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 3)
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on Aug 11, 2009

Figured my hopes were a little too simple. I would like to ask Ironclad why they chose this, though. It looks very strange on the infocard.

 

on Aug 11, 2009

One more thing: making Phase Out Hull an ability that affects friendlies and makes them invulnerable but disabled is redundant. Why? because we already have overseers that don't disable the friendly target.

Why make a friendly ship invulnerable and disabled to save it from FFing when you can save it from FFing and allow that ship to continue to fight and move?

Its pointless. Make Phase Out Hull and "ordinary" disabling ability that has the added advantage of doing shield damage. The Marauder is is the ONLY cap ship in the game that is completely incapable of harming the enemy either directly or indirectly.

The AI for distort gravity should be changed so that ships dont have bigger turning arcs. This is very annoying when mines or SBs are present.

Also, the build-time reduction bonus of the Egg's colonise ability should be removed. Build time is largely irrelevant is sins. It should be changed to give 1/2/3 extra contructors.

on Aug 12, 2009

JuleTron

Also, the build-time reduction bonus of the Egg's colonise ability should be removed. Build time is largely irrelevant is sins. It should be changed to give 1/2/3 extra contructors.

The best idea yet for the egg's ability.

About the turning radius, i have a feeling that it is more linked to the physics of the game than the AI for the ability. As it is, ships have to move forward to turn and if they are going faster they have to move forward more.

on Aug 12, 2009

Messed with 'em.

TEC gets a cheap structure set, Advent gets cheap upgrades, and Vasari get very fast set-up.

 

on Aug 14, 2009

Well...  I've got some comments for the Vasari caps...

Kortul

Power Surge: Needs to have a cooldown of -50/-100/-150.  When I said 90 earlier, I didn't know what the actual formula was...  Also, change the shield regeneration to 150%/250%/350%.  That way, you are at least getting some sort of heal out of it.

Jam Weapons: increase the range by 2000 at all levels.  That way the range would be something like 5000/8000/11000.  That would make this more useful.

Antorak

Phase Out Hull: make it do something beneficial as an offensive move.  Since it obviously can't do anything defensive, make it deal damage to the target's hull.  Perhaps something like 200/400/600 as an instant action on the end of the buff.  Once invulnerable is gone, the target immediately takes x damage.

Vulkoras

Disintegration: make it deal damage directly to the hull of an enemy ship but nerf the damage to something like 1300.  That would make it more valuable...

on Aug 17, 2009

Well, has this thread been shut down as you now have a mod thread or what?

on Aug 18, 2009

Dunno if it's been shut down, but my 2 cents are : I will change religion to Kitkunism if these changes make it to the game.

Only a handful of stuff I would do differently.
Altogether, I agree to every single point of yours.

Five thumbs up.

 

 

Figured my hopes were a little too simple. I would like to ask Ironclad why they chose this, though. It looks very strange on the infocard.
Simple answer - so bonuses are naturally additive. If it was the "Mathematical" way, an 80% decrease from one source added to another 25% would bring the mentioned value to -5%, which could cause some serious mayhem. Right now you can substract 400% and add 400% and you end up at zero, without worrying that you were at -300% for a moment.

on Aug 18, 2009

Well, has this thread been shut down as you now have a mod thread or what?
That, raging at my incompetent college, and simply no more replies. Was going to bump after my test tonight:

Any other suggestions? In particular, what do people think of the Kol's Guass cannon?

Simple answer - so bonuses are naturally additive.
Oh yeah. I always overlook the simple things.

 

on Aug 18, 2009

I'm at your imcompetent college?

on Aug 18, 2009

If you're smart enough to realize that when System A updates Variable X, and System B depends on Variable X, then System A should inform System B of the updated Variable X, then you're too smart to work at my college.

Edit: Hence why you're there, RA. (I totally didn't get that until I reread it.) 

 

on Aug 18, 2009

To add to the lame jokes:

I got really really confused when everyone started bringing up "Rage Quits". I was wondering what the hell people were getting at, cause I never quit a game unless:

1. My team is dead

2. I've legit lost

Was damn confusing until I figured it out!

on Aug 18, 2009

Raging Amish
To add to the lame jokes:

I got really really confused when everyone started bringing up "Rage Quits". I was wondering what the hell people were getting at, cause I never quit a game unless:

1. My team is dead

2. I've legit lost

Was damn confusing until I figured it out!

I'm glad i wasn't the only one who thought that "rage quits" were about you...

Kitkun

Any other suggestions? In particular, what do people think of the Kol's Guass cannon?

I think it should bypass shields, just to compete with nano disassembler. It isn't right to have a 10,000 year old colony cap own a brand new battleship THAT bad

on Aug 18, 2009

No...  Not really...  Judging by its size, the slug looks to be about 50 meters in diameter and a few hundred meters in length...  Don't forget that it is likely going around 95% the speed of light.  Fired at Manhattan, you could expect a good chunk of New York to be gone.  That much mass would surely destroy all in its path.  Forget about shields.  Forget about armor.  Unless your armor is a few hundred meters thick, you can expect to have a very big gash in your ship after that.  Logic dictates that the thing would obliterate all in its path, yet it is one of the weakest weapons in the game.  WHY!?!?!?!?!?!??!?  

 

For the sake of balance, obviously it can't do what it looks like it should, but it still should deal very hefty damage to a target.  I mean, shields do have a limit.  Obviously, when faced with something that will drain them instantly and still impact the hull, the computers may decide to sacrifice a section of the ships so that shields are not completely destroyed.  I mean, when the incoming projectile has more mass than the mass of your shields by 1*10^x, you can expect all the energy within your shields to be wasted on one thing.  I mean, either way, you are limping or dying, but its better to limp and live than to limp and die.  After all, in reality, once a ship's shields come offline, you can expect the enemy fleet to immediately begin firing on it.  You'll take heavy damage, but you'll keep up the appearance that your ship isn't screwed which might just be enough to save your skin.

For this reason, you could justify it directly impacting hull.  The other option is to give it an insane damage buff/redux the AM and cooldown.

If you increase damage, then you just made the synergy of GRG with the Dunov's FF unstoppable.  I mean GRG+FF is bad enough but say that GRG did 1500 damage, you have just made it so that GRG is now spammable and deals 1500 each time.

If you redux cooldown and AM cost, you would make it more efficient and thus more valuable.  I mean, GRG is helpful when FF is around, but people use the Kol for anti-SC, not anti-cap.  If you made GRG more efficient then it would fill the anti-cap slot that the TEC obviously don't have (Advent have Radiance, Vasari have Egg).

Perhaps redux the CD to 5/4/3 seconds and have the AM cost 75/62.5/50...  You'll have to test it, but by making it 33% more efficient with AM, you could make it far more valuable.

on Aug 18, 2009

50 meters in diameter and a few hundred meters in length
Depends on what you compare it to. Compare it to a planet.
mass of your shields by 1*10^x
Depends on how exactly shields work in the game.

Anyways, I was kinda thinking of upping it to Massive Damage ( ) and increasing the CD/AM.

 

on Aug 18, 2009

so basically, its the sci-fi version of a spanish galleon? (super-heavy ships with one single cannon which will kill any ship in one shot)

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