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 8)
13 PagesFirst 6 7 8 9 10  Last
on Aug 28, 2009

N3rull
The damage doesn't go up by straight 10%. It's less.

Question (here, cause it is closely related to the Marauder):

What would you say if the Vasari Homeworld was "Phase Stabilizer Node" by default?
I mean, from the first minute of the game, just like that.

It wouldn't be much of a bonus before the player gets phase stabilizers, kosturas... or a Marauder to level 6. I believe it wouldn't screw anything but would make a Marauder so much more useful, because it wouldn't require a level-8 military tech or a level-5 civilian tech (plus structures built for 8000/1800 scredits respectively) to have any use.

If a player chose another cap, the stabilizer wouldn't have any impact on his game whatsoever. Not until he built stabilizers/kosturas on his own. The one who chooses the Marauder get's to jump ships from his homeworld once the antorak gets to level 6.

I believe it would be fair.

I only wonder if it would mean that two allied Vasari players could jump to one another's homeworld from the first minute, which would be kinda screwed.

interesting idea, but I sort of have a problem with vasari getting such a powerful structure just for free, even though it doesn't do anything for a while. maybe give tec a free trade port to start with and advent a culture centre with both only working after the appropriate tech has been researched. those come a lot earlier though which might cause new problems. or maybe the races' specific defense structures shield generator and am regenerator with the same deal. they are, after all, all defense oriented after a fashion, even the phase gates.

on Aug 28, 2009

interesting idea, but I sort of have a problem with vasari getting such a powerful structure just for free, even though it doesn't do anything for a while. maybe give tec a free trade port to start with and advent a culture centre with both only working after the appropriate tech has been researched. those come a lot earlier though which might cause new problems. or maybe the races' specific defense structures shield generator and am regenerator with the same deal. they are, after all, all defense oriented after a fashion, even the phase gates.

Defense structures would ... defend the homeworld from rushes. Bad idea, since it is already kinda hard to eliminate those 4500 hit points on the planet.

Trade port generates income as it stands (just like that, without a second trade port to trade with, trade ships doing nothing but farting at each other).  Also, it wouldn't be too long till TEC goes tier 2.

Culture centre spreads culture, which is a notable boost too. Tax and extractor income is boosted, plus the homeworld and the nearest planets (most likely an asteroid) become uncolonizable for enemies - which is a very serious defensive advantage.

Phase Stabilizer does nothing until one of the following is done:

  • Kostura is researched, built and fired. This is so end game, that one phase stabilizer is a tiny bonus compared to having 8-mil labs, conducting tier-8 research and building an 8000credit cannon.
  • A phase stabilizer is researched and built. Look: trade ports, refineries, culture centres, all that stuff works alone, when you have just one piece. You don't need two culture hubs, two refineries or two trade ports (!!). But you need two expensive phase stabilizers.
  • A Marauder hits level 6. Without a phase stabilizer, it is useless. Yes Amish, you heard me. Without a gate or kostura (tier5 civ and tier8 mil respectively!, that's tons of credits dumped) this ability is USELESS.
    You have a problem with calling things useless, so here you go, something useless for you to admire

Is there any other cap ability in this game that is useless if you don't do a tier 5/8 research and build something for 1800/8000 credits?

I really cannot see any problem with having a phase stabilizer node on a Vasari homeworld.

If anything, it will:

  • Make the Marauder's Ultimate useful once it is bought, not after you pay another lolthousand credits on labs, research and structures.
  • Make Kostura more than a three minute structure stun after you pay those 8k credits on it. If you wanna spam those 8-k-credit lolmao-tactical-slot kosturas then you'd likely have the money for a phase gate anyway.
  • Make phase stabilizer a useful structure when you do that tier5 research and build one for 1800 credits that occupies 10 tactical slots (meaning that it requires tactical research just so you can place it alone on most planets).

There is no other cap ship ability in this game that requires an expensive research to even have a point.

There is no other structure in the game that requires you to place two to even function.

I see no problem here, seriously. Vasari are meant to be mobile, right?
They ain't any more mobile than other races until most games are done.
This might make it more as it should be, in my opinion.

on Aug 28, 2009
The key is to just make the Vasari HW a phase node, not give them a free Phase Stabilizer. They should have to build a Phase Stab to use Returning Armada. But yeah, I could see this working quite nicely to make the Marauder viable. N3rull's points are very well laid out.
on Aug 28, 2009

A Marauder hits level 6. Without a phase stabilizer, it is useless. Yes Amish, you heard me. Without a gate or kostura (tier5 civ and tier8 mil respectively!, that's tons of credits dumped) this ability is USELESS.
You have a problem with calling things useless, so here you go, something useless for you to admire

You build your fleet around your caps. Alone it is useless, yet would you ever bother to get this ability and not use it properly? I had to go digging around to find a good example of what I'm getting at, and I found what I was looking for.

