04-08-2014, 12:51 AM
NOTE: MUCH OF THIS LIST IS OUTDATED. RECENT CHANGES MAY HAVE RENDERED SOME OF THESE SUGGESTED CHANGES OBSOLETE
Below will be a list of suggested balance changes for various things ranging from ships, to weapons, to commodities. Lots of things seem oddly balanced for what they are, so I'm going to step in and provide some ideas.
Alterations will be in green if a value is increased, red if decreased. White and gray denote that the value hasn't been changed.
Disclaimer: I'm not a developer yet. These are changes suggested by me and others, and until a time where I magically become a developer, do not take these changes as legitimate or totally likely.
Gun/Turret Mounts: 0/1
Base Armor: 170000 205000
Cargo Space: 5000
Power Output: 3000/30000
Batteries/NanoBots: 550/550
Thruster Removed
Impulse Speed: 90 95
Cruise Speed: 350
Equipment Mounts: N/A
Base Armor: 155000 200000
Cargo Space: 5000
Power Output: 5000/60000
Batteries/NanoBots: 500/500 550/550
Thruster Removed
Impulse Speed: 90 95
Equipment Mounts: N/A
Base Armor: 75000 100000
Cargo Space: 5000
Power Output: 4800/35000
Batteries/NanoBots: 500/500
Impulse Speed: 90
Cruise Speed: 350
Equipment Mounts: CM
Base Armor: 24000 23000
Cargo Space: 175
Power Output: 1650/15900 2530/39130
Batteries/NanoBots: 140/140 120/120
Impulse Speed: 80
Cruise Speed: 350
Equipment Mounts: CM Torp 2xCD
Base Armor: 9400 8500
Cargo Space: 60
Power Output: 1270/12400 1340/15000
Batteries/NanoBots: 55/55 52/52
Impulse Speed: 80
Cruise Speed: 350
Equipment Mounts: CM CD Torp
Hyena specifically technerfed to 90% for any weapons not from the Rogues or Mollys. This balances out the huge core when using, say, Flashpoints.
Base Armor: 11600 13600
Cargo Space: 70
Power Output: 1270/12400 1650/15900
Batteries/NanoBots: 64/64 70/70
Impulse Speed: 80
Cruise Speed: 350
Equipment Mounts: CM CD Torp
Greyhound specifically technerfed to 90% for any weapons not from the Rogues or Mollys. This balances out the huge core when using, say, Flashpoints.
Base Armor: 95000 115000
Cargo Space: 550
Power Output: 40000/400000
Batteries/NanoBots: 350/350
Impulse Speed: 80
Cruise Speed: 350
Equipment Mounts: CM CD
Base Armor: 95000 92500
Cargo Space: 400 425
Power Output: 40000/400000 50000/500000
Batteries/NanoBots: 350/350
Impulse Speed: 80
Cruise Speed: 350
Equipment Mounts: CD CM
To-do: KUSARI/BRETONIA/GALLIA(?) SUPERTRANSPORTS
Below will be a list of suggested balance changes for various things ranging from ships, to weapons, to commodities. Lots of things seem oddly balanced for what they are, so I'm going to step in and provide some ideas.
Alterations will be in green if a value is increased, red if decreased. White and gray denote that the value hasn't been changed.
Disclaimer: I'm not a developer yet. These are changes suggested by me and others, and until a time where I magically become a developer, do not take these changes as legitimate or totally likely.
