Because I felt like creating one.
Where's the balance?
Published on August 10, 2009 By Kitkun In Sins of a Solar Empire

So there's been a bit of dicussion on balance lately. Most of it's focused on other things so far, but some caps have long been more viable than others. I'm looking to see what the community thinks would be fairly balancing in regards to buffs and debuffs in the abilities.

I'll start with my suggestions and opinions, and I'll be trying to keep things away from what we already have. Try and get a bit more diversity into the game.

Color coded for fun.

TEC:

Kol Fine as is.

Sova Fine as is.

Akkan: Buff

Colonize+ Fine as is.

Ion Bolt: Change AM from 85/85/85 to 85/80/75. (AM intensive, gives more incentive to level it up. Only good for interrupting anyways.)

Targeting Uplink: Change Accuracy bonus from 5/10/15 to 6/12/18, change Range bonus from 8/17/25 to 10/20/30. (Allows Flak to take out SC just a bit faster and gives the longer ranged TEC ships a bit more of a boost.)

Armistice: Fine as is.

Dunov Fine as is.

Marza: Mixed

Radiation Bomb: Fine as is.

Raze Planet: Fine as is.

Incendiary Shells: Allow it to stack, change Damage/Sec from 3/4.5/6 to 1/2/3, change duration from 15 to 8. (Not really that much of a buff. The Rate of Fire of a Marza allows it to maintain a stack at about 3.)

Missile Barrage: Bump up graphics more.

Advent:

Radiance: Buff

Detonate Antimatter: Fine as is.

Animosity: Fix so that debuffed ships cannot attack other ships with any weapon that could attack the Radiance. Add 2% Mitigation, change cooldown from 35 to 45. (Actually makes it useful, since as is you just give a new order.)

Energy Absorption Armor: Fine as is.

Cleansing Brilliance: Fine as is.

Halcyon Fine as is.

Progenitor: Mixed

Colonize+:   Fine as is.

Malice: Change target cap from 8/16/24 to 12/20/28.

Shield Regeneration: Change shields restored per second from 37.5/50/62.5 to 37.5/47.5/57.5. (Another awesome ability. Ready the flames, plz.)

Resurrection: Fine as is.

Rapture: Fine as is.

Revelation: Buff

Reverie: Fine as is.

GuidanceAdd 3/6/9 AM recharge. (Make it useful. You just run out of antimatter faster otherwise.)

Clairvoyance: Start with Autocast off.

Provoke Hysteria: Fine as is.

Vasari:

Kortul: Buff

Power Surge:  Fine as is.

Jam Weapons:  Fine as is.

Disruptive Strikes Fine as is.

Volatile Nanites: Change debuff range from 2000 to 2500, change damage upon death range from 1000 to 1250, change damage upon death from 150 to 200. (A bit more useful against large fleets.)

Skirantra: Buff

Repair Cloud: Fine as is.

Scramble Bombers: Kill this ability. (Move it to Lasurak or something. Suggestions for replacement welcome.) 

Microphasing Aura: Fine as is.

Replicate Forces: Change from 3 copies to 6 copies. (Much more useful in smaller groups.)

Jarrasul: Mixed

Colonize+: Change Duration from 240/480/720 to 240/360/600add 1/2/3 extra constructors for duration of buff. (Building structures really, really fast for a short while. Not like you're going to take this over others often.)

Gravity Warhead: Fine as is.

Nano-disassembler Fine as is.

Drain Planet: Fine as is.

Antorak: Buff

Phase Out Hull Fine as is.

Distort Gravity Fine as is.

Subversion: Change build rate penalty from 50/100/150 to 100/200/300, add damage over time to amount to 8/12/16% of planet health and 5/7.5/10% of population, change AM from 100/100/100 to 100/110/125, change cooldown from 75 to 150, remove stacking. (Powerful now. For damage, remember that it's over 5/7.5/10 minutes. Using stacking means the ships has to wait there or you have mutiple of these, both of which go against the hit-and-run nature of them.)

