Jump to content

Balancing the shiplist pricing (updated imperial pricing)


DevinKyleShade
 Share

Recommended Posts

well my original thoughts on this are to basically test the mod in its current state and scale down the current pricing down by dividing it by 50, after that i will test the ships performance in game and adjust ships that seem over or under priced. After that i begin adjusting ships based on hyper rating (class one, two and three) and then on supplies and hanging rating.

 

Ships prices sadly have to be scaled down as sadly at ,most your looking at around 200vps a turn per planet after trade (and thats only the big ones). Also i will lower and raise prices based on class.

 

Ship roles basics

 

interceptor: z-95, a wing, tie int, tie advanced

bomber: ywing, tie bomber, bwing

space superiority: xwing, tie defender

assault craft: assault transport, skipray, storm trooper transport

picket: system patrol craft, guardian cruiser

gunship: corellian gunship etc

corvette: any fast ship that is lightly armed

 

anti-starfighter frigate: it guns down fighters ;)

frigate: any vessel that primarily acts as a screening vessel

monitor: any ship that has a few very big guns and nothing else

cruiser: well rounded ships that trade armor for speed

destroyer: any vessel that is primarily tasked with chasing down and destroying another class

battleship: any vessel that is armed with multiple tiers of weaponry and heavy shielding/armor

carrier: any vessel that primary armemanet is its bombers/fighters

Transport: light armor, average speed, minimal weaponry plenty of storage space for troops

Supply ship: light armor, average speed, minimal weaponry plenty of storage space for additional fleet supplies.

 

as i mentioned before these are the roles i plan on using however i do need some help deciding if this is really enough or if this is to basic, please anyone, post some thoughts on how to expand this if it needs expanding :D once enough people seem happy with this then i can begin to work on fitting ships into the classes and deciding if certain ships fit into more than one role, IC, perhaps a ISD would be a destroyer, carrier and transport as its a planetary invasion vessel (perhaps even that could be a role?).

 

*edit*

 

expanding on what i already said

 

nterceptor

z-95

a wing

tie int

tie advanced

 

bomber

ywing

tie bomber

 

advanced bomber

 

bwing

k-wing

tie scimitar

missile boat

 

space superiority

 

xwing

tie defender

R-41 starchaser

 

cloaked fighter

 

tie Phantom

cloakshape fighter

 

capture craft

 

Escourt Shuttle

Assault Transport

Escourt Shuttle

DX-9 Transport

Assault shuttle

 

assault craft

 

Skipray Blastboat

Corellian Heavy Gunship

 

picket

 

System Patrol Craft

Broadside Frigate

PB-950 Patrol Craft

 

gunship

 

Bayonet Light Cruiser

 

corvette

 

Corellian Heavy Corvette

Corellian Corvette

Marauder Corvette

 

anti-starfighter frigate

 

Tartan Patrol Cruiser

Lancer Frigate

Guardian Light Cruiser

 

frigate

 

Carrack Cruiser

Nebulon B2 Frigates

Nebulon B Frigate

Pursuit Light Frigate

 

monitor

 

Dreadnought

MC-40b

Bulk Cruiser

CC-9600 Frigate

Assault Frigate

 

cruiser

 

Enforcer Cruiser

Victory Destroyer mk2

Loronar Strike Cruiser

Invincible Dreadnought

 

destroyer

 

Venator Destroyer

MC-80 Liberty

Imperator Destroyer Mk2

Victory Destroyer

Imperator Destroyer

MC-80- Miria

Republic, Star Destroyer

Bothan Assault Cruiser

MC-90 Heavy Cruiser Defiance

 

battleship

 

Dauntless Cruiser

Allegiance Star Destroyer

Independence Cruiser

Bulwark Battle Cruiser

 

Intimidation

 

Eclipse SuperStarDestroyer

Executor SuperStarDestroyer

Viscount Star Defender

Death Star II (still thinking about it)

 

carrier

 

Escourt Carrier

Endurance Fleet Carrier

 

Fleet interdiction

 

Immobilizer 416 Cruiser

Dominator Star Destroyer

Rejuvenator Star Destroyer

CC-7700 Frigate

 

Transport

 

Galofree Transport

Action VI Transport

Star Galleon

 

Supply ship

 

Star Galleon ?

perhaps the mining ship

 

I added in a few bits from the original like intimidation class, to me these ships arnt really build for combat effectiveness but more just cos you can, these are still far more powerful than single ship or a several small ships, please tell me if you think i placed anything in the wrong place.

Edited by Darth Malice
Link to comment
Share on other sites

ok troops and hyperspace, should i go with more canon values or have the amounts decided more on the class? i have been tempted to go with more canon values however doing hyperspace more based on roles could be a could think as republic players would have a advantage as generally their ships are faster in hyperspace.

 

Also something i am also thinking about the sublight speeds used in 0.5, personally i think these are abit slow, what do you think, should ships like the ISD have speeds more like 300?

 

What about the current shiplist, do people agree with it? is it missing something for either side?

