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Posted: Sun Sep 23, 2007 12:18 pm
by Grimmwolf_GB
Changes in the next revision

- IC Resc Probe scan range lowered to 500m, sig increased to 0.3-0.25
- Higher limit for sector overload (slowly working our way up).

List of possible changes to balance Exp:

Please not, only some of them might get included in the final core.

- Ints get their fuel capacity cut to 75%
- Lower scan range for ints
- Mini 2 removed from treasure set
- Change to Mini gun damage:

Current:
Damage/Shots Damage/shot damage/sec change to prior version
PW Mini1 12.50 4.00 50.00 N/A
PW Mini2 12.82 5.00 64.10 28.21%
PW Mini3 12.20 6.25 76.22 18.90%

New:
Damage/Shots Damage/shot damage/sec change to prior version
PW Mini1 12.50 4.00 50.00 N/A
PW Mini2 12.50 5.00 62.50 25.00%
PW Mini3 12.50 6.00 75.00 20.00%


- Link to massive price changes, please have a close look at it, it makes Exp much more expensive, bringing it to the level of Sup.
http://web24.s5.okayspace.de/Allegiance/price_changes.html

I did not want to lower the sup techprize as Noir did in DN, as I think it diminishes the need for He³ and that's what Allegiance is about (in my opinion).


Please use this thread to comment on the proposed changes.

Also, please post in the gun mount thread:
http://www.freeallegiance.org/forums/index...showtopic=35358

Posted: Sun Sep 23, 2007 12:59 pm
by parcival
Maybe you change a lot at once on this one. I would suggest you only change the economic cost of EXP or only the EXP attributes, not both at the same time. Then, if still is necessary proceed to the full change. I suggest this because if the full change proves to be too much you might have trouble to pinpoint what to revert. On the other hand, if you are certain that it's necessary just go for it.

About IC Rescue probes, why give them 0 scan range? E.g. why not normal EWS 1 probe scan range?

Posted: Sun Sep 23, 2007 1:13 pm
by Grimmwolf_GB
I don't plan on introducing all of the possible changes. It is a list of changes from the "Exp too powerful?" thread.

The resc probe does not really need a scan range, as its purpose is a different one. Is having a 0 scan range a nerv or not... Having no scan range makes it hard to notice that it is there.
Maybe a scan range of 500 combined with a sig of 0.3 same as ews1?

Posted: Sun Sep 23, 2007 2:14 pm
by parcival
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 23 2007, 04:13 PM) I don't plan on introducing all of the possible changes. It is a list of changes from the "Exp too powerful?" thread.
Ah, OK!
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 23 2007, 04:13 PM) The resc probe does not really need a scan range, as its purpose is a different one. Is having a 0 scan range a nerv or not... Having no scan range makes it hard to notice that it is there.
It makes it almost impossible to find unless you accidentally pass close to it (deprobing/derescuing works through eye).
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 23 2007, 04:13 PM) Maybe a scan range of 500 combined with a sig of 0.3 same as ews1?
IC EWS probe 1 has a sig of 35.29412 (because of sig penalty) while 0.3 is without penalty. I would say scan range of 500 and little lower of 0.3 sig (maybe 0.25) so that it would be a little harder to find but not impossible (currently it has 11.76471!).

Posted: Sun Sep 23, 2007 5:23 pm
by rojomojo915
The only one I have a big objection too is removing mini 2 from the treasure set.

Posted: Sun Sep 23, 2007 8:07 pm
by jgbaxter
Kage broke down details for sector overload if you want a gander; http://www.freeallegiance.org/forums/index...mp;#entry156827

Posted: Mon Sep 24, 2007 3:56 pm
by Ozricosis
It looks like you are attempting to nerf EXP too much.

Make mini1-2-3 and gatt1-2-3 do less damage to utl hull instead. The game is about he3 as you have stated. Make it harder to kill miners for ints and figs.

Removing mini2 from treasure hurts bios a lot.

Posted: Tue Sep 25, 2007 3:58 pm
by Papsmear
Rescue probes should have the same scan range as EWS 1 you pay $500 each for them and they can be destroyed very easily.
Mini 2 should stay as floating tech it is the only floating trch Exp gets. Both Tac & Sup tech have upgraded guns and missles.

Posted: Tue Sep 25, 2007 4:15 pm
by rojomojo915
Isnt emp 1 floating tech too, but that doesnt matter, mini 2 should still stay in the treasure pool

Posted: Tue Sep 25, 2007 11:14 pm
by Grimmwolf_GB
Mini2 is 10000 with the new costs, but with a halved probability it might work.