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Post by The Kortl Rheus on May 24, 2014 17:42:51 GMT
The other thing I would love to see (but involves more work), is rebalancing some of the racial techs and less useful weapon trees so that people actually use them and everyone doesn't just end up with the same homogeneous weapons and tech by mid-game. Several of the racial techs are relatively useless, which is a shame. The simpler option would be to just reduce their racial point purchase cost to encourage people to take them. Well we have a month or so at least, which racials are entirely useless? Religious and Organic both seem pretty good to me, but I haven't look at others in depth.
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Vyrex
Junior Member
Posts: 83
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Post by Vyrex on May 24, 2014 18:55:32 GMT
Also, what about starliner modules? I vaguely recall them being considered "Underpowered" compared to just stacking cargo mods on a ship.
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Vyrex
Junior Member
Posts: 83
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Post by Vyrex on May 24, 2014 19:00:32 GMT
The other thing I would love to see (but involves more work), is rebalancing some of the racial techs and less useful weapon trees so that people actually use them and everyone doesn't just end up with the same homogeneous weapons and tech by mid-game. Several of the racial techs are relatively useless, which is a shame. The simpler option would be to just reduce their racial point purchase cost to encourage people to take them. Well we have a month or so at least, which racials are entirely useless? Religious and Organic both seem pretty good to me, but I haven't look at others in depth. Throwing my 2 cents in for temporal as well. While I lack the understanding of the true complexities of balance(considering I haven't played too much), it seems pretty ok(and potentially very powerful). However natural merchant seems a bit weak ( wiki.spaceempires.net/index.php/Natural_Merchants_%28SEIV%29 is my "proof") and probably wouldn't recommend anyone take it.
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Post by Tau Ceti Empire on May 24, 2014 19:28:25 GMT
I don't want to touch the racials too much as I think they are more balanced than we think at this time. I fear any tweaks to them will result in a large imbalance somewhere.
Starliners won't be touched on the next version, they can stay with their horrible state due to how SE4 treats cargo.
I predict with the maintenance changes, racial tech will be more appealing to pick up with your points and we will see more take-up of the techs.
If I get off my lazy butt and stop playing a stupid civ 5 play through, I can have the next version out soon for a look through by the players.
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Post by The Kortl Rheus on May 24, 2014 21:02:50 GMT
Yeah a test game for the new players signed up too would probably be good
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Post by Tau Ceti Empire on May 25, 2014 16:00:37 GMT
So far:
-Close to fixing the maintenance issue -Fixed the high-performance engine issue
Issues:
-I'm not sure how to make the efficient and regular engine defense bonus not stack. The only thing that I can think of is to remove the defense bonus from the efficient engines. -Solvani, what is the bugged colony level. I am unfamiliar with that bug at this time.
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Post by Amarr Empire on May 25, 2014 16:13:41 GMT
-I'm not sure how to make the efficient and regular engine defense bonus stack. The only thing that I can think of is to remove the defense bonus from the efficient engines. That would probably be the best way to do it.
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