Gaming Steve Message Board
Will Wright's Spore => Spore: General => Topic started by: AtmaDarkwolf on October 11, 2008, 12:55:07 pm
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As the title, question being, for all or a single one, how would u balance the powers out, how would u change 1 power(or all if u want to list that many) to make it balanced with the rest. This can be increasing the usefulness/power or lowering cooldown of one of the weaker abilitys, or decreasing power/increasing cooldown of one of the power powerful ones.
So again, how or what would you do?
My suggestion is for the warrior one. I would make the ships strength that you summon based on your badge level (which is a rough estimate of what your empire level would be I guess) so the 250 health pirate bombers(and 50health fighters) would be badge level 1, but at badge level 10 the bombers would have 1250-1500 health, fighters have 250ish, and the damage they would do would be scaled up accordingly. (IE you would find more use of the pirates if they actually caused damage)
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Perhaps change the knight super power to actually be something useful and give more appeal to it. Right now it has pratically no appeal to it, which probably explains or partially explains why knight races are kind of rare. I don't know what to suggest because they really don't have any defining characteristics.
That and give them some unique dialog, maybe something along the philosophy of honor.
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Give the Bards "staff of annoyance" power. It instantly makes an empire hate you and go to war with you. It fits their dialogue.
That's what all Bards might as well have when I'm playing.
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which probably explains or partially explains why knight races are kind of rare. I don't know what to suggest because they really don't have any defining characteristics.
The frequency that people play a particular philosophy has nothing to do with the frequency of that philosophy appearing as an AI.
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Considering that NPC's never use their special abilities....
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Considering that NPC's never use their special abilities....
Yeah, that was my thought as well.
-Lego
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Knights should be able to summon an entire fleet.
As it currently stands, the Warmonger and Knight powers are pretty pitiful compared to the all powerful Gravitation Wave.
I mean, why is it that Scientists have the most destructive archetype super power when War Mongers only get a bunch of amateur pirates? What's the meaning of war in Warmonger if their power is completely out of league with the not so warmongering scientists?
Here's my opinion on things:
- Diplomat: Orbital Embassy The ability to launch a diplomatic satellite similar to the UT but with the ability to stun everything in it's range instead of destroying them. It will also increase relationships over time. Kinda like an embassy, but floating in the sky and with the ability to launch EMP shells.
- Warmonger: Nuclear Storm Has the same effect as the one in Civ, but with larger explosions.
- Scientist: Energy Overdrive Doubles the power of all energy based weapons and gives unlimited energy for three straight minutes.
- Knight: Summon Space Fleet Summons five ships from your homeworld to aid you in battle. Does not affect your fleet slots.
Also...
Wanderers are wanderers so they should be able to wander around the galaxy with relative ease compared to the others. Right?
- Wanderer: Interstellar-Overdrive When activated, allows you to make three space jumps on maximum range without using any energy.
Well, that's it I guess.
Of course, all of these will be given their appropriate cooldown times.
Fel free to change them.
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Wariors-Massive Atack-Calls a fleet of your planet to help you conquering a planet.(like when you are atacked)
Traders-Demand Raiser-Raises the value of spices for 3 min.
Bard-Global Gift-Raises your relations with other empire(for +60)
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Yuu and nightk: Awesome suggestions. They warrior need not a fleet really. Don't make Warrior same as scientist. Knights should have something based on what knights stand for not a random thing.
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Bards get no love... ;) Actually they made excellent customers so I ended up buying them all out hahaha :D
As for power changes... Not sure. I only play diplomats, ecologists and traders and they work fine for me. :)
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My wanderer idea was called the WhatBomb- basically it makes a cloud of question marks comd over the whole planet. When they dissapate, it is either T0 with all colonies removed or a thriving T3 metropolis with a new ally.
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As it currently stands, the Warmonger and Knight powers are pretty pitiful compared to the all powerful Gravitation Wave.
no, the ultimate one is the zealot. its an improved gravity wave; take the cities instead of destroy them. course with both of them you lose your allies.
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I didn't think the Warrior one was that bad, I used it a few times to slow down my enemies while i run around bombing them. The pirates hardly ever attack you. The knight one could use some tuning, but ikts a pretty good idea. I haven't seen too much of it since my Knight game is bugged, but it would be nice if it did the same exact things as you (fire bombs and shoot lasers at the same time, terraform, etc).
The warrior should have something that boosts their personal fighting skill, I guess. I don't really think they should have a mega bomb. Either a fighter fleet or improved/different weapon set or something.
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But knights are useless for defense and if you take over a city the pirates are annoying to destroy.
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Ok,im a little lost.We have super powers in space? Im a zealot in a current game....what is this Gravity Wave?I've never heard of any of these things you guys are talking about.
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Hint: Zealot go to the social tab, fanatical frenzy, auto captures all cities and doesn't cause war. Scientist is the gravity wave.
And I meant Warrior for being useless for defense.
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IMO, they should all have abilities that can be used frequently. A 1 minute cool down would be nice...
Trader: Automatically gather all spice from owned planets in a 10 parsec radius. Recharge is 1 minute.
Bard: Boost relationship by 10. (Maximum happiness from ability is 50). Recharge is 1 minute.
Scientist: Fires a nuclear weapon. Destroys everything in it's radius. Good for destroying cities. Does not break "galactic code". Recharge is 1 minute.
Shaman: Keep the ability the same, but if you use it on your homeworld, it will return you to where you last used this ability. (Leave recharge at 1 minute).
Ecologist: Set recharge to 1 minute. Increase quantity gathered to 10.
Zealot: Instantly convert one city or colony. Has 15% chance of failure for each "happy face". Does not break "galactic code". Recharge is 1 minute.
Knight: All allied UFOs are immune to damage for 30 seconds. Recharge is 1 minute.
Warrior: Take half damage and deal 50% more damage. Lasts 1 minute. Recharge is 1 minute.
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I'm introducing the concept of Passive Super Powers, since I strongly feel that a decent amount of the balancing issues with the Supre Powers are that they are all temporary, activated tools. I felt that the non-combat oriented archetypes should have ones that are always on.
Knight - Inspiring Pacifism - Once your opponents see your purity and nobility, they reject their ruler's claims that you are evil and refuse to attack you. It disables all ships and turrets for 3 minutes.
Diplomat - Psychotropic Field (Passive) - Your is so well known for its calls for peace and kindness that even the most despotic of races can't find fault with you. The -15 dispostion modifier for "We Distrust Strangers" is reduced to -5.
Warrior - Purge Cannon - Through every step of your race's evolution, you had one goal: wipe out everything in your way. Even as your race takes the galactic stage, there's still people in your way. With the Purge Cannon, you can destroy every being and every building on a planet. This breaks Galactic Code.
Scientist - Unorthodox Experiments (Passive) - Do you not realize how many experiments your race has been unable to accomplish on your average-pressure, average-heat homeworld? Your people are so eager to begin researching them that you are able to place three buildings in a T0 colony.
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Trader: Automatically gather all spice from owned planets in a 10 parsec radius. Recharge is 1 minute.
I like that idea, although the recharge time probably should be a bit longer because it takes time for trade routes to accumulate.
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I have a question... Does planet buster break galactic code? If so then it is pointless to use because scientist does the same but you keep the planet.
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Trader: Automatically gather all spice from owned planets in a 10 parsec radius. Recharge is 1 minute.
Make it distance of your communicator. Give it a nifty name and acronym, like SPice Over Radio Emissions.