Welcome to GameHourz.com!
FAQFAQ   SearchSearch      ProfileProfile    Private MessagesPrivate Messages   Log in/Register/PasswordLog in/Register/Password

General question about rating of objects/balancing

 
   Game Forums (Home) -> VGA Planets 4 RSS
Related Topics:
COM Race Balancing - I find the COM to be one of the weakest TIM Races. They should get a little boost. How about each wing of 50+ pure type 3 can Sweep mine fields. This would give them a mine layer for 5500$ or more (Or this could be minimum 100 type 3 for 11K$..

Balancing Fighter Wings - I found this on the wiki, I think it give a good idea on what change is needed. Host 198 >From New Host Still favor Small Wings I ran two quick tests to see this was any change - The new..

Balancing Fighter Wings - I found this on the wiki, I think it give a good idea on what change is needed. Host 198 >From New Host Still favor Small Wings I ran two quick tests to see this was any change - The new..

Idea for Balancing Victory Points - I'm on about game 6 of VGAP 4 and I have to say I've had a very good time of it with the exception of one major point - Victory Points. It seems to me the victory point system is highly skewed towards Turtling races (ie Robot, Crystal, etc.) and races..

Wormhole question - I have a bit of an enigma. I'm playing in a game on the Yale map with the stable Ring of Wormholes turned on. However, very near the center of the map (5029, 4957), there is another wormhole object that I scanned last turn. The game is now 53 turns..
Author Message
GFM GToeroe

External


Since: Jul 28, 2005
Posts: 196



(Msg. 1) Posted: Fri Dec 28, 2007 6:43 am
Post subject: General question about rating of objects/balancing
Archived from groups: alt>games>vgaplanets4 (more info?)

H!

While puzzling the fighter details over the holidays there are some
general questions for which I haven't yet a convincing answer.

The best it I describe what I'm currently doing:

The are several set screws, which I currently use to model the
strength of wings. Then main are:

1) Charge rate
2) Max allowed shots per tick of a wing (to avoid god like full
salvos)
3) Protection profile of fighter armor against PD, SC
4) Flight plan details like enforced minimum distances (for firing
full salvos) in strike thru mode or "normal" mode.
5) How long the wings continues in firing when transiting into peel
off sub mode of a strike thru (quick strike) attack run after firing
his full salvos when being in chase sub mode.
6) The rules which define when the wing weapons are to be considered
as charged.
7) The time out between the transit of chase into peel off mode to
model a smooth swing thru the neighborhood of the target when in being
in quick strike.

Then I take my standard Cube (with 5 SC and 10 MM as anti fighter
weapon) which costs 36900mc and test how many fighters are needed to
kill the Cube in 50% of the time. When reaching a cost ratio of 1+-0.5
then I consider it as balanced. I'm browsing thru the most important
fighter types Bird & Stormer (strong long ranger), Ahir (the big armor
end), EE, Bot, CoM,Rebel (the classics), + some pathological cases
like Quasar or Bizmuth)
Then I plan to repeat the same with mid size ships ~500 kT hull mass
and against a swarm.
BTW: Which ships would you suggest? Currently I favour Missouri and
Loki (in a non Fed hand).

But when comparing fighter costs and ship costs there is the question
how expensive are metals which are needed to build the ship? There is
also the problem that killed fighters have to be bought again but
damaged ship pats can be repairs a lower costs.

So do you observe a mayor problem when modelling the fighter vs ship
balance in this way?

GFM GToeroe

 >> Stay informed about: General question about rating of objects/balancing 
Back to top
Login to vote
Lord Lancelot

