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Topic: Adjusted Ship Price Mod - Get it while it's hot! (Read 18447 times)
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Shiver
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You guys are aware that the ship changes we're making are subtle, right? The Ur-Quan's fighters stopped crashing into asteroids. Oh no, better call the core team -- we're commiting blasphemy.
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Cedric6014
Enlightened
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Posts: 701
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Shiver you are really are trying to pick a fight arent you. Noone is arguing as far as I can see, just offering perspectives. I for one wont be making any judgements on any mods. I'm also looking forward to playing what ever mods you come up with. However i wont be interested in using them for any competitons that i run without some really robust debate about the merits of each change.
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SquisherX
Zebranky food
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Posts: 4
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Its been a while since I've posted. Here are my thoughts (without playing the mod yet).
I think there are some minor problems with the values - However, I do believe it is an improvement over the originals. Kudos to the work.
In regards to the topic of the Kohr-Ah and Utwig: I believe that the earthling + yehat at 28 points is a very formidable counter to the Kohr-Ah. As such, I do not believe that the values need tweaking until It has been shown the new values cannot compete at a cost level to the Kohr.
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AngusThermopyle
*Smell* controller
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Posts: 304
A paranoid android.
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I think you've got the right idea, SquisherX. The lower costs of many of the ships allow for an interesting array of combination-counters.
Sure, there are no guarantees. But who's to say the Yehat pilot might have a good day and take down the Korh-Ah with no help? With the original values, this wasn't really a even a possibility, as the Yehat was too prohibitively expensive to risk taking.
I think we're going to see some interesting combination experiments as a result of this.
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guesst
Enlightened
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Ancient Shofixti Warrior
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Ha, I get to be the purist of the purists because this whole conversation just confirms my belief in the superioity of SC1 with it's well balanced ships, SC1 ships were NOT well balanced! none of them were overpowered at all Uh huh. Mmrnmhrm were just as overpowered in SC1 strategic mode as they are in SC2 melee. There was a SC1 full game that pitted 6 shofixti fighters versus one Ur-Quan. It was a fair fight in the strategy of SC1's full game. (In SC2's super melee, naturally, the Ur-Quan doesn't stand a chance in that match up.) Naturally, I am able to utterly dominate the AI in either side of that matchup. Between human players, I daresay it would be pretty even. *laf* I'm glad someone felt to tear apart my arugment.
SC1 ships weren't balanced, but SC1 teams were... mostly. Granted the Mmrnmhrm were given by pillbox dieties, but the Spathi were also surprisingly valuable for the price.
The way I judge the balance of SC1 is that i could win against the AI with either team in any given scenario. Now with two human players, well, that's the sort of thing that will have to wait until UQM-1 comes out and we get to play the game networked.
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« Last Edit: August 19, 2007, 07:15:08 pm by guesst »
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Cedric6014
Enlightened
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Good job for making the effort to spell mmrhnmhrm properly guys! two thumbs up
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Shiver
Guest
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Maybe I'm just utterly terrible at them, but why was the Probe's price increased? Everyone I've ever played against (a fair smattering of only three different people, admittedly) has never managed to take down a roughly equally priced ship (Melnorme, Spathi, Mmrnmhrm) with it. I'd put their price at about 12, maybe 14. That is, unless I'm missing some immensely useful tactic or something. Which I may well be, being a mere mortal and not a Philosopher King. Slylandro regularly flattens Melnorme and Spathi between decent players and is an all around terror to play against in general.
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