[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4493: ob_start(): output handler 'ob_gzhandler' conflicts with 'zlib output compression'
Island Three Productions • View topic - Minor game balance adjustments
Page 1 of 1

Minor game balance adjustments

PostPosted: Fri Mar 11, 2011 11:25 am
by SilverCoin
Just some proposals for balance.
Heavy Linear have it's dmg increased to 14d6. As of now, it is only better than medium linear when dealing with Heavy Tanks (Should not happen all that often, right?). The price differential is quite small. I'm of the opinion that each category should present the player with more options, in this case, more dmg but reduced dmg steps.

Secondly, Medium + Medium linear have the same stats as heavy Ballistic. Once again, I think that perhaps some changes could be made to this, since flavour is mutable but mechanics is not.

Thirdly, perhaps something more to differentiate the supposedly Elite V-01 parts from the standard ones? I find the NKS Arms and Legs a little too similar to -03 Arms and -01 legs. And considerably more expensive. Especially legs, which also do not compare favourably to T-01 Legs. The fix my group is using now is to simply increase all stat gains by 1 (Excluding WP, Armour and Laminate). Something to consider I suppose.

Fourthly, I think it would be better to flavour MP as at least partially Pilot skill, representing the proficiency at the basics of combat (Simple things like reflexes or marksmanship). Otherwise, the idea that the only things that differentiate pilots are the machines and one-off abilities seems rather extreme. This is especially important when switching between different machines.

Re: Minor game balance adjustments

PostPosted: Fri Mar 11, 2011 1:17 pm
by FM
Regarding the first, I'm not entirely certain of it, as it makes Heavy Linear king of damage, which now that I think about it isn't all that bad of an idea. I'd be likely to increase it to 15d6 instead of 14, however. Better number.

In terms of the Medium+Medium Linear, I'm content with leaving that one as is. However, now that I think about it, increasing the damage step to 7d6 would increase its role as a tank-killer, which is the intent - linear weapons are designed to better defeat tank armor than your average rifle.

The problem with both changes is that they render the Heavy Ballistic obsolete, particularly the latter. It might be worth playtesting it to see, though.

As for the V-01 parts, they're meant to be quirky. Their high price is meant to represent their prototype status, not their game balance. Their legs are actually quite good - for a heavy they have high Melee and Laminate, and the Arms also maintain the melee stats of a midweight. Certain combinations of V-01 parts can be powerful, while others are quite useless, but that's what you get when you're playing with largely untested technology.

Finally, Magus Points have already partially represented pilot skill from the beginning, thus why the 'Synchronized' Pilot Trait gives you +1 MP. The reason they cost money is as much for game balance as technical changes to the APU. If this bugs you, you might want to houserule it so that Magus Points are gained at a rate of 1 or 2 per session alongside cash, and that you can't buy MP.

Re: Minor game balance adjustments

PostPosted: Fri Mar 11, 2011 11:39 pm
by SilverCoin
V-01:
Then perhaps simply to differentiate? Then. Like I said, a tad too similar to some of the available alternatives. For instance, if you use V-01 legs on a heavy torso, as compared to APU-01 legs, the only difference, after the Medium leg-heavy torso adjustment, is 15 AP.

If you want to make it quirky, would it not be better to make them really strong in some areas but weak in others? I mean, isn't that how test beds usually are? Optimised for certain areas with little to no consideration for others (The APU-03 legs actually seems more suitable). I'm not too worried about Min-maxing here, since it's quite easy to punish that in this game.

MP: Settled. Perhaps just a line under that section would help, instead of just leaving it as implicit.

Heavy Linear: Perhaps. I'm just thinking that 15d6 is a tad high. I suppose the lack of damage steps and lack of secondary effects does compensate somewhat, so that's up to you.
Heavy Ballistic: Perhaps more upward and downward dmg steps, but smaller, as characteristic of Ballistic weapons? Something like 10d6 base with 4d6 dmg steps, 1 up 2 down.

Re: Minor game balance adjustments

PostPosted: Sat Mar 12, 2011 3:56 am
by FM
Pushing aside the weapon balance for a moment, you seem to be confused for a moment. The V01 legs are HEAVY legs, not Medium legs. This means they have no torso mismatch with a heavy torso. The torso itself has a high Aiming Accuracy at the cost of stun. The arms are weak, as is the head (which may be the worst in the game), but they synergize well with the other parts because of the two-weapon fighting rules - the base NKS/V01 unit has a +6 attack bonus when using two weapons due to the .5 being rounded up. This means it's equally accurate with two weapons as one.

Essentially, it IS optimized in ways where it's strong in very particular areas and weak in others, and it's balanced to the other units besides. I see no reason for the change.

Re: Minor game balance adjustments

PostPosted: Sat Mar 12, 2011 4:39 am
by SilverCoin
I was referring to APU-01 legs. Which are medium.
And are you suggesting that we use all the parts from the same unit for our machines? That's...kinda limiting isn't it?

Linear: Perhaps a slight price increase as well.
Heavy Ballistic: ???