Balance in 1.13 - general thread[message #11871]
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Sat, 17 September 2005 11:35
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Snap |
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Messages:286
Registered:September 2000 Location: USA (by way of the Old Wo... |
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This is for all things balance-related: money, weapons, etc. I'll start by reposting Kaiden's post from another thread:
Quote:Originally posted by Kaiden:
Snap, Money is definitely a huge balance issue. Especially with the drop everything option. Even to the point where not having the "Sell ALL option" would still be game-breaking, running guns and equipment to Tony with a team of mercs every day would pay for the fuel and cost of those mercs. Especially if you sent the free mercs.
In my Externalization of options, I will be allowing any "controversial" options to be turned on or off, but in THIS case, it won't fix the problem.
Here are some options that I was considering, and feel free to offer your input:
1. Lower the buyback rates even more, for both Arms's Dealers AND for the Alt-LMB option.
2. Make ALL mines run out of Ore eventually.
3. Make the Crepitus show up in EVERY Mine when the time comes.
4. Increase the Cost of Mercenaries for Hire.
5. Increase the Sell price of goods from the Arm's Dealers.
6. Lower the output of Mines.
7. Put a time restriction on the "Sell All" button, OR restrict it to a certain amount of cash per day (like the arm's dealers).
Other than that, How is the game balance with the all the improved weaponry and other goodies vs. the Improved AI of the enemy on Insane Difficulty?
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Master Sergeant
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Re: Balance in 1.13 - general thread[message #11873]
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Sat, 17 September 2005 12:45
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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I`d like to see a better weapon balance of the default ja2 weapons and the new ones
but again, this is not so important, as anybody can make that himself
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Sergeant Major
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Re: Balance in 1.13 - general thread[message #11883]
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Sun, 18 September 2005 17:22
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Messages:286
Registered:September 2000 Location: USA (by way of the Old Wo... |
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bonechucker: the new attachments attributes can give negative bonuses...
Some thoughts on the sell-all feature. In addition to money balance problems, it also presents some realism and even ethical problems. Do you really think that the impoverished local population could absorb unlimited amounts of expensive weapons and gear? And do you really want to supply the locals with massive amounts of military weaponry?
I have an idea, which I think is doable, though it will take some work. Rather than increasing militia training costs, require additional payment for militia equipment. Here is how this might work. When you first train militia, they get the most basic (level 1) equipment, and they will keep at that level no matter how high your progress level. If you want to strengthen your militia, you can pay to upgrade them to the next level. You'll be able to upgrade them up to the current equipment level of enemies (which is related to your progress in the game). Each upgrade cost will be proportional to the average price of weapons on that level.
Now, where do the dropped weapons come in? An interesting feature would be to actually arm your militia with the dropped weapons. However, this would not be easy to implement, and it would present some logistical difficulties. What I propose instead is that you be able to sell your trophies in cities, but the proceeds will go not into your bank account, but to a special fund for arming militia. Each militia sector or town (whichever is more convenient to implement) will have a special "account" associated with it. Whenever you request an upgrade to militia equipment in that sector/town, you will be asked to pay a certain fee. That fee can be reduced by contributions "in kind" that you make in that sector/town.
Having variable equipment level for militia will introduced an additional strategic feature. And being able to contribute your trophies to militia equipment will help preserve balance. Another advantage of this feature is that it does not put undue pressure on the player right from the beginning, when the game is hard enough as it is.
Of course, this should be a switchable feature. Those who play with normal drops might want to turn it off, or leave it on for extra challenge.
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Master Sergeant
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Re: Balance in 1.13 - general thread[message #11892]
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Tue, 20 September 2005 08:24
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Kaiden |
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Messages:502
Registered:September 2003 |
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The junkyard guy seems to collect the bits of string
Yes, both are optionated.
Also, Mugsy, enough with the hotkeys, I have a better idea. Since the invention of your Ctrl-LMB delete item feature, the trashcan has gone very largely unused We could change the graphic, and keep tabs on how much money worth of equipment was donated, along with an average of the ubcoolness factor.
When it reaches a certain point, the militia equipment goes up 1 level, and the cash/coolness tracker resets till it hits the next level.
But, it would have to be a sector by sector type thing, and it would need to be optional
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