Stabilize Phase Space: Fine as is.

Vulkoras: Buff

Phase Missile Swarm: Change to fire Phase Missiles with 15/30/45% chance to bypass shields. (Again, more a bug fix.) 

Deploy Siege Platforms Fine as is.

Assault Specialization: Fine as is.

Disintegration Fine as is.

 


Comments (Page 10)
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on Sep 03, 2009

Just as a note, I didn't mention the two options cause I want the caps to be researched.

I wrote what I did to explain why ALL caps must be viable from the start. So you all agree that there is no place for caps that "might help someday.. or not". When you build your first cap, you want to build your fleet and expansion around its abilities, not gamble on whether you will ever be able to use any of its abilities.

This just explains why the buffs up there, radical as some may be, are really needed.

on Sep 04, 2009

Ok, I've finally gotten around to reading this all.  Great job Kitkun!  The most writing I've ever seen from you!  He He.

Regarding the current debate, I think the simple solution is:  MAKE CAP SHIPS CHEAPER!  Some how.  Some way.  That alone, would make more of them MORE VIABLE.  Right now, it is simply too expensive to rebuild another Cap Ship Factory, pay for research for more Caps, and then pay for the expensive ships themselves - to get something that isn't really competetive in its current state. 

And... while we are at it, make them MORE DURABLE as well!  So that big investment doesn't get instantly focused fired to oblivion.  As suggested here.

Back to the original topic, I've compared the current suggested Buffs to my ratings of each ability, and I have a few comments there as well.

Kitkun, I generally agree with almost everything.  But have a couple suggestions: 
The 'Egg' (Evacuator) Gravity Warhead also needs to start with auto attack OFF, because it will instantly cast, and waste antimatter (as well as constantly cast when not usefull!).
I think the Revelation Provoke Hysteria needs a shorter cooldown!  7.25 minutes for the 3 shots to kill any planet is too long IMO.
Like both Cykur & RA (replies #65 & #55), I agree that the Vasari really need another interupt ability (besides POH) somewhere!  Maybe in Scramble Bomberrs, or maybe Jam weapons? Which I also agree sucks as a strikecraft disabler.  Also, I have to admit that I find the Kortul's abilities extremely confusing.
Finally, I don't understand what you did to Revelation Guidance?  What does this mean? Add 3/6/9 AM recharge?

on Sep 04, 2009

I put probalby 90% of Kitkun's mod into mine. Truely a great mod.

I agree about the whole "cap balance isn't ideal". Where we differ is the direction we go.

They all have to have the same cost with the way the current system is, and I don't like the idea of making them cheaper. Currently they run the cost of about 5 Kodiaks.

See, I think the roles of the caps need to be further accentuated.

Battleships: Increase the toughness. I actually go as far as saying it should be twice as tough as they currently are, but to do that, the cap would HAVE to be something you tech

Colonizers: I'm actually happy with them, provided Kitkun's balances are applied. Strong colonization is the point of this cap.

Support: I'd go so far as to suggest that these should be made even MORE powerful in terms of their abilities, but that it should a cap that needs to be researched.

Carriers: No one picks the carrier cap to start. Ok, so the Sova is bugged which is why no one picks it. Overall they just don't bring enough oomph. Perhaps make the carrier cap a low level tech to research (tier 2 or even tier 1) but give it slight buffs across the board. The Skiranta's healing ability could be given a larger AOE and Scramble Bombers deserves to die. I believe the Halcyon really should have the firing rate aura switched as I mentioned before. Then give the carrier WAY more strikecraft per squadron as Kitkun proposes, and you have a viable starting cap. Perhaps even go 3/6/9 extra strikecraft. That might be a bit much, but hey, who knows. If embargo get's fixed and armored fighters is buffed, the Sova is a decent starting cap.

Seige: These are ok, except for the Revalation. I really believe guidance deserves to be killed almost as much as scramble bombers. ALMOST. It should be replaced with a seiging aura that gives anything else in the area that can seige a seiging bonus. It needs something else to fit the "seiging cap" character.

