Technology Balancing Suggestions for 1.1 :]

Last time I gave jst some simple suggestions on what I felt where hte most important aspects of the game to balance (primarily LRMS, carriers, yada ya.)

1.1 was supposed to be more in depth balancing the devs said, so I have more in depth suggestions.


Of course I'll make suggestions for how to balance the ships and other things, it is too soon for that. I'll put in at least 100 hours and discuss a lot with other good players before I think I have an idea for that.

However, technologies haven't changed. Techs that where bad in 1.02 are still baddd. Some are very awful and you should never EVER research.
While of course, the overall racial balance effects these technologies, still.. I believe all these will remain valid for changes to 1.04!


To start I'll say that how the game is now, it really is a bit of a rush to unlock certain ships and then build those. You don't research much else in a typical game unless it's multi-star. There are a few important techs you get, and these techs are mainly ones to unlock ships. Some of what I'll suggest is because of this, starting with:
  • I really think all techs to unlock ships should have their cost DOUBLED. Double sounds like a lot, but if you look at the cost of ships, the cost of the tech isn't much compared to the ship. So the tech cost doesn't displace buying many ships.
  • Double would mean 800$/0M/50C to unlocked Assailants, a T1 tech for example. That's just the cost of one Assailant.. More significantly, $1600/200M/350C for Gaurdians, slightly more than the cost of 3 of them.
  • Even more significantly, Tech 5 ships, such as the high level support cruisers and Heavy Cruisers is would be $2400/400M/650C. This is more significant in delaying Heavy Cruisers rush 1-2minutes for the time to save up, and will be more costly to have Subverters go along with those enforcers.
  • Doubling the cost of all ship techs would keep it still uniform and clean with the costs still, I think.
  • To me this makes more sense, and it would make it would make deciding what ships to use more important! Ship techs are the most important, without them you're just making light frigs and scouts, so why not cost me? And more so, I think it adds more strategy when it's more costly to research all of them, maybe it'll add more emphasis on the strategy of what ships you decide to use, maybe people will wait more to see what their enemy uses(definitely emphasising scouting even more, which is a big part of strategy.) I could see why some people might disagree with this, I'm not sure if I'm crazy here. :)
  • ALTERNATIVELY: Make ship unlock techs 2 levels. The first level you can build it, but the ship takes up double supply and takes 3x longer to build. Research the 2nd level brings it to normal supply and build time levels.
Also often brought up is the Cost-Per-Benefit of upgrade techs.
Yes it's very true, you need a tonnnnn of ships for just the cheapest 400$/0M/25C upgrade to be worth it.
However, there is a lot of counter argument while is completely valid such as how upgrades don't take up fleet supply, and you can only build ships from one factory so fast, and another factory is costly and not beneficial until you can almost pump out two at a time.
Not to mention, when you upgrade it applies instantly. Your newly built ships aren't instantly teleporting onto the front lines, so upgrading while in a fight can tip the scales, while that ship that popped out 4 jumps away will not!
Despite this counter argument, the benefit is still extremely small, and simply not really worth it. Suggestion:
  • On Upgrade techs, boost the benefit 50%. This would be 7.5% per level up from 5%. Still you need a lot of ships, but it's much worth it. Typically bonuses are 6 levels and that's 30%. This would be a 45% bonus at a 50% increase. I would find myself upgrading more often then, but the cost would keep me to only upgrading one weapons.
  • This doesn't need to be applied to phase missiles. =] They own so hard already.
  • This should apply to hull/shield research as well. 50% more than they already are each level.
  • For bombardment upgrades make it tripple, so 15% instead of 5% per level, up to +90%. You don't make many of them so you NEVER EVER EVER get a benefit except for the using less fleet cap. :/ Even if you properly balance Siege Frigs and give them 30dps or something, the tech wouldn't be overpowered AT ALL giving +90% damage at level 6.
Ore Research.
  • On big maps this can be beneficial. In most games in higher level play, it's not past tech3. Simply costs too much so takes too long to reap benefit. The tech should be made 50% better or maybe even twice as good on small maps, say at 20 planets. 50 planets should be considered normal amount, and be how they are now. 100 planet maps should get 33% less benefit. So some formula that scales the % bonus based on planet numbers, capped at 20 for the lowest, 100 for the highest, 50 being normal.
  • If you do this, which I reallyyyy hope you do, It'd improve the game a lot as it plays quite different on different map sizes,(which is a good thing, it's just so drastically different on small maps.. it seems so not made for them often times.) have it show the REAL number, not a rounded one.
Now for more specific ones.