External


Since: Apr 16, 2007
Posts: 157



(Msg. 2) Posted: Fri Dec 28, 2007 9:23 am
Post subject: Re: General question about rating of objects/balancing [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 28, 9:43 am, GFM GToeroe <g....RemoveThis@gtoeroe.de> wrote:
> H!
>
> While puzzling the fighter details over the holidays there are some
> general questions for which I haven't yet a convincing answer.
>
> The best it I describe what I'm currently doing:
>
> The are several set screws, which I currently use to model the
> strength of wings. Then main are:
>
> 1) Charge rate
> 2) Max allowed shots per tick of a wing (to avoid god like full
> salvos)
> 3) Protection profile of fighter armor against PD, SC
> 4) Flight plan details like enforced minimum distances (for firing
> full salvos) in strike thru mode or "normal" mode.
> 5) How long the wings continues in firing when transiting into peel
> off sub mode of a strike thru (quick strike) attack run after firing
> his full salvos when being in chase sub mode.
> 6) The rules which define when the wing weapons are to be considered
> as charged.
> 7) The time out between the transit of chase into peel off mode to
> model a smooth swing thru the neighborhood of the target when in being
> in quick strike.
>
> Then I take my standard Cube (with 5 SC and 10 MM as anti fighter
> weapon) which costs 36900mc and test how many fighters are needed to
> kill the Cube in 50% of the time. When reaching a cost ratio of 1+-0.5
> then I consider it as balanced. I'm browsing thru the most important
> fighter types Bird & Stormer (strong long ranger), Ahir (the big armor
> end), EE, Bot, CoM,Rebel (the classics), + some pathological cases
> like Quasar or Bizmuth)
> Then I plan to repeat the same with mid size ships ~500 kT hull mass
> and against a swarm.
> BTW: Which ships would you suggest? Currently I favour Missouri and
> Loki (in a non Fed hand).
>
> But when comparing fighter costs and ship costs there is the question
> how expensive are metals which are needed to build the ship? There is
> also the problem that killed fighters have to be bought again but
> damaged ship pats can be repairs a lower costs.
>
> So do you observe a mayor problem when modelling the fighter vs ship
> balance in this way?
>
> GFM GToeroe

1 Metal should be considered as 3mc (the cost to make it with
alchemy).
I would ignore the factor that ship can repair themself.
Ship also cost fuel and Ord to use, while fighter wing do not cost
Ord, fuel nor metal, witch limit their number to only the Mc you have.
Further more fighters are dirt cheap to build vs ship Tech wise.
You only some buildings to make them and lauch them. The HW also start
with those needed.
The ships can need up to tech 10 hull, tech 14 weapon and so on.
Ship take a long time before becoming powerful, wing are at their
potential starting at turn 1.

IMO The ship should always cost less, since the time it take and money
for their tech.
The test ship should be the first descent low tech hull of a race.
I agree that for the Borg the test could be with their cube since they
fight 99% only with it. But using this ship as default strength is
probably wrong since many race do not possess such a strong and tough
hull. I understand that it could be a first test to see the strength
of a wing. No to mention the time needed to have access to hull tech
10, pd tech 10, sand caster...

But Nocturne, Serpent / Reptile, Bright Hearth, PainMaker, outrider,
B222 / Quietus, Opal / Ruby, Star Destroyer, Cat's Paw / Cybernaut,
Bullrout, Taurus, Hunter Killer, Hades, Eridanus, Sentinel,
Interstellar, Shah, Prominence, Gotham

Lord Lancelot

 >> Stay informed about: General question about rating of objects/balancing 
Back to top
Login to vote
protomatter

External


Since: Apr 27, 2007
Posts: 114



(Msg. 3) Posted: Fri Dec 28, 2007 12:19 pm
Post subject: Re: General question about rating of objects/balancing [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 28, 1:32 pm, "Black No.1" <keineahnung... RemoveThis @gmx.de> wrote:
> I think you should test both swarmers and single biggies for the ships and
> probably small/large wings.
>
> The ships should also be boosted with common ET (especially important
> for the swarmers).
>
> So maybe make both lowcost swarmers with ET and low tech PD/weapons
> and high tech ships that aren't solely dedicated to kill wings.
>
> A dedicated anti-fighter ship should probably be more cost effective than a wing
> (as it
> has the downside of being vulnerable to ships).
>
> Cheers,
> Jochen
>
> "GFM GToeroe" <g... RemoveThis @gtoeroe.de> schrieb im Newsbeitragnews:e54d3f5a-95ed-4aa3-9d14-3bd348c84e5b@s27g2000hsb.googlegroups.com...
>
> > H!
>
> > While puzzling the fighter details over the holidays there are some
> > general questions for which I haven't yet a convincing answer.
>
> > The best it I describe what I'm currently doing:
>
> > The are several set screws, which I currently use to model the
> > strength of wings. Then main are:
>
> > 1) Charge rate
> > 2) Max allowed shots per tick of a wing (to avoid god like full
> > salvos)
> > 3) Protection profile of fighter armor against PD, SC
> > 4) Flight plan details like enforced minimum distances (for firing
> > full salvos) in strike thru mode or "normal" mode.
> > 5) How long the wings continues in firing when transiting into peel
> > off sub mode of a strike thru (quick strike) attack run after firing
> > his full salvos when being in chase sub mode.
> > 6) The rules which define when the wing weapons are to be considered
> > as charged.
> > 7) The time out between the transit of chase into peel off mode to
> > model a smooth swing thru the neighborhood of the target when in being
> > in quick strike.
>
> > Then I take my standard Cube (with 5 SC and 10 MM as anti fighter
> > weapon) which costs 36900mc and test how many fighters are needed to
> > kill the Cube in 50% of the time. When reaching a cost ratio of 1+-0.5
> > then I consider it as balanced. I'm browsing thru the most important
> > fighter types Bird & Stormer (strong long ranger), Ahir (the big armor
> > end), EE, Bot, CoM,Rebel (the classics), + some pathological cases
> > like Quasar or Bizmuth)
> > Then I plan to repeat the same with mid size ships ~500 kT hull mass
> > and against a swarm.
> > BTW: Which ships would you suggest? Currently I favour Missouri and
> > Loki (in a non Fed hand).
>
> > But when comparing fighter costs and ship costs there is the question
> > how expensive are metals which are needed to build the ship? There is
> > also the problem that killed fighters have to be bought again but
> > damaged ship pats can be repairs a lower costs.
>
> > So do you observe a mayor problem when modelling the fighter vs ship
> > balance in this way?
>
> > GFM GToeroe

