Oh, believe me, I know. When someone's trashing one of my ideas, they usually do it pretty vocally.ChildOfDeath wrote:QUOTE (ChildOfDeath @ Oct 27 2008, 02:19 AM) Ok, I'll address a couple of things before I crash, but its late so I may completely change my opinion tomorrow. And understand, I'm not trashing you or your faction, just offering some advice on what its going to take to make it balanced enough that the CC team doesn't have to gut it to make it usable.
QUOTE Its more a problem of the fact that you establish a base in a sector, that base can now eye pretty much anything that comes into the sector. If you want to reduce fig/int scan range, do it on the ships, not as a GA.[/quote]
Having it being called 'Ship scan range' I had thought that it had not effected base scan range. I shall run some tests later to determine this - If it does effect bases, then I am definitely going to change it.
QUOTE If those numbers are with missiles mounted they are to low. If they are with without missiles mounted they are to high to be useful. Balancing stealths without cloak is going to be nearly impossible, I would definitely consider rethinking this.[/quote]
If it proves to be too difficult, then it will be added in. And those are the numbers without missiles loaded. Also, SBs use an anti-base beam weapon rather than missiles, in case you didn't catch that bit of the giant post of death above.
QUOTE Look at belters for a good example of how this should work.[/quote]
What, exactly, do you mean? Belters have 1.15 speed and 1.05 hull, and their ships are modified to have something like 200% hull before the modifier.
QUOTE 4.5 minutes is not enough time to get a new bomb run going to a base. Shield repair rate is a non issue, using it as a balance tool is really just a way to make factions seem weak without actually giving them a weakness. The only time it would effect anything is in galving situations, and even then only when dealing with uncoordinated galvers.[/quote]
As I said: So the theory went. That will be changed
QUOTE Damage is the only missile GA that matters. Having it at 1.1 is above average. Nerfing track and saying thats good is the same situation as base shield regen, its essentially a non issue, as the difference between 1 and .85 is barely going to register for most cases, especially on a team this heavily biased towards sup or exp.[/quote] Then missiles shall be changed.
QUOTE You also shouldn't balance something based on the other guy being able to run away. Running away does exactly 0 good in all the cases that matter (I.E. Miner defense, bomber defense, bomber offense, con defense...) Sure you can run away from a dogfight, but dogfighting has very little actual impact on the game, besides building up KBs and morale damage.[/quote]
You have a very good point there.
QUOTE This has to be balanced based on $ per sector. With this faction you are pulling nearly double the amount of money in per sector as any other faction. And despite the .5 mining speed, you are pulling in roughly the same amount of money over time. Possibly even more because your miner has to make less trips per $7k.
Sure your first miner load will take an extra minute or two to get in, but as soon as it does you have effectively gotten 2 miner loads out of 1 rock in 50% more time. You can do the math for the rest.[/quote]
Hrm... As I said before, the Econ will be the first thing to change after some beta testing. Honestly, I suck at alleg econ stuff, so I'll have to rely on other people's feedback in order to balance it.