All Races, Shared techs.
Military

All "view incoming phase jumps" techs. These should share with allies. If an ally researches one all the allies should see the jumps as if they have the tech please! =]

Unfettered Jumpd drive, Failsafe Jump Plotting, ETC. The tech that makes scouts ignore the effects of PJI.
For the cost of this, I never find it useful. I don't think I'm alone. Suggestion:
  • The tech level of these is usually high. simply not worth it. It should be tech 2-4 on all the trees, or it needs an added bonus.
Capital Ship Crew Training tech. The tech that raises the max trainable capital crew by paying credits instead of getting exp normally.
It's alright but.. the cap ships levels cost so much. Combined with the tech cost, I'd rather biuld more ships. It's not like you're making 4 or more caps to get much use from this either, and even if you do have 6, that late in the game they level so fast just from teasing hanger defenses. Suggestion:
  • Decrease the training cost 25% per level(so half cost at level 2) and decrease the training time 25% per level(so 45 seconds at level 2) in addition to it already raising the max level trainable by 1.
Induced Leniancy and other Mission bonus techs. This is a tech that benefits mission bonuses.
Okay right, people play this game single player. :) But this tech still exsists in multiplayer! God I think we'd all love it if this tech changed to something COMPLETELY different for multiplayer! I hate to say I speak for everyone, but in this one case...
I know it's a bit more complex to change this, but it'd be so beneficial!

Ice +population. +7.5% pop on ice worlds per level.
Compared to terran.. yeah.. takes forever to recoop. +7.5% to 300 isn't the same as +7.5% to 100. Suggestion:
  • +15% pop per level. Maybe have ice planets you colonize with the tech start with more pop too? That'd be neat.


Advent
Military

None.

Civil

Augmented Defense Grid. Increases max tactical spots on every planet by 2 per level, max of 2 levels.
Ugh.. This doesn't compare AT ALL to developement mandate. Not that it has to, not all techs need to be equal. But it's not really even that good, it's rarely useful. Not to mention, high level tech so high cost. High level techs need to be GOOD to be worth their cost! Suggestion:
  • Decrease the cost of all tactical structures by 7.5% per level in addition to the 2 tac slot increases per level. This way it can make some of it's cost in buying it back if you need those defenses. In addition increase the health of all tactical structures by 12.5% per level.
  • This fits with the techs name too having these changes. :) Also, since Advent has the least mobility of all the races(benefits from a tight group and their fleet all together, while vasari and tec do much better than them at spamming at multiple locations) it would makes sense for them to benefit significantly at defense.
False Belief Monitoring. This is the Advent tech that allows you to see all culture spread without needing to scout.
Well like it says, without needing to scout. You can scout for much cheaper, and scouting.. scouts! This tech to me only serves as a prerequisit to Eyes of the Converted, and useless techs that serve just to make another tech harder to get are generally no fun. :( Suggestion:
  • Make it also reduce the enemies Culture resistance, say 35%. This would reduce the enemies effect of their culture resist tech and the effect of having capital ships at a planet, so Advent culture could penetrate a bit better. Much more useful tech then. :) So a cap at the planet "only" adds .195 resistance not 0.30
Desert + population techs. Raises desert planets max pop +7.5% per level
Doesn't compare to techs.. TEC's +pop upgrade for terrans is GREATTTTT. This is.. well it can sort of be worth it on a hugeeeee map if you make a desert your homeworld. Not to say TEC can't have the best one, and this be an advantage for them, it's less to say this tech should be worthless. Suggestion:
  • +10% population per level.
  • Addional for the level 3/4 research: Reduced cost of designating a Desert as your homeworld by 20% per level. +1 to the tax rate bonus at the homeworld per level, or like +0.5 per level to all deserts but that maybe be too good to do +0.5 per level to all deserts, I haven't figured the math for that.



TEC
Military

Advanced Manuvering. This is the one that makes Cap ships turn faster.
It's nice but.. 15% for like 2500creds, 450 metal, and like 700 crystal? I could just buy another cap for that. Suggestion:
  • Increase the turn rate increase to 12.5% or 15% per level, up from 7.5%. Something noticable.