Here's the current state of the game. You either pick a cap that can seige early or can colonize early. That's it. In the multiplayer environment where you need to be aggressive to have a prayer of surviving, and even in single player where you are choosing the ideal way to play, the fact is:

1. Colonizing

2. Seiging

are the two most powerful and map changing elements of the game. This means the  battleship "rock in the fleet" character, support cap "UBER support cruiser" character, and carrier cap "ultimate carrier cruiser" mantra need to be emphasized.

I'm not trying to make any overwhelming all encompassing statement here, but the current method of cap selection leaves little variety in starting strats.

There's little incentive to pick a battleship first. You expand too slowly and the cap can't seige all that effectively. Sure, the cap'll never die, but outside of that, it doesn't bring much to the table in terms of map changing impact.

There's little incentive to pick a carrier cap first. The Sova is bugged. The Halcyon really is more of a support cap than a carrier. If you think about it, amplify energy aura on the halycon and the carrier damage bonus on the rapture REALLY should be swapped. And the Skirantra? It's viable ONLY if you're spamming carriers, and you aren't going to get those out in decent numbers early.

There's little incentive to pick a support cap first. This actually is probably the way it should be. If the whole point is to support, shouldn't this essentially be one huge support cruiser? AKA you have to research it?

So many ways one could go. Just throwing my hat out there.

 

on Sep 04, 2009

Raging Amish

Carriers: No one picks the carrier cap to start. Ok, so the Sova is bugged which is why no one picks it.

No one uses the Sova because it simply sucks. Even with Embargo unbugged, the poor Sova still has no viable reason to be a starting capital (or built at all). Missile Batteries is expensive, Heavy SC and Rapid Manufacturing are terrible, and it brings the lowest DPS and stats of TEC's capital ships. Unless someone is throwing a Sova straight at the enemy homeworld for a use of Embargo, it's a pointless capital ship.

on Sep 04, 2009

You want to required research to build Caps!?! Ugh, way to reduce their use even more.

on Sep 04, 2009

since most of us don't like researchable caps, perhaps we could have researchable upgrades. like, 50% increase in health for the battleship, 4 extra squadrons for the carrier, etc. thus you can have the basic caps, which would remain the same, and upgraded, which would have some of the suggestions made by raging amish and deceiver

on Sep 04, 2009

It was more of a fantasy than anything else. Courtesy of Cykur, I like the idea of making battleships tier 6/7/8, somewhere in there. Once they're out and about though, they're incredibably powerful, like say (2-4)X as powerful as they are now. That's a bastion in the fleet my friend.

Something should be done though to make someone want to pick a cap besides the Progen/Egg/Marza/Akkan as their first cap. The more diversity you get from the start, the more fun the game is overall.

There are different ways you could go. I was saying IF the current status quo of Only Seige Caps/Colonizing caps are picked early, then make Battleships/Carriers/Support caps you had to research so when they do come out, they bring a dynamic impact so they are truely felt and respected.

This may be nostalgia talking, but Embargo rushing used to not only be powerful, but the abused strat in v1.03 i think on regular sins. It was truely awesome, but alas, it got nerfed and now only works if it can get to the enemy  homeworld in under 10 minutes or so.

on Sep 04, 2009

I understand where your coming from Raging, but what your suggesting to make Battleships end game units. You end up with a rush to tech them and spam them. Take Supreme Commander, its a rush to Expermental Units. NOT Fun.

I for one, it may be why I lose alot. Use the Kol as a start Cap almost 98% of the time. The other time Dunvo.

If you want to add research into the mix what eoncommander suggest is the way to go.

on Sep 04, 2009

I tend to favour RA's view here and I quite believe that it can be made to be balanced.

alternatively, anyone else thought of playing with the values that increase with levels? sure, it's not perfect, but you could change those to have capships become more powerful, but only with higher levels. so far as I can determine, the increases are linear, but that's not such a big issue. as a matter of fact, I modded those things myself for private use, but I wouldn't consider those to be anything close to balanced.

but if you start in that direction, balance is going to be a lot more difficult and complicated than the current 'all instantly available at similar price' scheme.

on Sep 04, 2009

I think the simple solution is:  MAKE CAP SHIPS CHEAPER!  Some how.  Some way.  That alone, would make more of them MORE VIABLE... And while we are at it, make them MORE DURABLE as well!  So that big investment doesn't get instantly focused fired to oblivion.  

