Darth Malice Posted January 15, 2007 Posted January 15, 2007 (edited) well my original thoughts on this are to basically test the mod in its current state and scale down the current pricing down by dividing it by 50, after that i will test the ships performance in game and adjust ships that seem over or under priced. After that i begin adjusting ships based on hyper rating (class one, two and three) and then on supplies and hanging rating. Ships prices sadly have to be scaled down as sadly at ,most your looking at around 200vps a turn per planet after trade (and thats only the big ones). Also i will lower and raise prices based on class. Ship roles basics interceptor: z-95, a wing, tie int, tie advancedbomber: ywing, tie bomber, bwingspace superiority: xwing, tie defenderassault craft: assault transport, skipray, storm trooper transportpicket: system patrol craft, guardian cruisergunship: corellian gunship etccorvette: any fast ship that is lightly armed anti-starfighter frigate: it guns down fighters frigate: any vessel that primarily acts as a screening vesselmonitor: any ship that has a few very big guns and nothing elsecruiser: well rounded ships that trade armor for speeddestroyer: any vessel that is primarily tasked with chasing down and destroying another classbattleship: any vessel that is armed with multiple tiers of weaponry and heavy shielding/armorcarrier: any vessel that primary armemanet is its bombers/fightersTransport: light armor, average speed, minimal weaponry plenty of storage space for troopsSupply ship: light armor, average speed, minimal weaponry plenty of storage space for additional fleet supplies. as i mentioned before these are the roles i plan on using however i do need some help deciding if this is really enough or if this is to basic, please anyone, post some thoughts on how to expand this if it needs expanding once enough people seem happy with this then i can begin to work on fitting ships into the classes and deciding if certain ships fit into more than one role, IC, perhaps a ISD would be a destroyer, carrier and transport as its a planetary invasion vessel (perhaps even that could be a role?). *edit* expanding on what i already said nterceptorz-95 a wing tie int tie advanced bomber ywing tie bomber advanced bomber bwingk-wingtie scimitarmissile boat space superiority xwingtie defenderR-41 starchaser cloaked fighter tie Phantomcloakshape fighter capture craft Escourt ShuttleAssault TransportEscourt ShuttleDX-9 TransportAssault shuttle assault craft Skipray BlastboatCorellian Heavy Gunship picket System Patrol CraftBroadside FrigatePB-950 Patrol Craft gunship Bayonet Light Cruiser corvette Corellian Heavy CorvetteCorellian CorvetteMarauder Corvette anti-starfighter frigate Tartan Patrol CruiserLancer FrigateGuardian Light Cruiser frigate Carrack CruiserNebulon B2 FrigatesNebulon B FrigatePursuit Light Frigate monitor DreadnoughtMC-40bBulk CruiserCC-9600 FrigateAssault Frigate cruiser Enforcer CruiserVictory Destroyer mk2 Loronar Strike CruiserInvincible Dreadnought destroyer Venator DestroyerMC-80 LibertyImperator Destroyer Mk2Victory DestroyerImperator Destroyer MC-80- MiriaRepublic, Star Destroyer Bothan Assault Cruiser MC-90 Heavy Cruiser Defiance battleship Dauntless Cruiser Allegiance Star DestroyerIndependence Cruiser Bulwark Battle Cruiser Intimidation Eclipse SuperStarDestroyerExecutor SuperStarDestroyer Viscount Star Defender Death Star II (still thinking about it) carrier Escourt Carrier Endurance Fleet Carrier Fleet interdiction Immobilizer 416 Cruiser Dominator Star DestroyerRejuvenator Star DestroyerCC-7700 Frigate Transport Galofree TransportAction VI TransportStar Galleon Supply ship Star Galleon ?perhaps the mining ship I added in a few bits from the original like intimidation class, to me these ships arnt really build for combat effectiveness but more just cos you can, these are still far more powerful than single ship or a several small ships, please tell me if you think i placed anything in the wrong place. Edited January 17, 2007 by Darth Malice
Darth Malice Posted January 15, 2007 Posted January 15, 2007 (edited) ok troops and hyperspace, should i go with more canon values or have the amounts decided more on the class? i have been tempted to go with more canon values however doing hyperspace more based on roles could be a could think as republic players would have a advantage as generally their ships are faster in hyperspace. Also something i am also thinking about the sublight speeds used in 0.5, personally i think these are abit slow, what do you think, should ships like the ISD have speeds more like 300? What about the current shiplist, do people agree with it? is it missing something for either side? When it comes to balancing should all sides be equal or should imperials and republic be balanced so they have advantages that fit with "canon" more? What about extra shiplists? would you like to see the CIS make a appearance as just a extra option as well as a pirate option? Edited January 15, 2007 by Darth Malice
CurseUppl_warlords Posted January 16, 2007 Posted January 16, 2007 Nah, no pirate options IMHO. If you want to pirate, join as a faction and pirate from there by capturing planets. Same difference. As far as speeds are concerned, the higher the better. An SD doing 300 would be nice, but ships like the Eclipse and Executor should also be able to do 300. It's pretty stupid that a ship so powerful goes at half the hyperspeed, when it dosn't. In balancing, isn't Warlords already pretty well balanced between Imps and Rebels?
