prefer the idea of long range, low damage, short range, high damage.
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Kotk wrote on Fri, 21 January 2005 08:49 |
Say: alpha 0, beta 4, delta 8, epsilon 12, rho 16, upsilon 20, omega 24. Also maybe raise missile tech requirement by one.
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I think that's too radical of a change. I think other areas should be tested first.
Kotk wrote on Fri, 21 January 2005 08:49 |
You got the changes sorted/grouped in bit strange order, superlatanium is not under armors for example, but i like the general idea to make armors more useful. Currently RS is simply no-brainer.
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Yeah, that was a brain fart. Maybe I'll fix it this evening. RS is *almost* always a no brainer. Not so w/ IT or AR.
Kotk wrote on Fri, 21 January 2005 08:49 |
Other ideas not present that i have liked were:
Making IT gates bit less powerful. Especially that oo/300. It is out of balance. IT can get it ~ turn 15-20 it is ultimate gate for small game and it costs next to nothing.
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I don't think IT gates are too powerful. I think small tweaks to certain other hulls can offset this pretty effectively. It'll also keep the hulls fun. W/ the initial Albemuth stars!, it was starting to look like IT would be seriously diminished in strength due to hull changes. I think modest changes are for the best. I think it's wise to keep the game as close to the original as possible, but with improved balance to increase the breadth of traits you can realistically get away w/ using.
Kotk wrote on Fri, 21 January 2005 08:49 |
Making all the terra tech a bit higher. Say... just by one tech level. VML did it bit too lot, but the idea itself is good. That will shift some of the terraforming cost from planet ques to research pane and so tunes CA down further.
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I'm not sure changing the terra tech is a wise idea. Increasing the costs overall will just reduce the importance of terraforming overall. You will worry more about short term expenditures such as ship building, and not have to balance w/ the need for longer term growth. I think keeping terra tech research important is for the best.
Kotk wrote on Fri, 21 January 2005 08:49 |
Making nubs and range 2 weapons one tech level lower and 5% more expensive. That will make BET lot more useful LRT.
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This could make this much more interesting too. Something to consider.
g.e./Gakl
g.e.
====
"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. DickReport message to a moderator
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Albemuth Mod (Jan 2005 start)
By: Coyote on Sat, 15 January 2005 21:21
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Re: Viper mod
By: Ptolemy on Sun, 16 January 2005 05:01
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Re: Viper mod
By: Coyote on Sun, 16 January 2005 19:20
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 00:08
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Re: Viper mod
By: iztok on Mon, 17 January 2005 05:27
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 19:34
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 21:11
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Re: Viper mod
By: Kotk on Mon, 17 January 2005 22:03
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 22:43
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 22:58
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 23:03
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 23:09
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 23:22
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 23:43
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Re: Viper mod
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Re: Viper mod
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Re: Viper mod
By: Kotk on Fri, 21 January 2005 11:49
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Re: Viper mod
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 22:39
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Albemuth mod
By: Coyote on Mon, 17 January 2005 23:07
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Re: Albemuth mod
By: Micha on Tue, 18 January 2005 06:21
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Goto Forum:
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