by pip » 07 Aug 2012, 11:28
Since I have holidays, I tested a lot of things in a sim mod (a big thank you to Brute51 to help me put this up properly) to improve the game, especially the useless things, or units in need of adjustments, and often discussed. Ze_Pilot already improved the game a lot with the latest patches, and I tried to follow the same spirit for the areas that can still be improved. Hopefully, these can be tested in real games to check for unwanted side effects.
General Gameplay Mechanics :
My goal is to make the game more intuitive with its own features, especially adjacency.
I worked on 2 kinds of adjacency :
1)mass extractors near factories, so that it's also interesting to do so, for t1, t2 and t3 mexes, not just mandatory to build mass storages near mexes at t2 and t3.
t1 mex = 10%, t2 mex = 17.5%, t3 mex = 25%, t2 mass fab = 2%, t3 mass fabs = 15 % discount for any factories they are linked to.
This is also an attempt at making mass fabs a bit more interesting.
2) Power gen adjacency near artilleries, so that you do get a significantly faster rate of fire.
Actually, I merely reintroduced them for t2 and t3 power gens (because they were removed) and buffed them a little bit.
This makes Static artilleries (t2, t3, t4) much more efficient (indirect buff) when they have full adjacency. Reload times become significantly shorter, especially with more advanced pgens.
T1 pgen buff (for t2 artillery only) : 4% instead of 2.5% (4 pgens = 16% faster rate of fire, before was 10%)
T2 pgen buff : 6.25% (from 5%) > 4 t2 pgens = 25% faster rate of fire
T3 pgen buff : 10% (from 7.5%) > 4 t3 pgens = 40% faster rate of fire
Example: T2 artillery surrounded by 4 t1 pgens: 20 seconds reload time reduced to 16.8 seconds (before, the bonus was 2 seconds reduction).
UEF T3 Heavy artillery surrounded by 4 t3 power gens : 10 seconds reload reduced to 6 seconds reload.
T3 and T4 structures
- T3 static artilleries : mass cost reduced by 25%, and indirect buff through adjacency bonus to rate of fire
- T4 artilleries and Experimental Nuke Launcher :mass cost reduced by 25%
Mavor = 224775 (from 299700), and indirect buff through adjacency bonus to rate of fire
Salvation =202500 (from 270000), and indirect buff through adjacency bonus to rate of fire
Yolona OSs = 187650 (from 250200)
Naval units
- T3 strategic subs: energy cost = 80 000 (from 800 000) in order to make these units actually buildable, especially the Cybran one which is a great unit even without a nuke inside.
- Tempest mass cost adjusted to 14 000 (half what the original cost was).
Air experimentals:
- veterancy adjustment= 50/100/150/200/250 (from 40/80/120/160/200)
- 20% masscost reduction :
Soul Ripper mass cost = 32000 (from 40 000)
Czar mass cost = 36 000 (from 45 000)
Ahwassa = 38 400 (from 48 000)
Land Units
T3 land units: 25% shorter buildtimes for all t3 land units to make their production require less engineers, and soften the gap in buildtimes between t3 units and land Experimentals.
Fatboy:
- Transfer 10 000 HP from shield to unit
- veterancy adjustment : 50/100/150/200/250 (from 25/50/75/100/125)
SCU rework:
The goal is to make them more affordable to begin with (33% less cost) but also more vulnerable (50% previous HP), and slightly less good at building without the appropriate upgrade (All SCU base buildpower = 45 (from 60)). Then you can buff them through their various and powerful upgrades (some are adjusted to prevent abuses, like too cheap RAS and too fast overcharge, or buffed, like personal stealth and Radar Jammer). With these values, fully upgraded SCU have around the same cost of previous SCU. I ran some tests, and they seem to work much better now, and are very versatile and tricky units.
- Aeon SCU:
Health = 15 000 HP (from 30 000)
Mass = 2900 (from 8700)
energy = 41 000 (from 123 000)
buildtime = 12 000 (from 36 000)
buildpower = 45 (from 60)
Ressource Allocation System:
Mass = 3500 (from 2500)
energy = 60 000 (from 30 000)
Buildtime = 9000 (from 6000)
- Cybran SCU:
Health = 19 000 HP (from 38 000)
Mass = 3000 (from 9000)
energy = 40 000 (from 120 000)
buildtime = 12 000 (from 36 000)
buildpower = 45 (from 60)
Personal Stealth:
Mass = 800 (from 3000)
energy = 24 000 (from 112500)
buildtime = 1600 (from 9000)
Ressource Allocation System:
Mass = 3500 (from 2500)
energy = 60 000 (from 30 000)
Buildtime = 9000 (from 6000)
- UEF SCU:
Health = 16 000 (from 32 000)
Mass = 3200 (from 9600)
Energy = 38000 (from 114 000)
buildtime = 12 000 (from 36 000)
buildpower = 45 (from 60)
Radar Jammer:
Mass = 800 (from 1000)
energy = 24 000 (from 31 250)
buildtime = 1600 (from 7500)
Ressource Allocation System:
Mass = 3500 (from 2500)
energy = 60 000 (from 30 000)
Buildtime = 9000 (from 6000)
- Seraphim SCU:
Health = 15500 Hp (from 31 000)
Mass = 3100 (from 9300)
Energy = 39 000 (from 117 000)
Buildtime = 12 000 (from 36 000)
buildpower = 45 (from 60)
Produces 4 mass (from 5)
Produces 300 energy (from 500)
Base weapon damage = 200 (from 100)
Overcharge rate of fire = 0.2 (from 0.3)
- Attachments
-
- Everything_Worthy_Balance_Mod.zip
- Test me hard, test me true!
- (30.92 KiB) Downloaded 104 times
Last edited by
pip on 07 Aug 2012, 23:29, edited 1 time in total.