Minor Balance Issue
#1
Posted 10 September 2007 - 04:42 PM
I even suspect the effort to fix it is not compensated by the overall gains, but here goes anyway.
The minor balance issue is about frontier vs interior planets.
In the larger galactic scenarios, there is a ring of outer 'frontier zone' planets and their immediate neighbours that are vulerable to attack.
However, especially once you have eliminated resistance in one quadrant (for example Alzoc III), you can have some planets that are 3 or even 4 planets from the front line.
It is therefore possible to completely forget about planetary defenses on these sheltered planets.
At the same time...
The pirate AI is completely sedentary and pirates never attack (although I think you mentioned making the AI much nastier)
What if random Pirate forces (not part of Zann Consortium) popped up at random... just to keep you on your toes.
These forces should be weaker than Zann Forces - consisting of uglies or upgraded transports and weak fighters/bombers and corvettes or mixed from all factions - but just enough to make you think about leaving planets unprotected. Quality to reflect upgraded civillian stock, but not to military surplus grade.
The appearance of poorer quality ships would also ably demonstrate how tough even the worst military grade models are (such as TIE fighters - which are supposed to be advanced model starfighters, but still get wasted by ALL other military grade warships/fighters)
Alternatively, these independent forces should actively appear on weakly defended planets.
I just like the idea of being ready to invade when a few pesky pirates in a nearby system make you curse, and then divert forces to flatten them. But it will ensure your inner 'safe' planets still need home defence fleets or front line forces will have to be diverted to deal with the menace.
At the moment, your core planets can survive with NO defenses!
Is this worth the effort to fix?
Look forward to your comments.
#2
Posted 10 September 2007 - 09:34 PM
That has been dealt with.In the larger galactic scenarios, there is a ring of outer 'frontier zone' planets and their immediate neighbours that are vulerable to attack.
However, especially once you have eliminated resistance in one quadrant (for example Alzoc III), you can have some planets that are 3 or even 4 planets from the front line.
It is therefore possible to completely forget about planetary defenses on these sheltered planets.
True, it actually has no galactic AI per EaW, so one would have to be written for it (it may be possible just to slap on the Imperial or Rebel AI, but it would not be perfect). Pirates have kind of since evolved into planetary defense forces more than true pirates, so I would suggest waiting for 1.0 to see how it works out; it definitely plays differently than vanilla or any other mod that I know of...The pirate AI is completely sedentary and pirates never attack
#4
Posted 11 September 2007 - 10:02 AM
Pirates seem to always have more ships than the enemy. O_oTrue, it actually has no galactic AI per EaW, so one would have to be written for it (it may be possible just to slap on the Imperial or Rebel AI, but it would not be perfect). Pirates have kind of since evolved into planetary defense forces more than true pirates, so I would suggest waiting for 1.0 to see how it works out; it definitely plays differently than vanilla or any other mod that I know of...
#6
Posted 12 September 2007 - 08:03 AM
Hehe, you'll just have to wait and see...
Let me hazard a guess.
It has something to do with your revised galactic map?... (as seen in screenshots). That would certainly eliminate this problem and it would play very differently from the vanilla.
I guess I'll just have to wait until the release to see if i'm right or not.
But I can hear the maniacal laughter and smug grin from here!
Don't spoil the surprise!
Have fun.
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