Game Balance

Post ideas & suggestions you have pertaining to the game here.
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Aury
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Atarlost wrote: Instadeath is bad.
Thus the out-of-fuel timer needs to be brought back... :P
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Atarlost
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Oh definately. You can probably go hours on the air in the cabin of one of the default playerships. They're pretty big for a single pilot. You're not going to freeze before you asphyxiate without large radiators I don't think either. You'd keep a capacitor or possibly the original reactor ready to boostrap the main reactor. Time compression is pretty heavy, but not that heavy. I think only 30-1. That'd give something between five and ten minutes of real time to refuel.
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Wurmish
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Wolfy wrote:
Atarlost wrote: Instadeath is bad.
Thus the out-of-fuel timer needs to be brought back... :P
And it still exists in my save files on RC2 as long as I have something to refuel with in my cargo. If I don't then it knows I'm screwed. No fuel, no movement, no docking, no way...

Of course the other solution is to not wait so long to refuel >.>
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
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Aury
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Wurmish wrote:Of course the other solution is to not wait so long to refuel >.>
When balance testing, you usually arn't remembering your fuel... :P
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Aeonic
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I throw out-of-fuel warnings in as a reactor toggle. Maybe you should have to pay more for it. :P Or pay less to forgo it. I still like the idea of a capacitor that installs on your ship, recharges itself slowly at little or no expense, and once recharged is there to refuel your ship's reactors just enough that you have time to go find some real fuel.
Last Cause Of Death: Destroyed by Karl Svalbard's last Lucifer missile, right after I blew him up. And the crowd cheers.
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Wurmish
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Wolfy wrote:
Wurmish wrote:Of course the other solution is to not wait so long to refuel >.>
When balance testing, you usually arn't remembering your fuel... :P
Fuel is part of balance. Although I'd say it's fairly balanced as it is. Balance test better and remember your fuel! :o
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
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Aury
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Wurmish wrote:
Wolfy wrote:
Wurmish wrote:Of course the other solution is to not wait so long to refuel >.>
When balance testing, you usually arn't remembering your fuel... :P
Fuel is part of balance. Although I'd say it's fairly balanced as it is. Balance test better and remember your fuel! :o
/facepalm
I'm referring to testing ships against ships, or checking to see if your shield is taking the correct amounts of damage, stuff like that.
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Wurmish
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Wolfy wrote:
Wurmish wrote:
Wolfy wrote:
Wurmish wrote:Of course the other solution is to not wait so long to refuel >.>
When balance testing, you usually arn't remembering your fuel... :P
Fuel is part of balance. Although I'd say it's fairly balanced as it is. Balance test better and remember your fuel! :o
/facepalm
I'm referring to testing ships against ships, or checking to see if your shield is taking the correct amounts of damage, stuff like that.
Sorry I was apparently not TOO clear with my phraseology. Random comments about fuel balance and then switching back to just saying remember to fuel...

Anywho, so I have NO Ringers and I'm all the way to Point Juno... Ugh.
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
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Aury
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I liked the timer because it allowed me to quickly do s-e-s-f-esc and refuel w/ godmod, which is why I don't generally have fuel in my cargo hold.
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Aeonic
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If you're going to play that way you might as well mod yourself a starting reactor with a million efficiency while you're at it.
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Aury
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:P too lazy. These are just balance tests I'm running... unfortunatly when I'm testing a late-game shield/weapon or other power-intensive device, I really should have modded myself a nice big testing reactor... :P
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Aeonic
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I think the TM7 multitarget cannon falls into the category of stuff that sounds interesting but which I stay far away from because I consider it to be a useless piece of junk. Might make an interesting launcher instead, though.
Last Cause Of Death: Destroyed by Karl Svalbard's last Lucifer missile, right after I blew him up. And the crowd cheers.
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Vastin
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Perhaps the IM90 could be charge restricted much like that ultra-rapid-fire ion turret gun (forget its name...), but otherwise left alone?

With such a change it would remain a very solid weapon for clearing out lighter enemy ships, but it could no longer be your primary gun against tougher cap ships unless you were willing to play a very patient hit and run game.

Other options would be:

- restrict its firing arc to the forward 120.
- restrict its upgrade % to 100 or less.
- reduce its base damage so that it isn't quite so outlandish when upgraded to %150 (might make it kinda useless w/o upgrades).
- increase its power consumption such that it does not play well with high level shields, no matter how good your reactor is, so you must trade survivability for firepower (not sure if this would really limit it given the shield nerf discussions).

I currently consider the IM90 to pretty much be THE endgame weapon, save against Ion immune targets. I pretty much sweep all the end-game systems with this gun, with something like a plasma cannon backup for base cracking. It trivializes most battles by allowing me to fire continuously while losing no evasion ability.
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Atarlost
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That's because you're an omniweapon junkie. The IM90 does not perform at all well compared to the high level positron and plasma weapons, or even the ares lightning turret. I consider it an inferior weapon already.
Vastin
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Ammo weapons in general - not so much that they aren't effective, just that they are rarely worth using unless you are fighting through systems where your ammo is in ready supply (ie, Ranx gunships :)) and doesn't weigh 20 tons (ie, Ranx dreadnaughts... :(). Having more enemies that would dependably drop the more popular missiles would help.

On the other hand, if more of the ammo based weapons had effects that made them useful as support weapons I think they'd be a good bit more useful, particularly with the flexibility that launchers allow.

If they had larger area effects that deliver shield or system disruption, engine disruption, weapon disruption, EMP, knock-back, spin, gravity traps and so on - so that you weren't using them as primary DPS dealers, I could see using them more often. Your ammo would stretch a lot further delivering effects rather than DPS.

As it is, using missiles for DPS delivery seems to pretty much empty your ammo stock in no time at all - at which point I just don't even slot the launcher and revert back to my default beams and howitzers.
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