Balance Roundup, July 2013
Greetings, all.
With the Forbidden Worlds DLC, I've gotten back into Sins, and I'm loving it (as always). In particular, I found the jumping starbase nerf elegant.
I can't help but notice that some of the old balance issues are still there. To that end, I'd like to compile a list of problems and proposed solutions. Fellow Sinners, feel free to contribute, criticize, and discuss.
Prior to the roundup, I would like to state my agreement with everything in the OP of Russ's thread: https://forums.sinsofasolarempire.com/446788
Forthwith the issues:
- Fighters are not doing what they're supposed to do (source: https://forums.sinsofasolarempire.com/438860/page/1/#3303550)
Possible Solution: Significantly improve fighter acceleration, deceleration, and turn rate
Reasoning: The main problem with fighters is that they make one pass against an incoming wave of bombers; by the time fighters come around for another try, the bombers have already done their damage. By drastically improving fighter acceleration and turn rates, you shorten the time it takes for fighters to come around for another pass, essentially buffing fighter rate-of-fire and permitting them to more efficiently perform their duties. - Advent performance issues
Possible Solution: Give Illuminators an ability to toggle the focus of their side beams from flank to front, thereby tripling their effective DPS against single targets (and potentially justifying their T3 status).
Alternative Solution: Widen the cone-of-fire on the side beams (though I prefer my solution because there are times when you want them to focus fire and times when you want them to distribute their fire -- such as against corvettes)
I should note that SinKillr thinks Illuminators are fine. - TEC Rebel performance issues
Possible Solution: buffs to Ragnarov Titan (in terms of ability costs, raw DPS, etc.) - Vasari dominance
- Bombers: The problem with Vasari bombers is tied to phase missiles; it's impossible to address one without addressing the other. That said, even with nerfs to phase missiles, it might still be difficult to balance Vasari bombers, owing to the alpha strike potential of a wave of bombers.
Consequently, I'm a huge fan of the suggestion outlined in Russ's thread, wherein Vasari bomber phase missiles are replaced with Plasma Wave Cannons (the same weapon used by Skarovas Enforcers), thereby taking phase missiles out of the equation entirely for bombers (and modifying their DPS accordingly, of course). Vasari fighters got the same treatment; I see no objections (lore-wise, you could explain it as attrition -- bombers equipped with miniaturized phase missiles became too expensive to produce in the 30-year conflict with the TEC and the Advent).
SinKillr's Solution: Lower bomber DPS, on the grounds that phase missiles themselves are not the problem (he cites few problems with Kanrak Assailants and other phase missile-equipped units); it is bomber alpha strikes with phase missiles that are the problem. If so, then I feel once again that replacing bomber phase missiles with plasma wave cannons is a better solution. - Disruptive Nanites: In principle, I'm fine with this structure disabling passive regeneration; the problem appears to be the duration.
Possible Solution: Reduce the duration from five minutes to 7.5 seconds -- the length of the weapon's cooldown (thanks to SinKillr for this suggestion) - Phasic Trap: Basically makes it impossible to attack Vasari orbital structures with bombers
Possible Solution: Decrease the trap's radius significantly and/or reduce the duration of the trap.
SinKillr's Solution: Cap the number of strike craft that may be trapped by the field (he suggests 8 or so) - Phase Missiles: Perhaps the single most contentious issue of the game, they are one of the Vasari's defining traits, but some believe that they behave like an I-Win button.
Others, including me, believe that phase missiles themselves are not the problem; rather, bombers equipped with phase missiles are the problem. Consequently: with the bomber nerf I mentioned above (plasma wave cannons) should be sufficient. - Underused units and abilities (list ongoing)
- Advent:
- Revelation Battlecruiser: Clairvoyance should detect mines in the target system, giving the Revelation a minesweeping ability; Guidance should also improve bombardment and weapon cooldowns by the listed values for all nearby ships when used.
- Radiance Battleship: Energy-Absorbtive Armor should temporarily buff the Radiance's damage output by 5% per hit received, up to a maximum of 200->300->400->500%; in addition, the ability should passively improve the Radiance's maximum shield mitigation by 5-10-15-20%
- TEC:
- Kol Battleship: Gauss Railgun should probably (don't hate me for this) disable passive regen for 6 seconds in addition to its current effects; likewise, Adaptive Forcefield should be passive (given that the Kol has three active abilities which it doesn't have the antimatter to support), its buffs normalized accordingly. Finally, Flak Burst should apply a short-term debuff to any strike craft it hits, temporarily reducing their accuracy by 15->20->25->30% for 12 seconds, to reduce alpha strike damage from strike craft Flak Burst can't kill outright
- Vasari:
- Micro-phasing Aura (Skirantra Carrier): in light of the proposed nerf to Phase Missiles, maybe this aura could provide a 1->2->3->4% buff to phase missile penetration for every ship in range?
- Subversion (Antorak Marauder)
EDIT: My own wishlist is as follows:
- The ability for the game host to specify the number of super-weapons per star system during game setup, from 0 to X; maximum limit might be dependent on game size
- The ability to designate no-fly zones for scouts (via an added ping command)
- The ability to issue multi-unit attack and ability commands by holding Alt:
- Alt + Attack: selected units attack all targets of this type in the gravity well
- Alt + Activate Ability: all selected units activate a specific ability
- A setting that forces Sins to render trade vessels and refinery vessels only as strategic icons (sprites), to improve performance in long games
Your thoughts?