Weapon Jam makes all strike craft obsolete in the area

I know Jam Weapons is an ability that you and Volt have backed before. Personally, I think the ability is utter crap. Alone it is completely useless, yet would you ever use it alone would you? You would go and buy either fighters or flak. You have to buy a pretty significant amount of them though, am I right?

I don't consider a stalling tactic alone a valid tactic. The cost of 2 phase gates? 3000 cred, 1000 minerals. That translates to 7500 creds. Cost of one sentinel? 400 cred and 80 minerals, or 760 cred. So that's the cost of 10 flak. Sounds about ball park right for what you'd want to accompany an evacuator early on. Obvoiusly you'd probalby have more in a late game.

I'm leaving a lot out there with those numbers. There's the cost of the techs (phase gate tech costs WAY more than sentinel tech). There's the number of needed labs. 2 weapons labs vs. 5 logistics labs.My opinion of the ability remains unchanged. In the rare moments I've ever been able to get it against a human, I use an Egg and a Desolator to knock out a planet behind enemy lines and use the marauder to keep reinforcements coming more directly to the fight. No other race can do this.

My point is that it's unfair to call an ability useless if you're not going to use it properly. What the ability does itself may not tilt the scales alone, but coupled/synergized with something else can and will.

on Aug 28, 2009

actually, this was not quite what I meant. both a working trade port or culture centre right off the start would in fact be very unbalanced. I thought more that is was just there doing nothing until the research criteria was met. alternatively, you could do something similar to capships and grant the first of those structures for free. even that I don't regard as a particularly good alternative, I just wanted to point out that the races should get something to make up for a free 1800 cred. structure. alternatively, it could just be a nod without phase gate, but then, RA isn't all that attractive anyway since the resource cost was introduced, so they'd still have the main benefit of the thing for free. if you have a better idea, go ahead, but just giving something like that away also doesn't seem right.

on Aug 28, 2009

Well, to go on the "change the homeworld" theme, I've always despised that all of the races start on a Terran. Advent should start on a desert!

Vasari should start on a lava! (to do this a homeworld lava would have to either be given the third pop upgrade [which i prefer] or give it 1-2 more mines since a alava doesn't give as much as a terran). Make it more like the ice planets and give it a third level of pop upgrade. The Vasari tech tree supports this, and I would like to submit that the lava and ice pop upgrades are beyond useless. You have to be playing a huge multistar map with like 5 planets of a type oin ur empire for the pop upgrade investment to be worth it.

If I had control of the lore section, I would somehow have it make sense for the TEC to start on ice planets (earth had an iceage, they lost earth, earth is too polluted so they migrated to an ice, something like that). I don't have that control, so I'd leave TEC as is.

 

on Aug 28, 2009

Dear Amish:

Jam Weapons can save a whole fleet of heavy cruisers that is caught off guard without fighter/flak support against bombers. Just like that. You chain jam and the bombers do shit. It WORKS. You can wipe the floor with the carriers or get the f... outta there, but you saved your ass to fight another day, better prepared.

Stabilize Phase Space does NOTHING unless you really spent a shitload of credits on some offroad techs in order to let it do something. You spent a gold mine on that phase stabilizer, he has 15 more LRFs/6 more carriers. All just to make the ability do something.

Call me mad, but I DO see a difference.

As for all else:

The key is to just make the Vasari HW a phase node, not give them a free Phase Stabilizer.
That's actually what I meant.

You build your fleet around your caps. Alone it is useless, yet would you ever bother to get this ability and not use it properly?
Well I do not have a problem with building my fleet around a cap's ability.
I do have a problem with choosing a cap ship that doesn't help a fleet, but instead NEEDS ADDITIONAL HELP to do any good.

Well, to go on the "change the homeworld" theme, I've always despised that all of the races start on a Terran. Advent should start on a desert!

Vasari should start on a lava!  (... )You have to be playing a huge multistar map with like 5 planets of a type oin ur empire for the pop upgrade investment to be worth it.
Agreed.

alternatively, it could just be a nod without phase gate, but then, RA isn't all that attractive anyway since the resource cost was introduced, so they'd still have the main benefit of the thing for free. if you have a better idea, go ahead, but just giving something like that away also doesn't seem right.
They're not getting anything for free. You either have to choose a crap cap and level it to 6 without any abilities that are helpful in combat that other caps bring, or you have to build a tech-8 Kostura, or your have to research phase stabilizers and build a second one.
One phase stabilizer node doesn't give'em shit.

