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GidMod Concept: Industry...

Submitted by Gideon on Thu, 2007-11-29 18:20. SE:V MODs

I've been trying to figure out a way to represent a race's industrial capacity. Just because a race has an abundance of resources and the capacity to get them, does NOT mean it can make use of those resources quickly (or efficiently, for that matter). I am limited in what I can do, as I cannot modify the rate at which planets construct Facilities or Units. I can however do the following:

[code]
Facility Maintenance Cost Modifier ----- This ability modifies the maintenance cost for facilities.
Ship Maintenance Cost Modifier ----- This ability modifies the maintenance cost for a vehicle.

» read more | 2 comments
inigma's picture

Modding Mounts - The best way to balance Small & Cheap vs Large & Expensive ships?

Submitted by inigma on Thu, 2007-11-29 18:58. SE:V MODs

In most games, I have found that numbers of frigates and light cruisers often are all that are needed to take down larger capital ships. Death by a thousand pinpricks. This sometimes make capital ships in most of my games, a rarity. Never have I built a dreadnought against the AI or very many human players for that matter.

The solution comes down to a resource matchup with time invested being the multiplier.

Someone building 10 ships at 100k resources each should not be able to defeat a single ship built at 1M resources since the more expensive ship has a greater risk in its investment.

» read more | 21 comments

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