Civil

Rapid Developement. This increases the build speed of Planet upgrades(IE civilian infrastructure) 25% per level.
Well it's just.. again.. 800creds, a bunch of metal and crystal for this? I have more important things to spend my money on. Suggestion:
  • Rework it. Change to a maximum of 1 level. Have it make planets you colonize start with level 1 Logistics Capacity(475/150/100 I believe) already researched. More it from Tech3 to Tech5(50% increase in its' cost basically. Will take about 3 planets to make up it's cost, which is good then.) That's more like Rapid Developement to me. :)
Superior Planet Shields. This tech buffs the shield generator building.. you know, that thing no one uses except in huge games when people are using Novaliths? :P Suggestion:
  • If it boosted the max shields and shield regen of friendly ships within the grav well, it'd serve a nice dual purpose, and be less situational. Seeing as how this is an insane expensive level7 tech, extremely situational isn't generally good. Needs a renaming then. So at level 5 you get the structure, at level 7 you can get this tech to make it do more than increase planet survivability.
Expedited Permits. This increases the build rate of orbital structures 17.5% per level.
Never researched this as I can tell it's not worth it. :] Suggestion:
  • Change it to max level of 1. At level 1 it's 35% build rate increase.
Catastrophe Recovery. This increases the rate at which bomb shelters are rebuilt after being bombarded 12.5% per level.
Level 5.. so it's expensive.. not worth it. I wouldn't even pay 400/0/25 for it. Suggestion:
  • Decrease the rate at which population is lost while being bombarded by 25% per level in addition to what it does now.
  • Even then I don't think i'd research it.. I don't have a great idea of how to make it better. But it's, you know, like I've said with some others, so so situational. You're gambling 1200/200/325(!!!) or maybe possibly getting siege harassed a bunch. It'd take a lot of harassing to be worth the tax decrease you get even still with it dropping down 50% slower losing pop at lvl 2..



Vasari
Military

None

Vasari
Civil

Molecular Assembly. 5% faster orbital structure build rate increase per level.
1400/250/400 for this? DDDD: A more expensive less good than the already bad Expedited Permits.. Suggestion:
  • Change it to max level of 1. At level 1 it's 35% build rate increase and gives construction frigates the ability to do an in-gravwell mini phase jump to their construction target.
  • So basically, it'd work like Subverters where they phase jump to the target within the grav well and disable, except in this case construction frigs when you give a build order would turn then warp real quickly right to what they're supposed to build. So much of the time is spent just traveling to what you want to build, if they'd warp right there then i'd find this tech useful.. but not really for the cost. Make it tech6 instead of 7 at least.
Trauma Nanomedicine. Reduces how fast you lose population by 10% per level.
The cost of this at tech4, the loss of taxes from lower pop i'm not going to ever recoop basically. Suggestion:
  • 25% per level, so cutting the losses of pop in half.
Wreckage Auto-Salvage. You gain 7.5% per level of the resources from enemy buildings and capital ships you destroy when a cap ship is nearby.
This would be a really interesting, neat, and useful tech except it's one of those "snowball" techs. You're winning, and it makes you win harder. You get tons of money when you're steam rolling someone, but the game is already over then.
More important are techs that help you win when you're losing! Suggestion:
  • Retool it a bit. Change it to 5% per level gained. Add to it regaining 5% per level(Or maybe just 2.5% per level.) of the resources of your FRIENDLY ships(all of them.. frigates, cruisers, caps) which die near a capital ship. So say you lose an Assailant and a cap ship is nearby, you gain 20 credits, 3.25 metal, 2.25 crystal per level. So that'd be 40 credits, 6.5 metal, 4.5 crystal at level 2. That'd be a nice tech then. 
Optimised Construction. 4% decreased metal and crystal cost of ships per level.
Nice tech, but requires building 100ish cruisers(1200 supplyish) to make up for the cost of it. So.. :P Suggestion:
  • Level 1 maximum, and 10% or 15% reduced cost at level 1.
Raider Xenophobia. Decreases how many pirates attack by 10% per level, basically.
Neat idea except 20% isn't much. It's much cheaper to build 2 repairs and 3 turrets which'll easily stop them. :) Suggestion:
  • 15% reduced strength per level. In addition, something with bounty would be nice.. Like what would be nice if every time you kill one of the pirates attacking you, you gain 1% of the bounty money that was placed on you, or 100 credits of the bounty placed on you, something like that. (% is better since it'd scale based on game duration basically), or at the very lease make it so you gain 25% more exp per level to make up for hte lower raid strength.
Volcano + population techs. Increases volcano's population 7.5% per level, 4 levels.
+30% population to 60(or is it 70?) pop planet is.. nothing.. like omygosh this is so bad. :( You can never recoop that cost! Same argument as advents desert one. Suggestion:
  • +25% per level. (So you can double it at level 4. That's makes much more sense. But even then that's less than half the pop TEC get on a terran, so far from "too" good.)
  • +15% extraction rates per level on Volcano planet that is your homeworld.
  • Move it to tech3, down from 4.
  • Extra Bonus for the lvl 3/4 upgrade(which notably is tech 5): Reduce the cost of designating Volcano Planets as homeworlds by 35% per level.
  • To pre-argue: No, the being able to cheaply make a volcano a homeworld and get +60% metal extraction wouldn't be too good. You're losing a lot of credit income by not having homeworld at a terran! And compared to my suggestion for advent.. Deserts are awesome, also advents desert tech is tech 1 and 2, so half cost. High logistics and such, decent pop, and there are special desert planets with 2 metal and 2 crystal! So this is if anything less good, but hopefully balanced.