Ships
Liberty Supertransport - Mastodon
Base Armor: 170000 205000
Cargo Space: 5000
Power Output: 3000/30000
Batteries/NanoBots: 550/550
Thruster Removed
Impulse Speed: 90 95
Cruise Speed: 350
Equipment Mounts: N/A
Reasoning behind changes
Supertransports are currently in an odd position. They can thrust great distances to manage to dock, and avoid piracy. While this usually isn't an issue, it becomes one when they can cover 40 kilometers and survive a bomber. Now, all supertransports (Not the Zoner one) are having their thrusters removed, their armor buffed, and impulse speed tweaked just slightly. Supertransports will have to depend on local law enforcement, escorts, or even scouts to properly survive their trade routes.Rheinland Train - Colossus
Gun/Turret Mounts: 0/3Base Armor: 155000 200000
Cargo Space: 5000
Power Output: 5000/60000
Batteries/NanoBots: 500/500 550/550
Thruster Removed
Impulse Speed: 90 95
Equipment Mounts: N/A
Reasoning behind changes
Like the Liberty Supertransport, the thruster from the Colossus has been removed, impulse speed has gained 5 meters a second, and armor has been buffed. Zoner Transport - Whale
Gun/Turret Mounts: 0/0Base Armor: 75000 100000
Cargo Space: 5000
Power Output: 4800/35000
Batteries/NanoBots: 500/500
Impulse Speed: 90
Cruise Speed: 350
Equipment Mounts: CM
Reasoning behind changes
The Zoner Transport is prohibitively flimsy for a group that spends most of their time out in the most dangerous parts of space. While it does have a countermeasure, it is entirely defenseless otherwise, and should at least have a decent amount of armor to provide a buffer between life and tasty, tasty death.Rogue/Molly Superheavy Fighter - Werewolf
Gun/Turret Mounts: 6/0Base Armor: 24000 23000
Cargo Space: 175
Power Output: 1650/15900 2530/39130
Batteries/NanoBots: 140/140 120/120
Impulse Speed: 80
Cruise Speed: 350
Equipment Mounts: CM Torp 2xCD
Reasoning behind changes
The Werewolf can't even fire its own guns for more than a few seconds. Like, even shorter than a Guardian with full Vengeances. While Rogue guns are powerful, and the drain is intentional so it's only good on Rogue ships, the Rogues also sort of missed out on having a powercore also capable of sustaining them. The Werewolf now gets a proper SHF powercore in place of some survivability. It can actually properly dish out tons of damage, while taking a decent beating. It still only has fighter torpedos, not bomber. The Molly's also get a bit of a buff out of this too. Bonus!Rogue/Molly (Very?) Heavy Fighter - Hyena
Gun/Turret Mounts: 3/1Base Armor: 9400 8500
Cargo Space: 60
Power Output: 1270/12400 1340/15000
Batteries/NanoBots: 55/55 52/52
Impulse Speed: 80
Cruise Speed: 350
Equipment Mounts: CM CD Torp
Hyena specifically technerfed to 90% for any weapons not from the Rogues or Mollys. This balances out the huge core when using, say, Flashpoints.
Reasoning behind changes
The Hyena is possibly one of the least used ships in the mod for the large playerbase the Rogues have. It's fast, but it's huge and is a target susceptible to just about, well, anything. Its core also can't even support 3 Belials at the current state. So to again emphasize charged up powercores for the Rogues, the Hyena is getting the Titan core. Again, survivability is cut down for sheer firepower. Another buff to the Mollys, but they could use some loving too.Rogue/Molly (Very?) Heavy Fighter - Greyhound
Gun/Turret Mounts: 4/1Base Armor: 11600 13600
Cargo Space: 70
Power Output: 1270/12400 1650/15900
Batteries/NanoBots: 64/64 70/70
Impulse Speed: 80
Cruise Speed: 350
Equipment Mounts: CM CD Torp
Greyhound specifically technerfed to 90% for any weapons not from the Rogues or Mollys. This balances out the huge core when using, say, Flashpoints.
Reasoning behind changes
As with the other ships, this line was meant to emphasize being heavy with both armor and firepower. The Greyhound gains some durability and a core capable of handling the suped-up weapons the Rogues have. The stats are similar to the Avenger. As with the Hyena, the ship would just be too good with Civilian weapons, so it's automatically dropped to 90% core for those.Zoner Gunboat - Conference
Gun/Turret Mounts: 0/6Base Armor: 95000 115000
Cargo Space: 550
Power Output: 40000/400000
Batteries/NanoBots: 350/350
Impulse Speed: 80
Cruise Speed: 350
Equipment Mounts: CM CD
Reasoning behind changes
Just took a quick look at the Zoner Gunboat, and it is, in fact, bloody huge for the low amount of armor it gets. A boost to a medium-heavy level would alleviate pirate and nomad woes, and it gets to keep its light-gunboat core. Easy fix.Molly/Rogue Gunboat - Hellhound
Gun/Turret Mounts: 0/6Base Armor: 95000 92500
Cargo Space: 400 425
Power Output: 40000/400000 50000/500000
Batteries/NanoBots: 350/350
Impulse Speed: 80
Cruise Speed: 350
Equipment Mounts: CD CM
Reasoning behind changes
Just like the rest of the Rogue line, firepower takes precedent over total survivability. That said, who needs to survive when you can overwhelm your enemies with sheer firepower?To-do: KUSARI/BRETONIA/GALLIA(?) SUPERTRANSPORTS