 

on Aug 28, 2009

Jam Weapons can save a whole fleet of heavy cruisers that is caught off guard without fighter/flak support against bombers. Just like that. You chain jam and the bombers do shit. It WORKS. You can wipe the floor with the carriers or get the f... outta there, but you saved your ass to fight another day, better prepared.

Stabilize Phase Space does NOTHING unless you really spent a shitload of credits on some offroad techs in order to let it do something. You spent a gold mine on that phase stabilizer, he has 15 more LRFs/6 more carriers. All just to make the ability do something.

That IS stalling. I realize you don't play against humans, but I do. I am almost always #1 for mouse clicks by a long shot. Why? I spend so much time purely watching what the scouts can telll me about my enemy. I send them to vital spots. I send them everwhere.

Point here is "surprise attacks", while they do exist in this game, are rare and aren't likely to happen between two people locked in their own 1v1 attack on their side of the map.

Even then, that Kortul doesn't have infinite antimatter stores. If I'm the guy with bombers, I'm just going to bypass whatever defenses the Kortul is attempting to hide around. I'll either attack something that the Kortul isn't near (which isn't always possible, the AOE is pretty large)

Me? I just jump to the next planet. Go straight by the Kortul. Find a planet that's easier to take. Maket the Kortul use antimatter to jump to the next planet.

Better yet, here's how I tend to do my capital ship selection:

1. TEC: 1st Marza, 2nd Akkan (i've switched the order). Ion bolt disables said channelling ability. 

2. Advent: Mothership and then a Radiance. Antimatter bomb. Is. My. Friend.

3. Vasari: Here is where I'm probably fucked. My cap selection tends to be Egg then a Desolator. If I see an opponent who's going to lean on a channelling ability though, I get a marauder like I've said before. Phase Out Hull is a pathetic ability for stopping a channelling, but it does work, and is the best option Vasari have.

My point is that directly, Jam Weapons does nothing but stall without flak. If I have fighters/bombers, this is what I fear. Flak Burst. I fear. Telikinetic Push. I fear even more. Magnetize. I don't fear, but then again, TEC has flak burst, and the killing of fighters is more of a creative perk to Magnetize than the actual point of magnetize.

Jam Weapons. I laugh. If this ability has been leved up, that means my opponent either picked it 1st, which in turn crippled his early game economy, or it's very late game, where micro-targeting caps is just ridiculously easy.IF he has flak, then yes, I respect the ability, but the only time I've ever invested heavily in strikecraft is against HC rushers or when I'm on the offensive and need to take out heavily entrenched starbases.

I hate Jam Weapons. I want it to be adjusted.

Jam Weapons is at best a stall. I stand by that. Stalling can pay dividents in some matches, but if you're stalling against me, that means I've got you on the ropes, and I'm not letting you off them. If Vasari had an ability that did direct damage to strikecraft, I'd be happy, but they don't, so I'm not.

on Aug 28, 2009
I just wanted to point out that the races should get something to make up for a free 1800 cred. structure. alternatively, it could just be a nod without phase gate, but then, RA isn't all that attractive anyway since the resource cost was introduced, so they'd still have the main benefit of the thing for free.
As Nerull points out, a phase node is not giving the Vasari any EARLY benefit unless they actually build an Antorak to use it. Yes, it is of benefit when the rest of the phase gate network goes up because it saves you the cost of building one Stabilizer. I was just pointing out that you shouldn't get the benefit of an RA summoning point for free, which is I suggested just a HW phase node.

As for RA, well, I guess it isn't as attractive as it used to be, but the old RA rushing ultimately was pretty lame...it was also a crutch for some players who didn't know how to win without it. The current RA is still quite powerful, enough so that you don't want to give out a free Phase Stabilizer.

on Aug 28, 2009

There is another thread in the strategy section that suggested that the "repulse" ability be moved to a capital ship.  Perhaps that's worth discussion here?  The guidance ability on the Revelation is probably the best candidate to be replaced by repulse.

on Aug 28, 2009

TBH I agree that repulse is currently OP, but I've been perplexed by how radically people want to change it. Sorry if what I'm about to say comes off as off-topic, but you just triggered my repulse speech.