I miss anything? Let me know what you guys think, I'll edit in good ones.
Or anything I've said terrably stupid? I think I put a lot of thought into it (Been thinking of many of these since 1.02 but held off, knowing it's not time for them) but maybe you're right and I'm wrong somewhere. Post what you think. :)
56,056 views 34 replies
Reply #1 Top
Good ideas, innociv. I think a lot of the defense/shield/population techs could become infinitely more useful if siege/bombardment was improved. At the moment it doesn't matter if a few sieges slip around to one of your undefended planets. You can easily get back to destroy them before they do noticeable damage, so all the mitigation tech isn't really needed, you can buy a moveable defense fleet to defend them instead.

If sieges are buffed and nerfed so their survivability is nonexistent but their bombardment is really high, suddenly they are useful for popping a planet whilst your opponent isn't looking, and all these high-end defense techs also get buffed and more appealing without changing them.
Reply #2 Top
/signed

Technologies are an integral part of the game, I hope they get tweaked come 1.1.
Reply #3 Top
There definitely needs to be increased utility of culture as well.
Reply #4 Top
Innociv, most of your suggestions seem to be geared more towards faster MP games on smaller maps, and a lot of the changes you propose would help that situation, but would have the opposite effect on multiple-star 100+ planet single player maps.

The prime example is the Volcanic pop increase. It's true if you only have 1 or 2 volcanics on a map with 20-30 planets it takes a while for the research to pay off, but if you have 10 volcanics it becomes much more noticeable.

I think you're trying too hard to make it so that every tech is useful in every situation, which I do not believe should be the case. Some techs are good for some cases, some for others.

To take another example, the structure build speed techs that you say are pretty useless. This is true for games that are over fairly quick, but believe me when you're playing against 9 AI and can't always make sure that only one flank is exposed, and need to build up a full 35 point defense on nearly every planet you conquer (especially when expanding to other stars), saving even 2 or 3 minutes per planet, for 10+ planets makes a big enough difference to notice.

The same analysis could be done with more of your proposed changes.

Also:

Also often brought up is the Cost-Per-Benefit of upgrade techs.
Yes it's very true, you need a tonnnnn of ships for just the cheapest 400$/0M/25C upgrade to be worth it.
End of quote


How exactly can you say this with any seriousness? If you have 20 ships that do 10 dps, you're collectively doing 200 dps. Adding a 21st ship gives you an additional 10 dps, for a total of 210. Alternatively, doing the first rank of the upgrade adds .5 dps to each ship, so you have 20 x 10.5 = 210 also. So even at 20 ships, which is far from a "tonnnnnn" you already get the same benefit from this upgrade than you do from an additional ship. At 40 ships (still far from a tonnnnnnnnn :P), the upgrade gives you the benefit of 2 extra ships, etc. Cost-wise, 400 credits and 25 crystal is slightly more expensive than Cobalts/Disciples, but ore is a strong early limiter as well, so I would say the costs are fairly comperable..

