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Re: Rebuilding Race Traits Tue, 25 September 2007 04:23 Go to previous messageGo to previous message
m.a@stars is currently offline m.a@stars

 
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Messages: 2765
Registered: October 2004
Location: Third star to the left
yartrebo wrote on Tue, 25 September 2007 00:01

I like the idea of having things bundled into PRTs because it helps make the game easier to balance. If one trait (cheap colonizers) gives a benefit in a large universe, another trait (no stargates) can balance it back out.

If the PRT traits are unbundled and can be mixed and matched, what will stop a person from taking cheap colonizers and great stargates. The game will be unbalanced and it will be pretty boring as everyone will go for those traits.


It will be a matter of cost. Deal The main thing about "unbundling" race traits is that each of them needs to have an adequate cost, so some testing will be needed to ensure good game balance. Sherlock

Thus, anyone trying to buy Gates for their HE would probably have to sacrifice something else, like double growth or immunities. Whip


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Here's an incomplete list of the changes I would make:

- Weaken the nubian by increasing the cost of the hull (perhaps 2x) and reduce base armor strength to 2,000. It should still outperform a BB in general.


Yup, the Nub's too strong for its cost. I'd start testing with about 3000 for base armor strength. Rolling Eyes


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- Add more armor slots on warships to make heavily armored ships more appealing (if it will be slow and ungateable, at least it will be tough).


I predict Ironium prices will soar, both for Armor and Missiles. Twisted Evil


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- Push BC, BB, and DN back 1 or 2 tech levels.


You mean, make their tech reqs a bit higher?


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- Allow research past level 26, but don't put any techs past level 26. This way the BET penalty can be neutralized for level 26 stuff by reaching level 27. That the cost of research increases exponentially ensures that it will only be worthwhile to exceed level 26 if you have BET or have nothing else to do with the resources. Even then, mineral alchemy might be a better use of resources.


Could make BET too attractive w/out its main drawback. Confused


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- Make tech 0 stuff miniaturize according to your highest tech, not your lowest. This will stop oddities such as blue lasers being more expensive then red lasers or scouts being pricier then frigates.


Yup. Those oddities are... odd. UFO


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- Make the OBRM trait cost RW points instead of giving points (maybe -50).


Perhaps tie it to hab points, as TT is?


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- Make NAS have no effect on scanning range, but have it give back more points (maybe 175). All scanners are available, but pen scanners will have the penetrating feature disabled.


Doubled range is useful for spotting cloakies. I believe that's the reason many ppl take NAS. Pirate

Disabling *all* penscanners sounds neat, tho. Perhaps make the two as separate LRTs? "No-penscanners" gives points, while "doubled range" costs points. Whip


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- Make RS take a few points instead of giving a few (maybe -10).


RS would greatly affect your "armor-heavy" hulls, so it would look like a significant disadvantage.


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- Make mineral alchemy cheaper. Perhaps 15 or 20 resources/1kT minerals instead of 25.


Interesting, that one. Deal



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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