Darth Malice Posted January 16, 2007 Posted January 16, 2007 (edited) sorry curse i meant sublight speed not hyperspace, for hyperspace i have a plan Probes 600 squares per turnClass one 450Class two 300class three 150 To put those prospective a planet will be around 600-800 squares apart form the closet one, anyways since 0.45 sublight speeds have been dropped, im not sure i like it, when i say balancing im on about pricing, if i divide all ships by 50 heres a quick list of a few fightersTie Vanguard - 4vpTie Fighter - 5vpTie Interceptor - 10vpsTie Bomber - 10vpTie Sentinel - 7vpsAssault Gunboat - 24Missile Boat -50Tie Avenger - 20Tie Defender - 30Tie Phantom - 12 frigates Lancer Frigate - 50Nebulon B2 Frigate - 700Tartan Patrol Cruiser - 700Carrack Cruiser - 700Loronar Strike Cruiser - 1000Escort Carrier - 500Dreadnought - 700Enforcer Cruiser - 1200Immobilizer 416 Cruiser - 1400Star Galleon - 900 destroyers Venator Destroyer - 2000Imperator Destroyer - 4000Imperator Destroyer Mk2 - 5000 Supers Executor SuperStarDestroyer - 40,000 personally i think those ratios are abit off around the fighter area also either the destroyers may need to come up abit or frigates go down, off the top of my head fighters should be around the, not sure about the executor either, that needs to be tested as well but i would think 10mks or 8 mk2s should be able to take that down. Tie Vanguard - 40vpTie Fighter - 50vpTie Interceptor - 100vpsTie Bomber - 100vpTie Sentinel - 70vpsAssault Gunboat - 240Missile Boat -500Tie Avenger - 200Tie Defender - 300Tie Phantom - 120 and the lancer frigate should be around 500vps, the escort around 1k and the Immobilizer around 2k, also something else that needs to be added for fighters is the salvo ability, those figures are rough and off the top of my head but i think balance wise 8 missile boats should be able to take out a destroyer just as 40 TB's should, im not so sure with salvo removed, also i need to test how effective the lancer frigate actually is but i have a feeling that accuracy on anti fighter craft me need to be raised. please bare in mind that these prices dont really take into account for hyperspeed, hanger, how many troops they can carry etc. Edited January 16, 2007 by Darth Malice
CurseUppl_warlords Posted January 16, 2007 Posted January 16, 2007 I like the Executor price.... Hmm, last time I played Warlords, TFs really sucked... Like really crappy and were only good as meat shields. How about they cost 3-4 VP?
Darth Malice Posted January 16, 2007 Posted January 16, 2007 (edited) well these prices are by no means final, these are just based on evilles pricing, im sure the TF would be nice at that price however i do feel that perhaps fighters would become abused and the gigantic amount might make battles difficult to play As i said i need to test the current pricing and see just how well these things perform, also i have my doubts as the the isdmk2 ending up as 5 k, im sure after testing the price will rise a few thousand and thats before taking into account hyperdrive, troops and all the other goodies she has I thought you might like the price compared to GCO, what it was 120k in that game (just another example of imbalances the game currently has but refuse to admit ) ps, the tie fighter is surprisingly good, whips them Z95's a new Ahole (well not that Z95's are good but, you know). Edited January 16, 2007 by Darth Malice
Darth Malice Posted January 16, 2007 Posted January 16, 2007 (edited) For those of you paying attention after doing a few tests i have more of a idea of what ships prices are going to be like and some balance changes that may need to be done (before this is a sure thing i will need to do some more tests, also these prices reflect performance in HW2 only, these may go up and down as other figures are taken into consideration). Generally frigates will need to come down by around 50% (bar a few), fighters is something im not so sure, one thought i have been having is that anti capital missiles need a slight damage increase, anyone else have any thoughts here. As of yet i havent even look at the executer class, first i need to get the lower end stuff within a price range that seems fair. so current things may look something like that Fighters Tie Vanguard - 40Tie Fighter - 50Tie Interceptor - 65Tie Bomber - 100Tie Sentinel - 70Assault Gunboat - 240Missile Boat -650Tie Avenger - 150Tie Defender - 350Tie Phantom - 120 Corvettes Skipray Blastboat - 180Lambda Shuttle - 120Escort Shuttle - 250DX-9 Transport - 480Assault shuttle - 400System Patrol Craft - 200Corellian Gunship - 200Corellian Corvette - 160Corellian Heavy Corvette - 400Broadside Frigate - 300Guardian Light Cruiser - 180PB-950 Patrol Craft - 140 - none of these are tested frigates Pursuit Light Frigate - 400 (still needs testingLancer Frigate - 250 (untested as i havent started with fighters yet)Nebulon B2 Frigate - 900Nebulon