anti-fighter ships are generally cheaper to build than than ship to
ship combat vessels.

in addition. when comparing costs you should consider that wings when
destroyed dont leave a wreckage pod full of parts or money. however
the ant-fighter ships do leave plenty of meterials fuel ord and
recyclable weapons to be refitted on the next ship

Proto
 >> Stay informed about: General question about rating of objects/balancing 
Back to top
Login to vote
Black No.1

External


Since: Jun 02, 2007
Posts: 158



(Msg. 4) Posted: Fri Dec 28, 2007 7:32 pm
Post subject: Re: General question about rating of objects/balancing [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I think you should test both swarmers and single biggies for the ships and
probably small/large wings.

The ships should also be boosted with common ET (especially important
for the swarmers).

So maybe make both lowcost swarmers with ET and low tech PD/weapons
and high tech ships that aren't solely dedicated to kill wings.

A dedicated anti-fighter ship should probably be more cost effective than a wing
(as it
has the downside of being vulnerable to ships).

Cheers,
Jochen

"GFM GToeroe" <gfm.TakeThisOut@gtoeroe.de> schrieb im Newsbeitrag
news:e54d3f5a-95ed-4aa3-9d14-3bd348c84e5b@s27g2000hsb.googlegroups.com...
> H!
>
> While puzzling the fighter details over the holidays there are some
> general questions for which I haven't yet a convincing answer.
>
> The best it I describe what I'm currently doing:
>
> The are several set screws, which I currently use to model the
> strength of wings. Then main are:
>
> 1) Charge rate
> 2) Max allowed shots per tick of a wing (to avoid god like full
> salvos)
> 3) Protection profile of fighter armor against PD, SC
> 4) Flight plan details like enforced minimum distances (for firing
> full salvos) in strike thru mode or "normal" mode.
> 5) How long the wings continues in firing when transiting into peel
> off sub mode of a strike thru (quick strike) attack run after firing
> his full salvos when being in chase sub mode.
> 6) The rules which define when the wing weapons are to be considered
> as charged.
> 7) The time out between the transit of chase into peel off mode to
> model a smooth swing thru the neighborhood of the target when in being
> in quick strike.
>
> Then I take my standard Cube (with 5 SC and 10 MM as anti fighter
> weapon) which costs 36900mc and test how many fighters are needed to
> kill the Cube in 50% of the time. When reaching a cost ratio of 1+-0.5
> then I consider it as balanced. I'm browsing thru the most important
> fighter types Bird & Stormer (strong long ranger), Ahir (the big armor
> end), EE, Bot, CoM,Rebel (the classics), + some pathological cases
> like Quasar or Bizmuth)
> Then I plan to repeat the same with mid size ships ~500 kT hull mass
> and against a swarm.
> BTW: Which ships would you suggest? Currently I favour Missouri and
> Loki (in a non Fed hand).
>
> But when comparing fighter costs and ship costs there is the question
> how expensive are metals which are needed to build the ship? There is
> also the problem that killed fighters have to be bought again but
> damaged ship pats can be repairs a lower costs.
>
> So do you observe a mayor problem when modelling the fighter vs ship
> balance in this way?
>
> GFM GToeroe
>
>
>
>
>
 >> Stay informed about: General question about rating of objects/balancing 
Back to top
Login to vote
GFM GToeroe

External


Since: Jul 28, 2005
Posts: 196



(Msg. 5) Posted: Sat Dec 29, 2007 4:41 am
Post subject: Re: General question about rating of objects/balancing [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 28 Dez., 18:23, Lord Lancelot <polan... DeleteThis @hotmail.com> wrote:
> 1 Metal should be considered as 3mc (the cost to make it with
> alchemy).

