Realisim or Balance?

Which race do you like most? What do you like - what you don't like? Discuss it here.
posted on May 18th, 2003, 3:41 am
Who besides me want to see a mod for A2, like this mod, Fleet Ops, or another mod maybe for realism than balance? I'd like it if the creators of Fleet Ops would make an addon for Fleet Ops that is for Realism more than for balance.
posted on May 18th, 2003, 5:05 am
Ive seen what realism modifications play like, and it isnt fun. Imagin the borg "canon". They adapt to weapons after only 2 or 3 shots, can cut right through any ships shields in 1 shot. 1 cube can destroy 32 heavy ships without taking a scratch. Realism isnt fun, trust me on that.
posted on May 18th, 2003, 6:13 am
yea, i agree with darkestvorlon, the borg for example would be total overpowered :borg: (yay, my new smiley i made)
Balance is the most important thing in a strategy game, we try to make a fair balance between realism to races but to make that in a acceptable manner. what do you think how many crew a borg cube should have? 1 billion?

DOCa Cola
posted on May 18th, 2003, 12:28 pm
One of the best parts of this mod (oh, where to start), is the elimination of many cartoonish graphic elements and weird powers (gemini effect? reflector?). There is no reason to use a Star Trek theme if one is going to break it all of the time.

I greatly appreciate how the special powers are used with more restraint and, frankly, coolness.

Gameplay has to be the trumping issue. But within that, the boundaries can be pushed. How powerful can a Borg cube be and still be balanced? Then, how difficult should it be to build a powerful cube?

I believe the greatest constraints are the frameworks of real-time strategy games like Dune II, C&C, and StarCraft. Every species has a base. Every species has different levels of comparable vehicles, with slightly tweaked special abilities. Every species has turrets. The bets strategy is a tank rush.

These tenets can be challenges. I believe a successful Borg cube would combine base and ship, for example, as argued on another thread.

I hate the role of turrets. I spend too much of a game building turrets and mobbing other's turrets. They are strategically boring. That they are not a part of the Trek universe (for the most case) makes it more odd.
posted on May 18th, 2003, 7:40 pm
Actualy, turrets fit more of a role then most people consider. Weapon turrets were used in the mid era (ST2 to 5) to seperate the Romulan and Klingon nuetral zones, each probe in the detection array had 2 phaser turrets attached and a torpedoe turret on many of them, in TNG era they were built onto many deep range bases, the turrets should be built as upgrades on the bases. Instead of building 8 officer barracks ahve 4 phaser and 4 torpedoe turrets that can be built on the main bases for each race.
posted on May 18th, 2003, 11:53 pm
50-50 split, hmm
make the cube have high crew and take a really long time to build. But have a few powerful base defence early on, so no one rushes them.
posted on May 19th, 2003, 2:21 am
I can't vote....'cause i want realism but yet i want balanced powers so here is my vote BOTH :2guns:

Anywhooo how do you make your own smilies

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