balance issues

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Sheltem
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sung
need some improvements !
their armor is realy weak compared to their shields or particle fire output. Although you actually dont need any particle immune/reflecting equipment against them because even their strongest citadel goes down fast, compared to other capital stations. Same thing with steel and earth slaver - shields take much longer to be taken out.
its also illogical that they are met in space where dwarg will not appear anymore.
I also think that their citadel/ships could have a bit of laser/ion damage.

dwarg
the should be on a higher game level or somehow be weakend !
when you equip yourself with ion reflecting gear, you are well protected versus most of the enemys coming in the next systems PAST dwarg ! (ventari, kobol, ares). The stunning, long range, tracking cnydocyst bolts make it difficult to attack a dwarg master. (no other weapons combines these attributes!)

ferians
although their drops of ore have been adjusted usefull, they could produce some warrior shiptype when their miners get destroyed

ranx
the dreadnought needs invinite ammo/gate out when empty/an omni beam weapon
the gunships drop to much akan ammo ... this could be halved according to the ferian miners.

xenophobes
particle damage is not apropiate for the systems they are found in.

fuel stations
I can refill my koshiba 500 at the dry dock in rigel aurelius but not with fuel from a FUEL station in eta ceti !!

jump drive
not every point is 5 light minutes away from you - this makes using the drive sometimes difficult to get to the desired spot.
regards
Sheltem

What do you think about the endless stream of spawns ?

What about modding wandering spawns which dont attack the player directly ?
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Fatboy
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sung
I could improve their armor
(for example make light Sung Armor for Wind, Sung Armor for Steel, and Heavy Sung Armor for Earth)
fuel stations
What kind of station did you dock at?
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Sheltem
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every stations possible ?!

edit: of course we could do a mod, but I like to have the sung balanced in the vanilla game ;) I also think that George has a better overview how strong the can be or should be.
regards
Sheltem

What do you think about the endless stream of spawns ?

What about modding wandering spawns which dont attack the player directly ?
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Fatboy
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My mod is part of the original resources, I edited Transcendence.xml, and SungSlavers.xml
(if you're wondering, I just added new armor and shields to the SungSlavers.xml
and put the ENTITYs in Transcendence.xml so therefore you DO NOT NEED AN Extensions folder).
F50
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Sheltem wrote:sung need some improvements !.
The only ship that needs better shields IMO is the Earth Slaver. The steel slaver is hard enough to destroy thank you very much. The citadel could be made more difficult to destroy, but no more than, say, 1.5 times as difficult. It is prefectly logical that they are met in space where Dwarg don't appear, as a war has likely broken out and the sung got superiority over some systems and the Dwarg got others. That said, the vanilla sung that you see around citadels could be beefed up a bit (they are much more dangerous than Dwarg in my hard mod).
dwarg should be on a higher game level or somehow be weakend !
They can be a significant challenge. That is good.
ferians could produce some warrior shiptype when their miners get destroyed
I agree, and there is an existing mod for that.
the dreadnought needs infinite ammo/gate out when empty/an omni beam weapon
I agree.
the gunships drop too much akan ammo
Not really a balance issue as it is a relatively slow way of making credits.
xenophobes
particle damage is not apropiate for the systems they are found in.
I like their particle damage. That said they could appear earlier or more frequently.
I can refill my koshiba 500 at the dry dock in rigel aurelius but not with fuel from a FUEL station in eta ceti !!
That does sound like a bug.
Jump Drive: not every point is 5 light minutes away from you - this makes using the drive sometimes difficult to get to the desired spot.
as long as you can get 4 light minutes closer in a second, the jumpdrive is good enough. Not really a balance issue.
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Fatboy
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I guess I'll have to downgrade the Wind Slaver to no shields in my mod then.
BUT I'm no expert at telling how strong the steel slaver is now so if somebody could just download it off of xelerus and tell me.
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Sheltem
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don't suggest MODS here !! I hate this. We can make every desire possible within mods, but would we then still play George Moromisato's Transcendence ? NO ! We would play F50, Periculi's, whoever's Transcendence !!!

Steel slaver is okay, as he is a spawn an thus met quite often. I commonly take out the earth slaver around a citadel by 20 shots of Akan30 turret ... 15 for the shield 5 for armor THAT is weakness.
I use the Akan600 turret as often as possible but I still get more and more ammo from them. Instead of giving an overflow of ammo you should rather be encouraged to use the ammo sustainably.

Xenophobes
- attack each other because of crossfire
- the cruiser is wreacked down by every enemy in the space it appreas
- the worldship and a csc can't kill each other
- the worldship can kill everything else
- they attack every that is friendly to me
- but nothing hostile (although they are xenophobic!)
- they use quite low level weapons !
( lancer cannon and mark3 !!! howitzer - I already had an mark5 when I first met the dwarg !!!)
regards
Sheltem

What do you think about the endless stream of spawns ?