Really 100% of the alchemy costs? Consider two extremes where there
metal is available only by alchemy or in a giant starting stock pile.
In the 1st case I would agree to 1kT=3mc. But in the 2nd not. And in
addtion just a hand full of Bovinoids reduce alchemy costs down to
1.5mc/kT. So I think 1mc appears more suited.

> IMO The ship should always cost less, since the time it take and money
> for their tech.

Ok. I understand.

> The test ship should be the first descent low tech hull of a race.
> I agree that for the Borg the test could be with their cube since they
> fight 99% only with it. But using this ship as default strength is
> probably wrong since many race do not possess such a strong and tough
> hull. I understand that it could be a first test to see the strength
> of a wing. No to mention the time needed to have access to hull tech
> 10, pd tech 10, sand caster...

Ok, valid argument.
>
> But Nocturne, Serpent / Reptile, Bright Hearth, PainMaker, outrider,
> B222 / Quietus, Opal / Ruby, Star Destroyer, Cat's Paw / Cybernaut,
> Bullrout, Taurus, Hunter Killer, Hades, Eridanus, Sentinel,
> Interstellar, Shah, Prominence, Gotham

I cannot balance them out against many different hulls. I need

- one big size ship, to test under PD bonus
- one mid size ship, to test without PD bonus

And maybe one hull used in a
- swarm against a wing.

Bigger wings should do better than many small (though I have yet
removed the most serious artificial penalties for small wings...)
because the SC limit of 30 killed fighters per shot and because of the
spatial dispersion a swarms (targetting is will be better in future,
so objects will not get much problems with many targets). But I will
look at this, too.

Gabor
 >> Stay informed about: General question about rating of objects/balancing 
Back to top
Login to vote
GFM GToeroe

External


Since: Jul 28, 2005
Posts: 196



(Msg. 6) Posted: Sat Dec 29, 2007 4:48 am
Post subject: Re: General question about rating of objects/balancing [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 28 Dez., 19:32, "Black No.1" <keineahnung... RemoveThis @gmx.de> wrote:
> I think you should test both swarmers and single biggies for the ships and
> probably small/large wings.
>
> The ships should also be boosted with common ET (especially important
> for the swarmers).
>
> So maybe make both lowcost swarmers with ET and low tech PD/weapons

Well, let the ET effect for the surprises... Wink

> and high tech ships that aren't solely dedicated to kill wings.
>
> A dedicated anti-fighter ship should probably be more cost effective than a wing
> (as it
> has the downside of being vulnerable to ships).

I will take a layout which both can be used against ships and wings.
In the case of the PD which would you take:

50%MSC50%Flake or 50%MSC50%TL ?

In my games I tend to use 25% of the LW as SC if I'm not sure what I
have to face. That I will use for the LW on ther test hulls.

Gabor
 >> Stay informed about: General question about rating of objects/balancing 
Back to top
Login to vote
protomatter

External


Since: Apr 27, 2007
Posts: 114



(Msg. 7) Posted: Sat Dec 29, 2007 1:16 pm
Post subject: Re: General question about rating of objects/balancing [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 29, 7:48 am, GFM GToeroe <g... RemoveThis @gtoeroe.de> wrote:
> On 28 Dez., 19:32, "Black No.1" <keineahnung... RemoveThis @gmx.de> wrote:
>
> > I think you should test both swarmers and single biggies for the ships and
> > probably small/large wings.
>
> > The ships should also be boosted with common ET (especially important
> > for the swarmers).
>
> > So maybe make both lowcost swarmers with ET and low tech PD/weapons
>
> Well, let the ET effect for the surprises... Wink
>
> > and high tech ships that aren't solely dedicated to kill wings.
>
> > A dedicated anti-fighter ship should probably be more cost effective than a wing
> > (as it
> > has the downside of being vulnerable to ships).
>
> I will take a layout which both can be used against ships and wings.
> In the case of the PD which would you take:
>
> 50%MSC50%Flake or 50%MSC50%TL ?
>
> In my games I tend to use 25% of the LW as SC if I'm not sure what I
> have to face. That I will use for the LW on ther test hulls.
>
> Gabor