Frigate - 350Tartan Patrol Cruiser - 350 (same as lancer)Carrack Cruiser - 350Loronar Strike Cruiser - 1250 (needs more testing but its a pretty damn good ion ship, hell it takes about 4 of these to disable a ISDmk1 in about 30 seconds).Escort Carrier - 900 (this is to take into account a high hanger)Dreadnought - 800Enforcer Cruiser - 450Immobilizer 416 Cruiser - 1400Star Galleon - 2000 (this is taking into account a high troop carrying abilty) destroyers Victory DestroyerVictory Destroyer Mk2Allegiance Star Destroyer Dominator Star Destroyer Invincible Dreadnought - 2500 (more tests as of yet)Venator Destroyer - 2500 Imperator Destroyer - 5000 (im not sure on this, atm is seems to be very weak against ion cannons, most ships up close seem to have no problem disabling it).Imperator Destroyer Mk2 - 7000 anyways thoughts on this? i think im making some good progress, if anyone wants to see what they think of these prices please test them for yourself and tell me if you think i over or under priced anyways. Super ships Executor SuperStarDestroyer - 90,000 (still needs more testing, performance against may have a positive affect on his price)Eclipse SuperStarDestroyer - 140,000? (i think the superlaser needs some tweaking, the current recharge rate is insane)*edit* ok eville, i will leave those be for now, thanks for the information Edited January 18, 2007 by Darth Malice
SWR Staff - Executive EvilleJedi Posted January 17, 2007 SWR Staff - Executive Posted January 17, 2007 I'd wait on ships with ions, I am adjusting those stats, so the lornar will be a lot less powerful in terms of disabling power
Darth Malice Posted January 17, 2007 Posted January 17, 2007 (edited) So far thats the pricing i have come up with, corvettes still need looking at, bombers still need testing and and i still need to test anti fighter capabilities of most craft. So far i have actually been very impressed with the Tie fighter, it whoops the Tie interceptor (but i think thats bugged or under powered cos on 6TF vs 5TI is still loses..) Tie avenger is very nice, its about equal with the TF ( 15 v 1 odds on favor the avenger will win but you wont have alot yet). I also need to do alot more testing against republic ships, i've mainly been testing against imperial vessels so but this could see price increases in the fighter area (as the TI might perform far better against republic ships). Also i cant judge so well with the fighters against the AI as you tend to get a free round of sounding taking out a squadron or two, i think perhaps that fighers hp may need to increased on shielded craft slightly, this might give them the extra edge they need when facing heavy numbers, perhaps a extra 25-50% no sure on, wouldnt mind your thoughts on that eville Edited January 17, 2007 by Darth Malice
CurseUppl_warlords Posted January 17, 2007 Posted January 17, 2007 Wow! SSD prices went up. I'll be lucky if I can even afford half an Executor lol
Darth Malice Posted January 17, 2007 Posted January 17, 2007 (edited) well that really depends on starting resources to be fair curse, its a very heavy price increase atm but i assure you that its really needed considering how powerful it is. After doing some tests on bombers they seem fine to me, sadly i based my opinion on how effective they are on people who play GCO, they still need more tests but currently about 15 TB's easily take out a SD and about 5 missile boats do the same job. Edited January 17, 2007 by Darth Malice
Darth Malice Posted January 17, 2007 Posted January 17, 2007 (edited) Republic Fighters Z-95 headhunter - 80Long Probe Y-wing - 130Y-wing - 170X-wing - 170A-wing - 180B-wing - 300T-wing - 60R-4 starchaser - 130k-wing - 1000? CorvettesSkipray Blastboat - 180Lambda Shuttle - 120Escort Shuttle - 250DX-9 Transport - 480Assault shuttle - 400System Patrol Craft - 140Corellian Gunship - 200Corellian Heavy Gunship - 440Corellian Corvette - 160Corellian Heavy Corvette - 400Broadside Frigate - 300Guardian Light Cruiser - 180PB-950 Patrol Craft - 140 - none of these are these are tested as of yetMarauder Corvette - 300Galofree Transport - 800Action VI Transport - 2000 Frigate Dreadnought - 800Nebulon Frigate - 350CC-9600 Frigate - 500MC-40b - 1000Bulk Cruiser - 500Assault Frigate - 1100CC-7700 Frigate - 1400? Destroyers MC-80- Miria - 3200MC-80 Liberty - 3400Independence Cruiser - 10,000Endurance Fleet CarrierRepublic Star DestroyerBothan Assault CruiserDauntless CruiserMC-90 Heavy Cruiser DefianceRejuvenator Star Destroyer Supers Strident Star DefenderBulwark Battle Cruiser again none of these are tested however this is the basic i will be using, after i finish testing corvettes then i will test out the prices, i will most likely have some results in about 6 hrs, after that i shall start taking into account for hyperdrive, troops etc. Edited January 18, 2007 by Darth Malice
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