I have read a fair bit about balancing the game so that various stratagems for the player work on a more even ground. This is in an attempt to make each game more different.
Another factor in this that has not been mentioned to my knowledge in the various recent threads is that of enemy ships.
Currently there comes a point in the game where no human (or even alien) ship can stand against you. This is when you use the jumpdrive to get to Heretic and win.
I suggest powerful dreadnoughts and battleships (Phobos isn't nearly good enough) that can make a player with lamplighter and a Tailkon-200 hit the emergency jumpdrive away. Perhaps some/one of these should also be able to outrun the player, to make the player unable to sleep through the final few systems.
Also, it is possible to head from stargate to stargate without having to worry about enemies. To prevent this, I suggest a new line of ships that can easily and quickly catch up to and wound the player. They needn't be that powerful, but they should be able to force an ill-equipped player to stay away from out-of-depth systems.
Why would these be needed? I proved it possible (made it all the way to denebola without dying and then died only once after saving the Antarctica) to win the game without military equipment. My best item was either my shield generator, a Trenton field generator (VII), or my jumpdrive.
Finally,
Congratulations George for making Transcendence!
Difficutly balancing with enemy ships
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
hmm my thoughts on this would be level 11-13 weapons shields and armors would help with this. The reason why they are not challenging because you don't have to face them because they can't give you anything you need. If you had to challenge them.
Chase ships would be interesting but I don't think they would do much in the way of getting people involved with though fights.
Chase ships would be interesting but I don't think they would do much in the way of getting people involved with though fights.
Crying is not a proper retort!
- Arisaya
- Fleet Admiral
- Posts: 5535
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
what about enemy ships on-par with the player ship later on?
Try reaching heretic (you don't have to beat it) with only dual partical guns, a plasma lance (from the ferian mod) and a mammoth 25 all on a 100MW reactor while killing every destroyer and dreadnaught you encounter and attempting to reach 200000 of both rin and credits. That's an accomplishment. (they REALLY drain the reactor fast)
Try reaching heretic (you don't have to beat it) with only dual partical guns, a plasma lance (from the ferian mod) and a mammoth 25 all on a 100MW reactor while killing every destroyer and dreadnaught you encounter and attempting to reach 200000 of both rin and credits. That's an accomplishment. (they REALLY drain the reactor fast)
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
I disagree. The reason why they are not challenging is because they can't put out enough firepower. I am advocating enemies that you *don't* need to defeat and *shouldn't* defeat. I *want* to have to run away from certain ships. The level VIII, IX, and X equipment needs to be utilized fully. The plasma cannon is nice, but could be used as omni or at least on a decently maneuverable ship to make it dangerous, the Phobos would need some Ares Arch Cannons to prevent immunity to Ion or Positron becoming a problem in order to be a decent dreadnought. Any ship that is late-game dangerous needs to be maneuverable enough to prevent a playership from outclassing it by controlling aspects (distance etc.) of the encounter to his/her benefit (ie. Iocrym).Betelgeuse wrote:hmm my thoughts on this would be level 11-13 weapons shields and armors would help with this. The reason why they are not challenging because you don't have to face them because they can't give you anything you need. If you had to challenge them.
Just preventing players going out-of-depth as well as killing players who have been wounded and jumpdrived or ran away.Chase ships would be interesting but I don't think they would do much in the way of getting people involved with though fights.
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
no ship should be invincible at the end of the game but they can be when you meet them earlier game.
You already have no reason for fighting them making harder would just make it even more of a game of avoid the enemy and find the gate.
What is so bad about going out-of-depth (impossible to do after a point)? Some want the challenge. As for players running away some do chase but more chase ships would be cool.
I don't know but it seems to me those levels are used more than any other level by the player. The reason the enemies can't use them so much is because you can't advance beyond level ten so to make it fair they have been kept weak.The level VIII, IX, and X equipment needs to be utilized fully.
You already have no reason for fighting them making harder would just make it even more of a game of avoid the enemy and find the gate.
What is so bad about going out-of-depth (impossible to do after a point)? Some want the challenge. As for players running away some do chase but more chase ships would be cool.
Crying is not a proper retort!