if im building a anti fighter vessel, and i have 10 pd i generally go
with
8 turbo lasers( for when i run out of ord from the sandcasters/
flakkers (sandcasters are good but use ord rather rapidly so i need an
energy anti fighter weapon for when i run out of ord)
2 sandcasters or flakkers depending on if he has his fighters immune
to sandcaster ET running or not. but generally they do not and ill go
with sandcasters in that case.

if the enemy has large fighter wings in the 1000's i will build lower
tech level anti-fighter vessels so i can build more of them for less
money. and i generally never expect them to survive against large
numbers so i wont usually give them pods of ordinance to ressupply
them in this case.
 >> Stay informed about: General question about rating of objects/balancing 
Back to top
Login to vote
GFM GToeroe

External


Since: Jul 28, 2005
Posts: 196



(Msg. 8) Posted: Sat Dec 29, 2007 4:41 pm
Post subject: Re: General question about rating of objects/balancing [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 29 Dez., 22:16, protomatter <protomat... DeleteThis @buckeye-express.com>
wrote:
> On Dec 29, 7:48 am, GFM GToeroe <g... DeleteThis @gtoeroe.de> wrote:
>
>
>
> > On 28 Dez., 19:32, "Black No.1" <keineahnung... DeleteThis @gmx.de> wrote:
>
> > > I think you should test both swarmers and single biggies for the ships and
> > > probably small/large wings.
>
> > > The ships should also be boosted with common ET (especially important
> > > for the swarmers).
>
> > > So maybe make both lowcost swarmers with ET and low tech PD/weapons
>
> > Well, let the ET effect for the surprises... Wink
>
> > > and high tech ships that aren't solely dedicated to kill wings.
>
> > > A dedicated anti-fighter ship should probably be more cost effective than a wing
> > > (as it
> > > has the downside of being vulnerable to ships).
>
> > I will take a layout which both can be used against ships and wings.
> > In the case of the PD which would you take:
>
> > 50%MSC50%Flake or 50%MSC50%TL ?
>
> > In my games I tend to use 25% of the LW as SC if I'm not sure what I
> > have to face. That I will use for the LW on ther test hulls.
>
> > Gabor
>
> if im building a anti fighter vessel, and i have 10 pd i generally go
> with
> 8 turbo lasers( for when i run out of ord from the sandcasters/
> flakkers (sandcasters are good but use ord rather rapidly so i need an
> energy anti fighter weapon for when i run out of ord)
> 2 sandcasters or flakkers depending on if he has his fighters immune
> to sandcaster ET running or not. but generally they do not and ill go
> with sandcasters in that case.

The intention for the thread is to speak about the start up for
implementing some kind of "standard test objects" to measure some
features in terms of them.

>
> if the enemy has large fighter wings in the 1000's i will build lower
> tech level anti-fighter vessels so i can build more of them for less
> money. and i generally never expect them to survive against large
> numbers so i wont usually give them pods of ordinance to ressupply
> them in this case.

Yes. It's a matter of the costs to wrap shield, armor and blast
resistances arround your weapons and the costs of the weapons plus the
effectivity in combat. Dispersion has a great impact.

Gabor
 >> Stay informed about: General question about rating of objects/balancing 
Back to top
Login to vote
GFM GToeroe

External


Since: Jul 28, 2005
Posts: 196



(Msg. 9) Posted: Sun Dec 30, 2007 2:41 am
Post subject: Re: General question about rating of objects/balancing [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 30 Dez., 11:13, KlingonKommand <P....RemoveThis@nurk.fnord> wrote:
> GFM GToeroe writes
>
> >BTW: Which ships would you suggest? Currently I favour Missouri and
> >Loki (in a non Fed hand).
>
> But "alien hulls fight poorly". So if these ships are owned by non Feds
> they will only fire 40% of their weapons, etc.
>
> For simulations I would use:
>
> Ships: all ships will have at least 1 sandcaster and 1 turbolaser.
> Sometimes if I have a fleet, not every ship has a sandcaster, but in
> that case there will be an average of 2-3 turbolasers per hull.
> All ships will have at least the first 2 shield exotics by turn 30.
>
> Check versus Fed hulls (the basic standard hull)
> Also the Stormer Deth Spec / Victorious (high attack bonus) and Ill Wind
> (very rapid rate of fire with sandcasters)
> And a Privateer hull (very high evasive bonus)
> And a Lizard hull (excellent armour)
>
> Use standard wings from:
> EE (lots, cheap, some sandcaster immunity)
> CoM and Rebel (these are meant to be *good* fighters)
> Fed (average fighters)
>
> This is the kind of testing I did when balancing the IMT racepack.
> Obviously you will not have time to test EVERYTHING - that is what the
> hundreds of Beta testers are for Cool
> --

