if comsats-for-chaff are no longer a concern, i think the discounted approach for better flux tech is valid (although i am not sure we support valuerefs for ship part cost yet). also, orthogonal to that one could make it heavier (more damage/more PP)I think Wobbly's point (Wobbly, correct me if I am wrong) was that comsats-for-chaff are no longer a concern and there is no point on pondering how rebalancing flux lance could break that....
adding a lance to a hulls with weapons would probably fall out of fashion with the different parts-types design simplicity anyway.
here's the original reasoning for the RP costs; oberlus upped those to accomodate for influence scaling (insert link here)
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Split fighter and shortrange techs, pilot balancing * 1st Fighter tech costs 50% more than researching Mass Drivers 2 * 2nd Fighter tech costs 10% off from researching Lasers+Laser Fighters and takes a turn less to research * 3rd Fighter tech costs 10% off from researching Plasma+Plasma Fighters and takes a turn less to research * 4th Fighter tech costs 10% off from researching Death Rays+DR Fighters and takes a turn less to research
Hm I think you suggested upping the price? That also changes balance for early game as well as late game.Re adjusting fighter damage: screws the balance in the later game(plasma/DR) where they are balanced(probably?, maybe?). I suspect you'd have to increase the steps at fighter 3 and 4 for this.
Maybe you could describe the problem more thoroughly? Like which level of fighters is the biggest problem
Statistics: Posted by Ophiuchus — Tue May 07, 2024 12:12 pm