IT IS A COOL ABILITY. It's just been abysmally balanced. If you take a look, there is an activaiton antimatter charge and the ability eats a pretty decent amount of antimatter per second, so in theory it sounds balanced.

Problem is it's a "channelling" ability to quote Stardock. You can break the ability mid-channel, get the full effect of displacing the enemy fleet, and still have antimatter stores to do it again in like 15 seconds or set off a shield bubble.

That's the problem. The ability is powerful, and the source of it's power is currently exploited so you take next to nothing out of it. Occam's Razor says the simplest answer is the correct one. Since antimatter stores are currently being exploited this means either:

A. Make it so that the guardian cannot break the ability mid-use (no other ability does this in the game so i don't think this is practical)

B. Increase ( i propose doubling) antimatter costs, consumption rates, activation costs, and delay between uses. You could make this ability cost 25 antimatter per second and people would still abuse it. You can micro it for power. Make it so that a person can't just do this ability non-stop.

If the AOE is made too small, this ability is useless.

One proposal I have liked is the idea of adjusting the light frigate ability range up and lowering the repulse aoe range. Current range of lf ability, somewhere around 4500. Repluse is around 7000. Happy middle is 6000 or so. I worry about doing this purely because I don't know what kind of impact this will have on the other support cruisers and carriers. Common sense would suggest it should be ok, but tbh I just don't know.

on Aug 28, 2009
Dude.....that is NOT how Occam's Razor works. Occam's Razor states that given two explanations for a given phenomena, the simpler one is more favorable. Essentially, don't try to explain the world in a complicated way where a simple explanation will suffice, even if it is a simple explanation you don't like.

It might also make sense to fix the game with simple solutions instead of complex ones that require coding or massive design changes, but this doesn't have anything to do with Occam's Razor. It has to do with not wanting to radically change the way the game is played, which makes perfect sense.

on Aug 29, 2009

Sorry if what I'm about to say comes off as off-topic, but you just triggered my repulse speech.

I brought it up, not like you're the one who opened the discussion.  And yes, we know how you feel about repulse.  You're not the only who feels that way.

I'm not suggesting changing it radically at all, just putting it (more or less as is) on a capital ship in place of one of the relatively useless abilities.  As it is right now repulse sticks out like a sore thumb when compared with other cruiser abilities.  The two big issues here is that it's extraordinarily difficult (if not outright impossible if used correctly) to counter while the cruiser has antimatter, and it affects enemy capital ships.

Putting it on a capital ship wouldn't take away the "cool" of this ability at all, it would justify being difficult (even situationally impossible) to counter because of the limitations of capital ships, and if added to the right capital ship could greatly improve the balance between them. 

on Aug 29, 2009

1. TEC: 1st Marza, 2nd Akkan (i've switched the order). Ion bolt disables said channelling ability.
It's not a channeling ability, mister. L2p .

Jam Weapons is at best a stall. I stand by that. Stalling can pay dividents in some matches, but if you're stalling against me, that means I've got you on the ropes, and I'm not letting you off them
Ever thought of an offensive use of this ability? You always speak of it as if it is always you who's attacking and he is trying to defend.
If you have a carrier fleet and he happened to have HCs, he can take his HC fleet and wipe your homeworld clean of structures and jump out (building flaks and carriers/hangars with fighters in his closest world), while you can do nothing with your bombers.
Also, if the owner has a carrier fleet, it can screw you badly when his bombers wipe your ships while your fighters are just doing the practice target work.

You have to notice the difference here. You may be better than most kids out there and thus you may be seeing the Kortul only on the losing side, cause you don't build it yourself instead of spamming that goddamn egg or vulk.
I am sure you could find a hundred and one clever uses of Jam Weapons if it was you left with this ability on the field of battle.

Back to the point - Weapon Jam may not be teh embodiment of pure awesumness, but does SOMETHING without having to research tier5/8 techs and building 1800/8000 cred structures. Phase Gating does totally NOTHING.
Nil.
You make a phase stabilizer node - SO WHAT? Will you scare the enemy away with a green tag on his planet?
Instead of building two factories and pumping out ships from a nearby planet to aid you in battle, you have to pump resources into research and structures that just don't help at all on their own.
And after you build that phase stabilizer, you still have to build a factory and those ships you want to send to the fight.

on Aug 29, 2009
Yeah, Jam Weapons is NOT channeled. It is handy to thin out enemy strikecraft while they are jammed ... using flak or your own strikecraft, of course. Otherwise, it is like a big umbrella, and you hope your Kortul is high enough level to run it fairly constantly.
13 PagesFirst 6 7 8 9 10  Last