Totally in agreement!

on Sep 04, 2009

They all have to have the same cost with the way the current system is, and I don't like the idea of making them cheaper. Currently they run the cost of about 5 Kodiaks.

Raging Amish, and what is the fire power of those 5 Kodiaks compared to 1 Cap ship?  About 3 times more?

And is the cost really comparable?  When I get some time, I'll caclulate a comparison.  As it is, almost nobody builds multiple Cap Ships in online Multi-Player games because it doesn't make sense.

on Sep 04, 2009

I think a player could start with 2 capital ship crews available.

Fist cap should be free, as it is.
Second should require construction costs only.
Third should require additional research.

That way building a second cap is not excessively expensive, and would encourage doing it if someone is not doing econ.
Mind that you still need the first fleet supply upgrade done to build the second cap, unless you scuttle all your frigates (no scouts/colony frigs to capture extractors - generally a poor idea, but at least a tactical option). So it's not too big of a discount.

I also think all races should have means of constructing higher level caps in later game. There is usually zero point in building a lvl 1 cap and bring it to a dense 80-HC battle. Paying some 8k credits to build a cap and have it trained to level 4 is just a tad too much.
Advent already can do it - their ships automatically level up thanks to a research.
Vasari/TEC should also have such an option. For example, a three-level tier6/7 research saying "Reduces the cost of purchasing levels on capital ships by 20/40/60%".

on Sep 04, 2009

Off the top of my head, Kodaks cost 500 cred, 100 metal, 70 crysal. 5 of those is 2500 creds, 500 metal, 350 crystal.

Caps are 3000 creds, 400 metal, 250 crystal, close enough. No need to get exact. You get the point.

5 kodies do 90 damage. Depending on the starting cap it'll do anywhere from 24-51? damage ( I think that's what the marza does to start, either way, close enough ).

At level 10 with weapon upgrades (cause you're gonna have bought at least one tier of weapon upgrades if you have a cap that made it to level 10), I've had a Progen doing over 100 dps.

It's hard to balance caps, largely because they bring the DOTA leveling up element with them.

I will say this. My main reason for saying no to reducing the cost of caps is because

1. They bring several abilities with them, and depending on the cap, these abilities can be ungodly powerful (AKA The Halcyon Bitch Slap of Doom to fighters, for instance)

2. All caps must remain the same cost (that is if the pick 1 of 5 for free at the beginning is to stay). Think about it. Do you want to make Marzas, Progens, and Eggs cheaper not only to replace, but to spam? Kol Spams (yes, I said Kol spams), may not be the most practical spam in the world, but they do WORK. They're so heavily armored, and repulse won't always work. The kol's beams outrange repulse. I've had it done to me and I've done it to people. It's not practical in small maps, but on medium maps (say 3v3 on a large single star), it does work. With a cost reduction, I'd be concerned that Kol Spamming would become OP, or any cap spamming for that matter.

BTW, I like the ideas N3Rull. The only add-on I'd make, and I apologize if I'm repeating something that someone already said, would be to add a research that cuts the cost of caps significantly. Make it a very high tech. Like, tier 5-6. Like just 1 research that'll cut the cost of caps by 25%. Something around there.

Caps should play more of a part of the game than they currently do, cause in multiplayer after the first cap, you tend not to buy another unless you want something that can disable (I tend to get a radiance purely to kill antimatter reserves on my enemy's high level cap).

It'd fit the balance much better if in general it would be in your best interest to have the same amount teched in caps as you do in fleet. Like, if you buy tier 3 fleet, you should be at tier 2-4 in cap ship slots. Follow?

