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Game Balance in edits
https://mail.black-squirrel.com/viewtopic.php?f=1&t=17240
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Author:  ccbbs_twgs [ Thu Apr 27, 2006 4:22 am ]
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Does anyone have any advice or rules of thumb in regards to building edits yet keeping -some- balance in the new ships and planets?

Author:  Vader [ Sun Apr 30, 2006 1:34 am ]
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Play lots of tw as a player and pay attention to what other game editors have done. That's what I did and probably most of the better editors have done as well.

Author:  ccbbs_twgs [ Sun Apr 30, 2006 6:18 am ]
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I was looking for someting more.. statistical.. quantatative maybe.. I am trying to nail down the 'games set like this were too __' thing into ratios and values. Also trying to take into account diferences in peoples preferences.

Author:  Singularity [ Sun Apr 30, 2006 6:47 am ]
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Everyone has different opinions on things like this. Everyone likes a different kind of play. What you need to find is what play you like... and build around it from your experience.

Author:  Promethius [ Sun Apr 30, 2006 6:59 pm ]
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quote:Originally posted by ccbbs_twgs

I was looking for someting more.. statistical.. quantatative maybe.. I am trying to nail down the 'games set like this were too __' thing into ratios and values. Also trying to take into account diferences in peoples preferences.


While not exactly what you are looking for maybe, but for unlims looks at Sub Zero. It is one of the more popular. You will hear pros and cons on the Enterra ship settings. I think the Enterra should be changed to eliminate the defender bonus because it is basically an attack ship - an alternative would be to cuts its defensive odds to something like 2.0.

Ship vs planet ratios are out of balance when the ships offensive odd go above about 2.0 in my opinion. You cannot change the defensive/offensive odds of the planets so ships with > 2:1 attack odds makes the planets less effective.

Planet ore should be enough to withstand 2-3 moths by a ship. A ship that has 100k figs and 10k shields will take 330k ore to kill on sector blast I believe. The number of players allowed on a corp and number of planets / sector would be a factor on the ore on a planet. Fast cit build times and high fighter production are other considerations and are affected by the number of turns in a game - unlimited turns need fast cit times in order to have a base that can help protect itself.

As sing said, every player has an opinion on their "perfect" game settings. Put a game together that you like and see what players think. Most players are not shy about commenting on a game edit.

k, I have put in my .02 cents worth and others have their own preferences........

Author:  LoCuTiS [ Sun Apr 30, 2006 8:40 pm ]
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the water coming out of my bathroom faucet smells like sulfur.

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