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GidMod Concept: Industry...Soumis par Gideon le Jeu, 2007-11-29 18:20 SE:V MODsI'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] |

Modding Mounts - The best way to balance Small & Cheap vs Large & Expensive ships?Soumis par inigma le Jeu, 2007-11-29 18:58 SE:V MODsIn 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. |



