' Wrote:I think that the job of mod "balancing" becomes impossible if you don't start with specific ship classes with well defined ranges of attributes.
I also think this is the reason there is so much trouble on this mod with balance between different equipment from different ID's.
We are not as stupid as you might think....
anyway about 80%++ of the balancing tests and discussions are lately about testing the most "abusable" things you can come with ... cause yes players have a nice ability to go as ooRP as possible just to get some PVP advantage.
Some examples:
In 4.84 catamarans are very good ships within Kusari (fighting BDs/Chimaeras), once people take them to NY they are extremely unbalanced of course, because liberty and kusari ship are quite different.
Or the Blood Dragon fighter, with Daitos it's very hard to hit but also needs time to kill things... then people mount 6 Krakens and Inferno on it and head to liberty...
BHG Gunship.... with normal armor and normal turrets + basic missiles is quite ok...... then people mount Cap 8 and kusari missiles on it...
GBs missiles... 1-2 make the GBs perfectly balanced against fighters bombers..... so people mount 7 for good measure :lol:
BHG BC is nice ship for BHG to use for fighting enemy capships..... so people mount 6 missiles on it and go hunt fighters....:lol:
...the list could be very long...
--------------------------------- Anyway you can't "box" all ships into easily defined classes with limits very far from each other.
1. It's no problem to make all ships have almost exactly the same stats.... what does it do?... .INCREDIBLY boring mod.
2. Some of those differences come from vanilla. (Wolfhound Size, Kusari dessie size ++)
=> I like to actually make the differences in the class even bigger. Sure suddenly one ship can beat all in it's class 1vs1. But dies to other classes all the time... etc..
Igiss says: Martin, you give them a finger, they bite off your arm.