 

When it comes to balancing should all sides be equal or should imperials and republic be balanced so they have advantages that fit with "canon" more?

 

What about extra shiplists? would you like to see the CIS make a appearance as just a extra option as well as a pirate option?

Edited by Darth Malice
Link to comment
Share on other sites

Nah, no pirate options IMHO. If you want to pirate, join as a faction and pirate from there by capturing planets. Same difference.

 

As far as speeds are concerned, the higher the better. An SD doing 300 would be nice, but ships like the Eclipse and Executor should also be able to do 300. It's pretty stupid that a ship so powerful goes at half the hyperspeed, when it dosn't.

 

In balancing, isn't Warlords already pretty well balanced between Imps and Rebels?

Link to comment
Share on other sites

sorry curse i meant sublight speed not hyperspace, for hyperspace i have a plan

 

Probes 600 squares per turn

Class one 450

Class two 300

class three 150

 

To put those prospective a planet will be around 600-800 squares apart form the closet one, anyways since 0.45 sublight speeds have been dropped, im not sure i like it, when i say balancing im on about pricing, if i divide all ships by 50 heres a quick list of a few

 

fighters

Tie Vanguard - 4vp

Tie Fighter - 5vp

Tie Interceptor - 10vps

Tie Bomber - 10vp

Tie Sentinel - 7vps

Assault Gunboat - 24

Missile Boat -50

Tie Avenger - 20

Tie Defender - 30

Tie Phantom - 12

 

frigates

 

Lancer Frigate - 50

Nebulon B2 Frigate - 700

Tartan Patrol Cruiser - 700

Carrack Cruiser - 700

Loronar Strike Cruiser - 1000

Escort Carrier - 500

Dreadnought - 700

Enforcer Cruiser - 1200

Immobilizer 416 Cruiser - 1400

Star Galleon - 900

 

destroyers

 

Venator Destroyer - 2000

Imperator Destroyer - 4000

Imperator Destroyer Mk2 - 5000

 

Supers

 

Executor SuperStarDestroyer - 40,000

 

personally i think those ratios are abit off around the fighter area also either the destroyers may need to come up abit or frigates go down, off the top of my head fighters should be around the, not sure about the executor either, that needs to be tested as well but i would think 10mks or 8 mk2s should be able to take that down.

 

Tie Vanguard - 40vp

Tie Fighter - 50vp

Tie Interceptor - 100vps

Tie Bomber - 100vp

Tie Sentinel - 70vps

Assault Gunboat - 240

Missile Boat -500

Tie Avenger - 200

Tie Defender - 300

Tie Phantom - 120

 

and the lancer frigate should be around 500vps, the escort around 1k and the Immobilizer around 2k, also something else that needs to be added for fighters is the salvo ability, those figures are rough and off the top of my head but i think balance wise 8 missile boats should be able to take out a destroyer just as 40 TB's should, im not so sure with salvo removed, also i need to test how effective the lancer frigate actually is but i have a feeling that accuracy on anti fighter craft me need to be raised.

 

please bare in mind that these prices dont really take into account for hyperspeed, hanger, how many troops they can carry etc.

Edited by Darth Malice
Link to comment
Share on other sites

well these prices are by no means final, these are just based on evilles pricing, im sure the TF would be nice at that price however i do feel that perhaps fighters would become abused and the gigantic amount might make battles difficult to play :P As i said i need to test the current pricing and see just how well these things perform, also i have my doubts as the the isdmk2 ending up as 5 k, im sure after testing the price will rise a few thousand and thats before taking into account hyperdrive, troops and all the other goodies she has ;)

 

I thought you might like the price compared to GCO, what it was 120k in that game (just another example of imbalances the game currently has but refuse to admit ;) )

 

ps, the tie fighter is surprisingly good, whips them Z95's a new Ahole ;) (well not that Z95's are good but, you know).

Edited by Darth Malice
Link to comment
Share on other sites

For those of you paying attention after doing a few tests i have more of a idea of what ships prices are going to be like and some balance changes that may need to be done (before this is a sure thing i will need to do some more tests, also these prices reflect performance in HW2 only, these may go up and down as other figures are taken into consideration).

 

Generally frigates will need to come down by around 50% (bar a few), fighters is something im not so sure, one thought i have been having is that anti capital missiles need a slight damage increase, anyone else have any thoughts here. As of yet i havent even look at the executer class, first i need to get the lower end stuff within a price range that seems fair.