So to reiterate my point: the changes you propose will make a bigger impact on small/fast games, but this impact would be completely overblown and crazy for large maps and long games, to the point where I would discount a good portion of these for that reason :P
Reply #5 Top
I'd just like to say that I really really agree with pretty much everything.
Reply #6 Top
nice ideas, couldnt agree more.
Reply #7 Top
I'm sorry for my last post, looks like spam now. I wanted to say something, but I was attending class at the time, and had to go...

Anyways...
General
Price mark-ups for new ship techs? Definitely for it! Something like 2x sounds good, yeah. But I don't like the idea of splitting them in two...
Upgrades? Upgrades could use to be more tangible, especially that whole planet-bombing set. This is a good idea, but I feel more can be done, for example, change the role and mechanics of siege ships.
Resource upgrades? The Ore one is next to useless, and the Crystal one is even more so, since it comes up later, and by that time, Crystal WAS a vital part of your technological growth, but doesn't get to pay off really... This would improve it greatly. I really like the map-scaling idea.
Mutual
Shared phase vision? Only in the sense of "what I see you see", not the "my ally has basic PSIDAR so I should see what's next to my own planets". But not sure on it...
Unfettered jumpdrives should be a very lategame tech, but it's cost should be seriously knocked down. Moving it forward through the techtree is stupid, why should someone research a tech that bypasses a device noone has yet?
Capship training techs are golden for TEC, very rarely useful for other races. Level costs should be looked at.
Mission techs should stay as they are, because the multiplayer mission system is probably gonna arrive soon... I hope...
Ice planets... basically ALL non-terran planets should be buffed, and their researches should be buffed. Terran tesearch should add pop, desert research logistics etc.
I agree with everything else, especially Wreckage Autosalvage.
Reply #8 Top
Erm no Annatar..

for 400/0/25 you can buy another ship when you have 20 ships, and that's a 5% increase in damage AND health AND shields.
It's really 1200/0/75 to get 5% bonus to the whole ship.
I'm quite detailed and exacting with my math.. and I'm not the first to add this up. So sorry, Annatar.

That's just with the tech 1 upgrade. Now look at the cost of the tech5 ones. As I said, even with 50% you need a ton of ships to make the techs worth the upgrade cost.

And how does 45% bonus instead of 30% imbalance the game and make it faster as your enemy has a chance t get the 45% too? + 45% hull and shields negates taht damge advantage. All it does is give more advantage to someone who actually researches this, making it worth while to tech up as it should be.



So.. you're wrong, and your assumption that i'm trying to speed up small games. None of that at all is true, I'm trying to have the techs more worth their money, and more balanced.


You are right though that not all techs need to be useful in all situations. But that ones I suggested buffing are ones that are basically useless in all. :)
Like the shield building for tec.. that 1 in 10000 chance someone nova's you. Cmon. :/
Reply #9 Top
Do you guy know what I'm think, I was just about to post the same thing my self, today.

But, innociv, you are missing some of the most useless techs in your list.

Phase Cloaking, which allows the Jikara Navigator to clock. The problem, is it last five second, during which time, the Jikara can't do any thing, so when it uncloakes, it is still in the same spot as it was before. I don't see how any human or AI player could miss that. Other thing is that it uses anti-matter, that the jiakara, does not have as the auto-explore system keeps the ship jumping. Another problem is that this anti-matter is needed, to Capture Extractors. There was even a post, on how useless, this tech is. The tech you listed, could at least, still be used, but this one is just plain useless.

My fix to this problem is to make phase cloaking a passive abilitie that makes the Jikara Navigator clocked for the first 5 seconds, after it jumps in. This would make it hard for attack ships on the other end to just jump the ship, after it came out of phase space.

Another one is Phasic Barrier, which reduce damage to your buildings by 33%. I found, that the same damage per second reduction, can be gained, by an full upgraded Nano weapons jammer. Not only could it do the same decrease in dps of enemy ships to your buildings, it also could reduce the dps of atttacks against your planets, and it did not have to shut down your buildings, like Phasic Barrier does. I know that this is in there so that there is some Vasari tech equal, to the TEC's Civilain ship Safety Act, and the Advents's Karmic Retribution, but at least, the other factions could use there. Another problem noted on another post, is that you have to go in and turn Phasic Barrier of your self, or it will all ways be on, after an attack.

innociv if you have any good ideals on fixing this one, please post it.

