Balancing the Jumping Orky

I just did a bit of modding and came up with an idea to balance the infamous Orky.

Everyone remember Phase Destabilization? Distorts phase space, does nasty things to anything travelling through phase space. Doesn't affect the second biggest structures in game, Star Bases. Even the Vasary Titans get ripped by it and those are even bigger and should be well accomodated to phase travel.

So let's make Star Bases effect themselves and each other. There was no need back in the days because the buggers didn't get out at all but now there is.

I justed tested it and it works nicely. Any jumping Orky loses all antimatter and 30% of its current hull points, minus armor.

This would make jumping Orkies a little bit less of a threat since if they jump into your wells they come slightly debuffed and chasing a fleet you is not an option anymore.

Any comments? 

 

UPDATE: Modding Ship Labs to use fractions of 1 breaks the tech, it doesn't give any tech levels at all. Gnah... 

10,862 views 10 replies
Reply #1 Top

I think the best way to balance it would be if the phase jump ability was a starbase upgrade that you had to buy. That way it would take up extra resources, plus an upgrade slot.

Reply #2 Top

But one would not suffice, since it would still enable you to buy all weapon and armor upgrades. If it is to be upgrades I would opt for making the Stabilizer Upgrade 2-tiered and Phase Jumping available on the second tier. Thus either damage or armor would not be on maximum level.

You would trade raw combat strength for mobility if you wish to do so. Just a thought though. 

Reply #3 Top

Quoting vyolin, reply 2
But one would not suffice, since it would still enable you to buy all weapon and armor upgrades. If it is to be upgrades I would opt for making the Stabilizer Upgrade 2-tiered and Phase Jumping available on the second tier. Thus either damage or armor would not be on maximum level.

You would trade raw combat strength for mobility if you wish to do so. Just a thought though. 
End of vyolin's quote

Sounds good, mobile SBs shouldn´t be as strong as stationary ones.

@OP idea: Afaik the damage is dealt to enemies leaving the gravity well... https://www.sinsofasolarempire.wikia.com/wiki/Jump_Destabilization Orky would be debuffed leaving your well - wouldn´t really help.

Reply #4 Top

Yes I know, it's sad and doesn't make sense.

But I had modded it in once out of interest. Which led me to my claim that 30% does nothing to balance the Orkulus whatsoever. 

Reply #5 Top

Best thing would be doing half the damage to hp and antimatter on enter and on leave.

Reply #6 Top

Well thats the thing about starbase upgrades, it doesn't have to take only one slot. It can take more as to limit what other abilities the starbase can get. My point was it should be set up to prevent getting level 3 on both weapons and defence.

Reply #7 Top

I second this. But I fear the amount wasted upgrades needs to be absurdly high, like 5 slots, to make an actual impact. The starbase on the offense with accompanying fleet should only have 3 combat upgrades available to make it keep either offense or defense capability at maximum, but not both.

Reply #8 Top

Make it an upgrade that would eat at least 2 upgrade slots, and eat 50-100 fleet supply.

Reply #9 Top

This sounds all manner of interesting. I concur with you =)

Reply #10 Top

Just a thought perhaps we are going the wrong way about this orkies have always been strongest star base ,perhaps buffing the other designated anti structure units would do more to limit its abuse, perhaps in allowing them to bypassing the armor bonuses which seriously limits their damage to the orky late game and the other factions star bases could buffed slightly more health/shields to offset this. (they also need to add at least 2 prerequisites to technology tree to slow people from rushing to it too early in the game but that's a different issue.) the real problem is the counters to the orky are not effective enough to even threaten a fleet supported heavy armored  orky in a gravity well. it that or add some long duration debuff that limits it effectiveness or movement after jumping to slow down the starbase creep or leave it vulnerable to focus fire perhaps all of the above is needed but improving the other factions ably to counter the orky jumping or otherwise is better than limiting it with fleet supply which will just be a nerf that essentially remove the feature and the unit from the game when the failure is the ability to counter it is too expensive and not effective enough.