 

so current things may look something like that

 

Fighters

 

Tie Vanguard - 40

Tie Fighter - 50

Tie Interceptor - 65

Tie Bomber - 100

Tie Sentinel - 70

Assault Gunboat - 240

Missile Boat -650

Tie Avenger - 150

Tie Defender - 350

Tie Phantom - 120

 

Corvettes

 

Skipray Blastboat - 180

Lambda Shuttle - 120

Escort Shuttle - 250

DX-9 Transport - 480

Assault shuttle - 400

System Patrol Craft -  200

Corellian Gunship - 200

Corellian Corvette - 160

Corellian Heavy Corvette - 400

Broadside Frigate - 300

Guardian Light Cruiser - 180

PB-950 Patrol Craft - 140 - none of these are tested

 

frigates

 

Pursuit Light Frigate - 400 (still needs testing

Lancer Frigate - 250 (untested as i havent started with fighters yet)

Nebulon B2 Frigate - 900

Nebulon Frigate - 350

Tartan Patrol Cruiser - 350 (same as lancer)

Carrack Cruiser - 350

Loronar Strike Cruiser - 1250 (needs more testing but its a pretty damn good ion ship, hell it takes about 4 of these to disable a ISDmk1 in about 30 seconds).

Escort Carrier - 900 (this is to take into account a high hanger)

Dreadnought - 800

Enforcer Cruiser - 450

Immobilizer 416 Cruiser - 1400

Star Galleon - 2000 (this is taking into account a high troop carrying abilty)

 

destroyers

 

Victory Destroyer

Victory Destroyer Mk2

Allegiance Star Destroyer

Dominator Star Destroyer

Invincible Dreadnought - 2500 (more tests as of yet)

Venator Destroyer - 2500

Imperator Destroyer - 5000 (im not sure on this, atm is seems to be very weak against ion cannons, most ships up close seem to have no problem disabling it).

Imperator Destroyer Mk2 - 7000

 

anyways thoughts on this? i think im making some good progress, if anyone wants to see what they think of these prices please test them for yourself and tell me if you think i over or under priced anyways.

 

Super ships

 

Executor SuperStarDestroyer - 90,000 (still needs more testing, performance against may have a positive affect on his price)

Eclipse SuperStarDestroyer - 140,000? (i think the superlaser needs some tweaking, the current recharge rate is insane)

*edit*

 

ok eville, i will leave those be for now, thanks for the information :D

Edited by Darth Malice
Link to comment
Share on other sites

So far thats the pricing i have come up with, corvettes still need looking at, bombers still need testing and and i still need to test anti fighter capabilities of most craft.

 

So far i have actually been very impressed with the Tie fighter, it whoops the Tie interceptor (but i think thats bugged or under powered cos on 6TF vs 5TI is still loses..) Tie avenger is very nice, its about equal with the TF ( 15 v 1 odds on favor the avenger will win but you wont have alot yet). I also need to do alot more testing against republic ships, i've mainly been testing against imperial vessels so but this could see price increases in the fighter area (as the TI might perform far better against republic ships). Also i cant judge so well with the fighters against the AI as you tend to get a free round of sounding taking out a squadron or two, i think perhaps that fighers hp may need to increased on shielded craft slightly, this might give them the extra edge they need when facing heavy numbers, perhaps a extra 25-50% no sure on, wouldnt mind your thoughts on that eville :D

Edited by Darth Malice
Link to comment
Share on other sites

well that really depends on starting resources to be fair curse, its a very heavy price increase atm but i assure you that its really needed considering how powerful it is. After doing some tests on bombers they seem fine to me, sadly i based my opinion on how effective they are on people who play GCO, they still need more tests but currently about 15 TB's easily take out a SD and about 5 missile boats do the same job. Edited by Darth Malice
Link to comment
Share on other sites

Republic

 

Fighters

 

Z-95 headhunter - 80

Long Probe Y-wing - 130

Y-wing - 170

X-wing - 170

A-wing - 180

B-wing - 300

T-wing - 60

R-4 starchaser - 130

k-wing - 1000?

 

Corvettes

Skipray Blastboat - 180

Lambda Shuttle - 120

Escort Shuttle - 250

DX-9 Transport - 480

Assault shuttle - 400

System Patrol Craft -  140

Corellian Gunship - 200

Corellian Heavy Gunship - 440

Corellian Corvette - 160

Corellian Heavy Corvette - 400

Broadside Frigate - 300

Guardian Light Cruiser - 180

PB-950 Patrol Craft - 140 - none of these are these are tested as of yet

Marauder Corvette - 300

Galofree Transport - 800

Action VI Transport - 2000

 

Frigate

 

Dreadnought - 800

Nebulon Frigate - 350

CC-9600 Frigate - 500

MC-40b - 1000

Bulk Cruiser - 500

Assault Frigate - 1100

CC-7700 Frigate - 1400?

 

Destroyers

 

MC-80- Miria - 3200

MC-80 Liberty - 3400

Independence Cruiser - 10,000

Endurance Fleet Carrier

Republic Star Destroyer

Bothan Assault Cruiser

Dauntless Cruiser

MC-90 Heavy Cruiser Defiance

Rejuvenator Star Destroyer

 

Supers

 

Strident Star Defender

Bulwark Battle Cruiser

 

again none of these are tested however this is the basic i will be using, after i finish testing corvettes then i will test out the prices, i will most likely have some results in about 6 hrs, after that i shall start taking into account for hyperdrive, troops etc.

Edited by Darth Malice
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

Copyright (c) 1999-2022 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...