You cannot balance the strength of objects Aj versus objects Bk if
they are too different.

So I do not balance versus a specific hull but wings versus

- high hull mass
- medium hull mass
- small hull mass

And for this I need three hulls, which we can declare as standard test
hulls for future purposes, too.

Then I plan just to give the hulls a multi purpose weapon layout of
medium tech.
This way there is enough space for deviation to smaller or greater
strength.

BTW: What is the reason for the generator value of the Bizmuth?

Gabor
 >> Stay informed about: General question about rating of objects/balancing 
Back to top
Login to vote
KlingonKommand

External


Since: May 29, 2004
Posts: 450



(Msg. 10) Posted: Sun Dec 30, 2007 10:07 am
Post subject: Re: General question about rating of objects/balancing [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

GFM GToeroe writes
>BTW: Which ships would you suggest? Currently I favour Missouri and
>Loki (in a non Fed hand).

But "alien hulls fight poorly". So if these ships are owned by non Feds
they will only fire 40% of their weapons, etc.

For simulations I would use:

Ships: all ships will have at least 1 sandcaster and 1 turbolaser.
Sometimes if I have a fleet, not every ship has a sandcaster, but in
that case there will be an average of 2-3 turbolasers per hull.
All ships will have at least the first 2 shield exotics by turn 30.

Check versus Fed hulls (the basic standard hull)
Also the Stormer Deth Spec / Victorious (high attack bonus) and Ill Wind
(very rapid rate of fire with sandcasters)
And a Privateer hull (very high evasive bonus)
And a Lizard hull (excellent armour)

Use standard wings from:
EE (lots, cheap, some sandcaster immunity)
CoM and Rebel (these are meant to be *good* fighters)
Fed (average fighters)

This is the kind of testing I did when balancing the IMT racepack.
Obviously you will not have time to test EVERYTHING - that is what the
hundreds of Beta testers are for Cool
--
Paul Honigmann
 >> Stay informed about: General question about rating of objects/balancing 
Back to top
Login to vote
KlingonKommand

External


Since: May 29, 2004
Posts: 450



(Msg. 11) Posted: Sun Dec 30, 2007 3:16 pm
Post subject: Re: General question about rating of objects/balancing [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

GFM GToeroe asked

>BTW: What is the reason for the generator value of the Bizmuth?

I answered that in the thread, "Reticulan Labs"

Sebastian mentioned

> You should have in mind that in the new combat I expect way more MML
to be mounted on ships

That will change things a great deal as they are so expensive. One
reason people use turbolasers is they are cost-effective. I am not
saying this is a bad change, just that cost is usually a big factor in
ship design. Some people seem to play games where they have incomes of
millions of mc per turn... I'm more used to ones where you are lucky to
have 30,000mc per turn across your entire empire.
--
Paul Honigmann
 >> Stay informed about: General question about rating of objects/balancing 
Back to top
Login to vote
Sebastian

External


Since: Mar 21, 2007
Posts: 106



(Msg. 12) Posted: Sun Dec 30, 2007 3:43 pm
Post subject: Re: General question about rating of objects/balancing [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

You should have in mind that in the new combat I expect way more MML to
be mounted on ships e.g. the anti-fighter layout will more depend on the
enemy faced. I expect in future to see more MML in use against fighters
with long range just because otherwise the wings can stay out of fire
range too often. I especially mean the time when wings do recharge their
batteries and do not want to be fired on.

Sebastian
 >> Stay informed about: General question about rating of objects/balancing 
Back to top
Login to vote
Display posts from previous:   
   Game Forums (Home) -> VGA Planets 4 All times are: Ekaterinburg, Islamabad, Karachi, Tashkent (change)
Page 1 of 1

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum



[ Contact us | Terms of Service/Privacy Policy ]