Currently, we don't really have that.

 

on Sep 04, 2009

There is usually zero point in building a lvl 1 cap and bring it to a dense 80-HC battle.

Actually, on the flipside, the capital ship will level up remarkably quickly in such fleet battles.  Just the other day I lost my egg when defending my homeworld (started wedged between two enemies).  I needed nanos to kill starbases, so I replaced it.  My ally showed up shortly afterwards and we had a massive 2v2 fleet battled.  At the end of it my new egg was higher leveled than the original one it replaced.  If capital ships were a little tougher so they didn't die so often once bomber and LRF swarms are available I don't think we'd have a problem here. 

That said, I do agree it might be useful if we had an upgrade to reduce the cost of buying new capital ship levels (perhaps just add this to the current tech that allows access to buying the 4th level). 

Off the top of my head, Kodaks cost 500 cred, 100 metal, 70 crysal. 5 of those is 2500 creds, 500 metal, 350 crystal.  Caps are 3000 creds, 400 metal, 250 crystal, close enough. No need to get exact. You get the point.

There's also the matter of the crew upgrade.  If you already have the crew upgrade, replacing a capital ship makes sense.  If you don't, often times getting a new one does not make sense.  As well, if you demolished your capital shipyard earlier, that's another cost you have to pay. 

You could reduce the cost of crew upgrades and leave the cost of the capital ships themselves alone.  This would make the difference in cost between expanding your capital ship armada and replacing destroyed ones more narrow.  I think we can agree it generally makes sense to replace, but expanding is prohibitive.  The other option is to leave the cost of crew upgrades but reduce the cost of the capital ships.  This would keep expanding expensive, but replacing dead ones would be reasonable.

I know what you mean about the level-up quality.  I myself like to get two or three capital ships early and focus on levelling them up.  It's a heavy investment, but if you get them all to high levels it pays off excellently.  The problem is, I always have the nagging feeling that I would have been better off crushing the enemy with frigates.  I'm sure there's a fine line here, but right now we're too far in one direction.

on Sep 04, 2009

If I had my way... well that's not possible within the engine.

I've already been thinking of adding in researched buffs to caps for my personal-use mod. There's a few unused icons within the game files that would be nice for that.

Away from home for the weekend. Let's see if there can be any concensus on Cap Ships beyond their abilities. Who knows? I might make a second mod. This would be seperate as it would have more radical changes.

Speaking of which, what if the Training upgrade had an extra level and gave maybe a 5% XP bonus?

SageWon
Kitkun, I generally agree with almost everything.  But have a couple suggestions: 
The 'Egg' (Evacuator) Gravity Warhead also needs to start with auto attack OFF, because it will instantly cast, and waste antimatter (as well as constantly cast when not usefull!).
I think the Revelation Provoke Hysteria needs a shorter cooldown!  7.25 minutes for the 3 shots to kill any planet is too long IMO.
Like both Cykur & RA (replies #65 & #55), I agree that the Vasari really need another interupt ability (besides POH) somewhere!  Maybe in Scramble Bomberrs, or maybe Jam weapons? Which I also agree sucks as a strikecraft disabler.  Also, I have to admit that I find the Kortul's abilities extremely confusing.
Finally, I don't understand what you did to Revelation Guidance?  What does this mean? Add 3/6/9 AM recharge?
Point on Warhead. I'll need to take a look at Provoke Hysteria. It does pretty high DPS while active.

I gotta agree with an interrupt, but I don't have any rough ideas as to where or how to implement it. I'm loathe to take away an anti-strikecraft ability or put them on the Skirantra's strikecraft. Too high a range and it becomes OP extremely fast. All those Hoshikos wouldn't get anything done being contiously interrupted. Too low and it would be a huge pain getting them to the target. Then there's the bit where it would get multiple squadrons to do this with. Anywho, if someone has a good idea, I'd love to hear it.

As for Guidance, that's Mana, err, Antimatter recharge. You run out of antimatter really fast already. You just run out faster with Guidance.

 

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