psychoak Posted November 3, 2009 Posted November 3, 2009 It's needed, lots of it. I may be roughing them in, but I'm not even attempting to balance them out as I go. Ships that are finished, as in no dummy explore abilities left on them, are the most important. I'm after both individual ability efficiency and the ship as a whole with all abilities considered, as well as the side as a whole with abilities taken into account. I'd also like specific commentary on leveling problems. If cheeseball ability isn't cheeseball at level 1 and just turns cheeseball as it increases, it's important to say so. They aren't even going to be vaguely balanced as I've put them in. To say I'm eyeballing the numbers is an understatement. Ignore all the wrong strings, missing effects and such. All I'm after is feedback on balance here, I'll compile a list of every missing visual and audio component when I'm finished putting them in.
SWR Staff - Executive EvilleJedi Posted November 5, 2009 SWR Staff - Executive Posted November 5, 2009 It is especially needed to look at how ships level up and abilities, I had to do some massive nerfing of the level bonuses just to make capital ships non-invincible. so everyone please test the abilities, level ships up and see how they play. We will be doing some internal testing to see how it works, but we can't test the vast number of combinations.
Deathwatch Posted November 9, 2009 Posted November 9, 2009 I haven't had much chance to play (yet again), but I did get to play a little bit this weekend. Most abilities I've seen seem pretty ok, but some are somewhat overpowered such as the Jedi Squadron ability on the Jedi Venerator - it can continuously spawn new squads which don't seem to disappear. Regarding the Explore ability, I'd like to see this more prominently stated on certain ships. The Alliance and Republic both have a ship that seems to be made for scouting (the diplomatic ones), but they don't have explore. Of course, their abilities may be a bit strong but that could be researched later perhaps.
SWR Staff - Executive Evaders99 Posted November 13, 2009 SWR Staff - Executive Posted November 13, 2009 Munifiscent's Propaganda seems to add culture insanely fast. A few minutes and I've gotten culture full everywhere that ship goes, with no broadcast centers Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
psychoak Posted November 14, 2009 Author Posted November 14, 2009 Yeah... that one is a bit of a problem. The idea was to have an allegiance neutralizing ability. Such a thing doesn't appear to exist. It's up to Eville whether he wants to axe it, have it be the ultimate culture spreader, or have it be reasonable, but not particularly effective at changing the course of battle results. Right now it's just barely fast enough to drop allegiance within combat and breaks the shit out of the culture system entirely.
SWR Staff - Executive Evaders99 Posted November 14, 2009 SWR Staff - Executive Posted November 14, 2009 Going to see what I can do with the research, so at least you don't get it at the start of the game. The CIS needs some anyway Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
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