The other ideals you posted, seem to fix(make them more useful) tech, that we could at least use, but I would like it, if we could focues on the those that are nothing but useless.
Reply #10 Top
I didn't say your aim was to make them faster ;). I said your suggestions are more tailored towards small (and thus fast) games.

As such, I don't think I'm wrong. It's true, with the rank 5 damage tech sometimes it's more worth it to build extra ships rather than research it. But inevitably, in a big game, this is not an issue because you can get a better return on research once you get enough ships - you said so yourself.

Even the early techs for smaller fleets are useful because even though you lose out on having a bit higher overall hp/shields, you can opt out of paying extra to research another fleet upgrade + extra upkeep, while still gaining a damage output advantage.

All of the techs become worth their money at one point or another, depending on the game. Some need a larger number of affected entities for them to pay off in a reasonable amount of time (see volcanic pop you referenced, or even the resource extraction techs), but because they're not always immediately useful in early cases does not automatically mean they aren't worth their money.

This is really my only issue with your suggestions, because like I said, higher immediate returns on the "progressive" techs shows a bigger impact for the small games, but the gap I feel becomes too great for large ones. You have several interesting suggestions that I do think would be cool, for example Trauma Nanomedicine, Superior Planet Shields (that I do agree is extremely situational), Capital Ship Crew training, and making hulls longer to research.

Some of the ones you named (esp, advanced planet shields) I tend to not research myself, but I do play a lot of very large maps and stuff like construction costs decrease, construction times decrease, they all do have their uses. If the game had split tech trees that could differentiate between large/small games I wouldn't disagree with a lot of your proposed changes, but as it is when I look at it, I would not want to play a large game with a lot of them :P
Reply #11 Top
But as I so, even if you do make the tech much more worth the cost of ships.

Say your big games, where you have 100+ ships(you're using 100+ all with the SAME weapon type? Thats' another thing to keep in mind) why is it bad that you get a good benefit?
+7.5% damage is "countered" by +hull/shields, also getting buffed 50%. So it evens out..

It makes the techs more important.

It's not like what i'm saying comes from 1vs1 games.. I play 70 planets quite a lot too.



Homefleet. You're right. I was thinking about that one it's just... reading it it's so obvious how useless it is that I haven't tried using it much. :) I don't have a suggestion of how to improve it. :(

And Phasic Barrier is actually GOOD. 33% damage reduction is nice, and it's not TOO expensive, and just one level. On larger games it buys you that time to jump in to save with fleet.
The issue with it though is that buildings don't turn themselves back off after damage stops. (or did they fix that already?)
Reply #12 Top
The issue with it though is that buildings don't turn themselves back off after damage stops. (or did they fix that already?)
End of quote


There's a patch note that the auto-turn off of it was improved, but I haven't gotten a chance to try it.

Say your big games, where you have 100+ ships(you're using 100+ all with the SAME weapon type? Thats' another thing to keep in mind) why is it bad that you get a good benefit?
+7.5% damage is "countered" by +hull/shields, also getting buffed 50%. So it evens out..
End of quote


In fleet vs fleet, yes, but when playing against 9 AIs, you pretty much have to rely on fully developed stationary defenses because you also tend to need all your ships on the front lines. And 2,500 fp worth of ships pounding your defenses with a +30% collective bonus (costs of research becomes a non-issue when it's the only thing available to further increase your damage output at max fp) is a huge difference from 2,500 fp worth of ships with a +45% collective bonus. Since structures have no shields, only the hp upgrade will apply, and with no mitigation from shields they'll get a tiny boost when compared to the effect on the opposing fleet. ;)
Reply #13 Top
Advent
Military

None.
End of quote


I like the list a lot, but i would add one item to Advent Military.

I think that the Martyrdom skill needs a 50% buff to its damage. As it stands now, the damage output of using the skill is way too low compared to the cost of the martyr ships.

In its current state, being generous, it takes at least double the amount of Martyrdom resources (in ship cost) to destroy things. Structures are more like 3x to kill. Given you lose all future damage output of the martyr ship, it makes using this skill even worse.


