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Balance

Post Last Edited by BassCreator at 2011-9-23 01:56

Now game have VERY BAD balance.
1. Too large difference of mining in colonies and nodes. My farms (3x6 lvl) gives 60 food/h total. Food node 1 lvl gains 50/h. It is not so good.
2. Too large difference of lvl 1 and lvl 2 technologies. If 1 lvl technology need 3 minutes to research, then to 2 lvl technology research need 90 minutes. I think, coefficient x30 is very big, x5 maximum. Sure, you will must add new (higher level) technologies, but i cant see anything bad in it. More technologies, more action.
3. 1-time using Satellite spies. Why? They costs 10 b-credits! Make it cost 1 b-credit or make it infinite, but fichure to intercept it.
4. Have accelerates in PvP battles. I can instant assault player's base, scanner not helps him. If i have top 1 fleet, i immortal.
5. Too few equip items in 10-20 lvl. I found 1 item for 10 lvl and 1 item for 20 lvl, and found 8 items to 30+ lvl.
6. No lvl 3 nodes on start planets in Shaula galaxy. If planet have lvl 3 nodes, prime colony is actual long time. I played 36 hours and myprimary colony with lvl 2 notes absolutely useless.
7. Too much resourse cards in begin. I think, need to reduce number of resource cards in non-test version.
8. Too small Goods income. I got 99% from resourse cards, not mined. I think, you need to add capabilities to get Goods or boost it's income.
9. I think, will good idea - showing base and current activity of ships. Now i can't know activity  of ships, i see it in practice only.
10. High lvl planets with 2 types resourses is good idea, but add planets with high level food nodes please (and goods nodes, if you will add it).
11. Why daily quests take resourses only from main colony? I think, need option to pick colony, which gives resourses to complete quest.

goods  are easy to make  build a few industrial plants on ore planets and lvl them you will get quite alot of goods
just make sure u got trade routes to ore nodes  and raid them for ore u will have plenty for the industrial plants that way
food will come with higher planets   that are not in the game yet

and yes  shaula galaxy    nodes  are lower than the others    sux for us     hurry up fix plz

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Now see to economic. As i said, he have deficit of 2 resourses: Food and Goods (see the market now). It is so bad for game balance. Trade routes bring only Credits, not Goods. Food nodes have only 3 or 2 lvl.
I think, too much goods need to targeting and scrambling systems for aicraft units.

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Thanks for the feedback! Maybe together we can clear up some things and try to improve on some of yo ...
AlDr01 Posted at 2011-9-23 04:26

1. I think, the maximum lvl harvesters need harvest as lvl 5 nodes (2500 res/h). Now i can build nothing (harvesters etc.) and gain all resourses from nodes and be happy.
2. Buildings have smaller difference. I think, need to make same difference in technologies and make more (Weapons 5 lvls for example).
3. If i attacking weaker player, i not need spies, maximum fail, which i can got - attacking empty colony. If i ttacking stronger player, i need spies to safe fleet. Not so good idea, if spies it so expensive, new players will need to spend much more money than old. it will form only oldscool group of players.
4. In game have accelerators (buildings, research, flight). I think, will be god idea to unallow using That accelerators in attacking on player-holded nodes and colonies. Now if large alliances will be war, they will instakilling top player's pleets first. Detectors cant help.
6. I forgot, no lvl 6 nodes on top planets in this galaxy.
9. As i know, different ships have not equal base activity in fight (shuttles faster then gun ships, for example) and have much modificators of it's activity. I think, players need more info.

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Agreed on number 4, at the moment i'm not even using detector since it's not that much of a help.
And in my opinion number 11 is good, i mean it's good as it is now else it would be too easy money with quests for each colonies..
They call me....
Gravenn

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I think, you need to add capabilities to get Goods or boost it's income.

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i agree on number 4 aswell

a big buyer of b creds can have fleets instantly arrive anywhere    it does seem to make detector useless

one fix for this is   1hr travel time item not allowed to be  used when attacking players   only for transfering coms or trade routes etc.

they can still use 30%  but at a higher price but still can not get there instantly  giving a small window of time to the defender to setup if needed

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With regards to point 4) someone can use a fleet accelerater to arrive instantly at an enemies base, getting the drop on them and negating the value of having a detector.
I'm not sure I agree that the biggest/badest fleet will always win though. The attacking player in this scenario has a *huge* advantage in that the defender is unlikely to be able to respond and control their defense fleet directly, but if they could, good use of items / abilities can turn a losing fight.
8) Trade routes make a *huge* difference for resource income, way more than I could ever hope to gain from resource cards. Making sure the right goods get to the right colony is a bit more problematic though
10) I think there need to be certain things to put the brakes on players. Having to manufacture goods, credits and the difficulty in obtaining food do that. You can always change one type of resource for another at the trade centre to cover shortfalls in a particular type.
11) Definitely need this

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Thanks for the feedback! Maybe together we can clear up some things and try to improve on some of your concerns before release.

1) Don't you think the risks involved in leaving the colony and the fleet resources required to capture and maintain these nodes is worth the increase? If not, what kind of changes would you suggest?

2) It's important to let people have a good foothold at the start of the game, but we can't just have everyone finishing all of their research in the first day or so. Still, it is a rather large leap, and there's always room for review.

3) Never underestimate the value of intelligence! Knowing what you're getting into can save you entire fleets, and quite a lot of time. Maybe we can come up with some alternate ways to get this information, but with the daily rewards and playtime rewards it shouldn't seem too outrageous right now.

4) Could you be a bit more detailed here? Perhaps explain why you think this system is flawed or how you would go about altering it if you could.

5) There's always room for more gear, granted, but often players try to barrel through early levels to get to the good gear quickly. This is part of the incentive to loot, pillage, and plunder!

6) Duly noted, we will look into it.

7) Getting a foothold is always daunting, so sometimes it's nice to have a little boost. We will certainly take a look at the numbers in order to do some tweaking if need be.

8) Don't forget to properly utilize your Industrial plants and trade routes! Some players will have an easier time with some materials, that's just the way economies work.

9) Could you expand on this? I'm not exactly sure what the problem is here, but I sure would love to hear your thoughts.

10) We'll take note of it, but remember, you must sometimes delegate certain tasks to certain facilities for efficiency sake.

11) A very good idea, we'll look into it.

To everyone else, please be sure to leave such feedback when you can! It's very helpful to know what you think and how you would improve things. We want to have the best and most balanced gameplay experience for everyone, and that starts with you guys!
"Never interrupt your enemy when he is making a mistake."
Napoleon Bonaparte (1769 - 1821)

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