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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

BALANCE MOD: heavy hulls rebalance needed

Submitted by rbvoigt on Sun, 2007-09-09 00:13. SE:V MODs

I'm having some difficulty seeing the advantage of the large freighter vs the battleship. These are the differences I can see:

Both same hull capacity (I've got tech level 6 in heavy hulls)

battleship: no component restrictions
freighter: must be predominantly cargo

battleship: larger crew, if not using master computer

freighter: requires more engines, slower

freighter: reduced maintenance (I guess on the ship only, not cargo?)

I can see the freighter being slower (only large version), but I don't think it should need more engines for the same hull size. That just ends up making the freighters more expensive and take longer to construct than they ought to.

Overall, the battleship gets more available spaces with no restrictions. That doesn't make any sense to me.

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Captain Kwok's picture
Mod Designer

Re: BALANCE MOD: heavy hulls rebalance needed

Submitted by Captain Kwok on Sun, 2007-09-09 00:52.

Freighters are usually made up of cheaper bulk components (note in the mod that many components count towards cargo requirements, not just cargo bays) that keep overall costs down versus combat ships. You could certainly use a Battleship hull for a support ship if you wanted, but you'll be paying twice as much maintenance per turn.

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Space Empires Depot | SE:V Balance Mod

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Re: BALANCE MOD: heavy hulls rebalance needed

Submitted by rbvoigt on Mon, 2007-09-10 01:09.

I just don't see the twice as much on the maintenance. Sure, it's a little more, because the freighter gets -25% to maintenance cost. But the freighter also needs more engines, which aren't exactly the cheapest component, and takes away usable space as well. So the cost of the core components (master computer, engines, maybe a pair of quantum reactors) gets amortized over fewer "useful" slots.

Anyway, there are also some issues with mines... the price of the warhead goes up much faster than damage, and the price of the hull goes up much faster than capacity, so your construction queue can turn out more ooomph by building a bunch of small mines with level 1 warheads, and the stealth characteristics are better as well. I guess the drawback is that the same number of mines fit in a freighter no matter whether they have level 1 or level 10 warheads? It doesn't seem to be a very compelling reason to use the high price explosives, by the time you get 40% cargo bays on that freighter it can carry plenty of bang.

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Captain Kwok's picture
Mod Designer

Re: BALANCE MOD: heavy hulls rebalance needed

Submitted by Captain Kwok on Mon, 2007-09-10 07:47.

Oops, crossed wires a bit with bases on the maintenance reduction.

One thing I did forget to mention is a pending change in v1.10 for freighters, which sees Large Freighters capping out at 1200kT.

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There's a limit of 100 mines (supposedly) per sector, so the larger mines are able to deliver more damage within that limit.

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Space Empires Depot | SE:V Balance Mod

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Re: BALANCE MOD: heavy hulls rebalance needed

Submitted by rbvoigt on Mon, 2007-09-10 23:43.

The increased freighter size will make a significant difference in the balance. I like it.

I haven't run into any limit on the number of mines yet, have 245 in one particular group.

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Captain Kwok's picture
Mod Designer

Re: BALANCE MOD: heavy hulls rebalance needed

Submitted by Captain Kwok on Tue, 2007-09-11 01:30.

Technically there's suppose to be a limit of 100 per sector - but it's not being enforced (bug).

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Space Empires Depot | SE:V Balance Mod

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