Reply #14 Top
Maybe they should adjust the cost of techs by the galaxy size. In less than 15 planet galaxies, they're rarely worth it, even the first level ones, and in huge galaxies they are basically required. It takes around 60-70 light frigates before the first 5% hull upgrade is worth it.

Oh, and most of the stuff in the OP is pretty spot-on.
Reply #15 Top
I still think Phasic Barrier is bad, as nano weapons jammer also reduces the damage to ships, and still does not turn off your buildings
Reply #16 Top
I still think Phasic Barrier is bad, as nano weapons jammer also reduces the damage to ships, and still does not turn off your buildings
End of quote


But you can also use both :P And Phasic Barrier adds a passive ability at no other cost to you than research, so the only way to get rid of it is to destroy the building its protecting.

Whereas the jammer is dependent on antimatter, can be disabled, destroyed, outranged, etc.
Reply #17 Top
A lot there I like. I could go through all of them on why I like them or ones I think might not be great in some situations, but for emphasis I'll keep it short.

I agree completely with the weapons research techs, even would encourage them to be further improved, maybe as much as 10% an increment. They're just too expensive now and give too little gain to justify them over just making more ships.

There's few instances where research is better than simply having more ships, unless you maxed out the fleet cap. Only the very earliest techs that are fairly cheap, the Phase Missiles, and TEC's missiles (because they're stepping stones to the Novalith as well) seem worth it in most games. And it could lead to the interesting choice of "more ships, or better ships?" because right now, more ships is almost always more cost effective.
Reply #18 Top
Nano weapon jammer is also a higher level tech and you have to build the building, which takes tac spots.
Phasic Barrier is passive to all.
They're both fine imo.


brindle, Yeah. 250 damage would seem nice, except when you factor in mitigation. :) I'm not so sure it needs a buff though.


Durikkan, yeah i've thought a lot that tech costs should scale based on the map size(similar to what i said for +extract rate techs). I don't think it's a bad idea, i just think it's less necessary than balancing out the techs themselves.
Reply #19 Top
I really think all techs to unlock ships should have their cost DOUBLED. Double sounds like a lot, but if you look at the cost of ships, the cost of the tech isn't much compared to the ship. So the tech cost doesn't displace buying many ships.
End of quote


So you want so encourage spamming even more since this would make a mixed fleet even more expensiv.
I cannot agree on any "double something" suggestions.

Also the only problem with upgrade techs is that they get to expensive later on.
Reply #20 Top
Like the shield building for tec.. that 1 in 10000 chance someone nova's you.
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It will protect against a surprise siege attack. Also, the placement of the shield can force your opponent's movement. If they have to run to the other side of the system to pop the shield building, then that's more time you have to defend. The building gets some disgusting planet protection too, the 1.03 files suggest 30/50/80% mitigation, so you won't be bombing when it's still up.

If the shield lowered the effect of ALL superweapons it would be pretty damn good to use for that.

Catastrophe Recovery. This increases the rate at which bomb shelters are rebuilt after being bombarded 12.5% per level.
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Suggestion: Allow planets to recover health at a rate of 25/50% when under siege, on top of faster bombardment recovery rate.

Augmented Defense Grid. Increases max tactical spots on every planet by 2 per level, max of 2 levels.
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The real power of this tech is hidden. Rank 1 allows the advent to place 2 culture cannons at every planet(except for weaker asteroids).

Ice +population. +
Volcano + population techs.
Desert + population
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I agree that the ice/volcano upgrades cost WAY too much to give WAY less benefit. An ice planet is going to be HARD pressed to provide a good return on population upgrades, and the volcano will simply NEVER pay off. 25% to 70 population is what, 87? 17 extra people is what, an extra .4 credit/sec, on a full allegience world? Compared to the terran upgrade, which can give an extra 2+ credits for less than half the research cost, volcano is garbage. The ice one is better, but only slightly so.

The ice and volcano techs should give something more tangible. Perhaps they could allow higher planet levels in population/logistics/HP. That would be difficult to code, as I understand the current upgrade system.

Another option is to give ice/desert worlds an increase to their extraction rates. 4 volcano upgrades, 5/10/15/20% extra metal. 2 ice upgrades, 5/10% extra crystal. It's not the same as a system wide resourcing upgrade, but it does boost what the planets are GOOD at, and gives them a way to pay off.