What about modding wandering spawns which dont attack the player directly ?
F50
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Sheltem wrote:don't suggest MODS here !!
relax. To say there is a mod for this is to say that the implementation is trivial or that the work is already done if someone wants to implement this.
I use the Akan600 turret as often as possible but I still get more and more ammo from them. Instead of giving an overflow of ammo you should rather be encouraged to use the ammo sustainably.
probably right, but one has to make sure that the Ranx gunship always has amoo.
- attack each other because of crossfire
They hardly take damage from it though, and the worldship doesn't at all.
- the cruiser is wreacked down by every enemy in the space it appreas
care to explain that?
- the worldship and a csc can't kill each other
Not true, the worldship will eventually kill the CSC
- the worldship can kill everything else
unless that thing has Ion damage (which is not uncommon for them to run across), and therefore cannot kill everything else.
- they attack every that is friendly to me
Yep. Why is that a problem might I ask?
- but nothing hostile (although they are xenophobic!)
Really? I've seen Xenophobes have battles with Sung I think.
- they use quite low level weapons
level V weapons, but *lots* of them. This is their trademark. This does not make them weak.
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Periculi
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relax. To say there is a mod for this is to say that the implementation is trivial or that the work is already done if someone wants to implement this.
Well said. I like to think that no matter how much I mod this game, it never, ever, changes the fact that it is George's Transcendence engine.

The fact that we can mod it makes it an even better game!
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digdug
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sung
need some improvements !
Do you remember that George planned to expand Sung slavers in the upcoming 0.99 ?
Roadmap
0.99: Storyline involving Sung Slavers and Huari Empire.
So I don't think I'm going to worry about that now :)


A bout the xenophobes instead, I like them, by the time i find them i already have "Ares/dwarg tuned" devices, that means I usually stay away from xenophobe worldships or I get pwned really easily by their lancer cannons. :lol:
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Sheltem
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the worldship can destroy most things it meets.
I think it will have problems with csc's and armed common stations.
it fires so rapidly that most tev9 shots can't hit - and the regeneration/armor of the commonwealth stations are resistant to particle
=> they can't get each other down
When a present worldship finds a csc, I can easily take some hits on their side (~5 with fusionfire) and it is dead. Their excorts have long been gone, because they are less resistant to enemy fire.

I once had a csc directly beneath a ares commune and some ls away a ranx fortress. The csc did virtually no damage to the worldship and the heavy lancer fire non to the csc - but the guards of the ares (only one tundra left) got the csc damage to 45% than a ranx dreadnought joined and nearly destroyed the csc - all this while taking thousands of lancer-cannon hits. btw, the xenophobe was not interessted in attacking the ares/ranx ...

@F50
I mean the triangle xenophobe ship - it opposes virtually no threat when met in space.
regards
Sheltem

What do you think about the endless stream of spawns ?

What about modding wandering spawns which dont attack the player directly ?
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Arisaya
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personally, i think the ferians are still pretty weak even with the warship mod.

also, the xenophobe ships get owned by virtually any station.
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Vastin
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Sheltem wrote:the worldship can destroy most things it meets.
I think it will have problems with csc's and armed common stations.
it fires so rapidly that most tev9 shots can't hit - and the regeneration/armor of the commonwealth stations are resistant to particle
=> they can't get each other down
@F50
I mean the triangle xenophobe ship - it opposes virtually no threat when met in space.
I'm pretty sure a worldship can destroy a CSC. I had to rescue one of my CSC's from one last game. The rest of the Xeno fleet was destroyed, but the WS was still pretty much untouched and my CSC was up to 83% damage by the time I finally destroyed the WS.

Never seen one go toe to toe with a full CW station, so I don't know how that plays out.

I have seen Xenos attack other hostiles, but I don't recall which ones they don't like offhand.
F50
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I have seen a Xenophobe Worldship go against a full CSC and it wasn't pretty. The worldship is immune to particle. The CSC isn't. It takes a while to die, but if you don't do anything about it it will eventually be blown up.
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Sheltem
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Sheltem wrote: ranx
the dreadnought needs invinite ammo/gate out when empty/an omni beam weapon
same thing for gaian processors

edit: In last game, you have heavy fuel consuming weapons - this sucks fuel out of your reactor rapidly - what do you think about a better reactor reduces drastically reduces that way that you have to refill after the same time back in eridani-times ?

damaging roms,cubes,barrels and ion disruptors destroy all enhancements at ONCE - why not reducing only ONE enhancement e.g. a 10% upgrade ?

Armors that are ought to be damaged - meteorsteel and worldship should not flash red when damaged - this is VERY irritating. Also applies for Trenton field generator !
regards
Sheltem

What do you think about the endless stream of spawns ?

What about modding wandering spawns which dont attack the player directly ?
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