Nothing like a good Super Cat Rant to start a Saturday morning
On carriers:
- I've been waiting on feedback from the last round of changes on these, but what I've wanted to do is remove their ability to move through FFs, and rework their "internal ships contribute to firepower" thing such that the contribution is much closer to the actual dps of the internal ships (rater than counting a minipod and a railcluster the same). This would result in them being more directly powerful, but without the ability to bypass one of your main defensive tools
On salvage:
- Yes, it's kind of stupid-op right now. For the humans, anyway. For the AI it actually seems like it needs more buffing, but perhaps I'm misreading that. Anyway, I like Tech's idea of having the salvage value of a unit scale sub-linearly with its metal. That should help prevent superweapons from skewing salvage amounts so horribly.
-- Any suggestions on the math? 1:1 for the first 1000 metal, 2.5:1 for the next 9,000, 5:1 for the next 90,000, 7.5:1 for the next 900,000, and like 10:1 for anything after that? Or is that not a steep enough decline?
- Even aside from that, we may simply need to nerf the salvage efficiency of the various command stations. But probably only after trying the first change.
On AI Starships:
- Too many? Are you still winning? SEND MOAR STARSHIPS! ... oh, not what you wanted, ok. Anyway, I can maybe halve these, but it's not going to help the problem of the game feeling too easy.
On superweapons, and the balancing for:
- Yes, one of the biggest challenges in balancing this game is that "with superweapons" and "without superweapons" are really two different cases. In the recent past it's seemed like "without superweapons" was reasonably well balanced, and "with superweapons" was significantly too easy. Right now it's just all too easy, largely because of the new mechanics of Hacking and Salvage. I won't leave it easy, don't worry
But I'm also trying to address some of the longstanding desires (as represented in that big-stuff-for-8.0-poll, and elsewhere), which necessitates unsettling balance like this temporarily. Of course, I could have unsettled it in a way which err'd on the side of making the game
too hard instead, but people tend to have less fun (and thus do less testing) when they think they're getting stomped all over the place by something that's just not been balanced yet.
- Anyway, point taken that balancing the game to be hard enough for superweapons should be careful to not always apply the same magnitude of extra pain to non-superweapons.