While the desert upgrade IS weaker than the terran one, it doesn't really HAVE to be as good. The low cost of upgrade makes it a decent tech.

Generally, the higher tier techs don't HAVE to be as efficient as their cost. They're just fine as giving a bonus that other players don't have. If every upgrade was compared to T1 cost, then just about all the techs would be found lacking. The high tiers still make a difference over the course of a long game, and it should stay that way.
Reply #21 Top
Suggestion: Allow planets to recover health at a rate of 25/50% when under siege, on top of faster bombardment recovery rate.
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As things stand, even 1 siege frigate can take down a planet given time. Add that in, and it becomes almost impossible to kill a planet without lots of siege units!
Reply #22 Top
Right..
Siege needs double damaged. That's something different.

Why do the techs have to suck against the PROPER siege caps that damage planets like things should, because Siege Frigs are completely worth it and only a newbie would build them?



But what he said is too much. I think population dropping slower is better.
Reply #23 Top
If the shield lowered the effect of ALL superweapons it would be pretty damn good to use for that.
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This is a better idea I think.. I'm not sure.

Yeah the shield lowers bombing damage too, but the thing is if someones hitting your planet hard and bombing it LATE GAME (you aren't getting shield up early) then they've probably decimated your fleet first.

If not, you could just have a culture there so they don't cap it.

Maybe it's useful on huge multistar maps that I don't play. :/


The real power of this tech is hidden. Rank 1 allows the advent to place 2 culture cannons at every planet(except for weaker asteroids).
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Err... no.. :/ Culture cannon isn't used much. Only newbies use super weapons usually.
Culture Cannon definitely is the best one, but even so I don't see why you'd need 2 on multiple planets. Just put 1 on two planets. If you are going to make one, why do you need more than 2?
They cost so much, they're displacing building useful ships.
I still agree with myself that it needs to raise the hp or something of buildings with the upgrade.
Reply #24 Top
The tier 1 damage increase costs are fine. With the way I start my games you'll always have extra credits coming in that don't need to be allocated to building ships, as they're already being queued quicker than they're being built and/or metal components are coming in slower than the credit required to build a new ship.

So basically I'm always sitting with extra credits, and well look at that, spare crystals because the ships don't cost crystals. Might as well make the sitting resources do something and grab those tier 1 damage techs, same deal with hull techs.

Not saying the cost is justified but that it's extremely convenient how it fits in nicely while pumping out light frigates (during the time it takes to get to LRMs). Maybe it's because I tend to play the Advent so this strategy works but the damage techs, tier 1 specifically because anything past that costs metal which is being used on ships, never hinder ship production and can be researched while waiting to click that next ship into the queue.
Reply #25 Top
I agree with pretty much everything there... even the numbers for the most part. As to annatars fears that they would negatively impact large maps... they wouldn't, if your playing vs 9 AIs by the time you have enough shit built/building that those techs in their current form would be even somewhat useful, you've got so much extra money lying around that it doesn't matter anyways, and you're only researching them simply because money doesn't mean a thing at that point. That is the very definition of 'useless' you leave them until they don't really matter anyways, they just add a little tiny bit to your already steaming monolith of power that nothing could stand against without you having the upgrades anyways.

The only upgrades that actually affect that he didn't touch, those being hull/shields/wpns bonuses. Which I agree, don't need rebalancing, they're pretty good for each race as they are.

A slight buff to advent shield mit tech would be nice tho... to justify the cost of the late tech, its still pretty decent, but 3/6% or 4/8% would feel more right than the current 2/4%, because, currently, it takes approx 8550 damage to kill an advent cap ship with 5000 hp the adv shield mit on (assuming max shield mit active and rough numbers for simplicities sake) vs 8350 for it without the shield mit tech. 200 hp? maybe 300 on a high level cap? and it doesn't affect regen, but you *might* get 1 more second of regen in thanks to the extra mit. which may give it 100 extra health, IF you've got a progenitor ability active... thats about as far as it'll stretch... and its still only maybe ~400 health. The 5% shield amount buffs do just as much, but cost far less, 10% gets you 200 ish shields based on around 3k hull/2k shields... + the extra regen for the entire length of its survival.... which also stacks on top of progenitor ability... 4/8% might be a bit too much, but it really should be 3/6% at least.

Also the Advent Induced Leniency tech is on the Civil tree, not the milit tree :)