RimWorld

RimWorld

[B18] TiberiumRim: Factions
 This topic has been pinned, so it's probably important
Maxim  [developer] 24 Jul, 2017 @ 11:32am
Balance suggestions!
If you encounter any issues while playing considering gun damage, armor stats, range of weapons, health of buildings items, etc. and got a neat idea on how to change and balance it, please add a small comment here.

I would prefer if entries would have a consistent structure:

---------------------------------------------------------------------------------------------------
[Thing Name]:
Health:
Damage:
Range:
Armor Resistances:
Possible new abilities:

Thank you for helping to make this mod a better mod.
Last edited by Maxim; 24 Jul, 2017 @ 11:34am
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Showing 1-15 of 38 comments
Hammie 24 Jul, 2017 @ 10:37pm 
not quite a balence suggestion, and correct me if im wrong i have not been able to play this as muchas ive wanted, but there is a vehicles mod, i was wondering if you could use that framework along with animal behavior to make a tiberim truck of sorts, same with the weed eater truck?

Again just a suggestion as i know how dificult coding something like this without a loss of stability is.

EG:

[Harvester]
Health:300% of normal human
Damage: 0
Range: minimum
Armor resistances: Tiberium, poisoning etc.
Possible new abilities: harvest and haul tiberium to a powered refinery

Its just a concept you could try with this new vehicle mod, doubt it would work but i thought id suggest it.
Maxim  [developer] 25 Jul, 2017 @ 12:06am 
Harvesters are already planned, but I will not add another mod dependency.
I'd rather write my own lil' harvester bot code.
Anyways, it will take a bit more time as there is other priorities.
Maxim  [developer] 25 Jul, 2017 @ 1:09am 
I do mention Tiberium resistance when it's available, I will not add "This is not tiberoum resistant" to every item though.

Officer outfits aren't supposed to be stronger, they do have benefits though. But if a player decides to have an officer colony, sure why the hell not?

I did decide, and it's obviously stronger, especially due to it's high research level that is mostly needed.

I cannot determine that as there is only one way rimworld handles stat offsets on clothing, by percentage. And I suppose you are referring to the engineer outfit, well it is supposed to make even the worst builders somewhat better but also give them an disadvantage with handling weapons.
Also, it's not my fault when players get their worst builders and best fighters to suddenly wear an engineer outfit instead of a soldier one ^^

Anyway, balancing is always a very tedious task, going through all the files, looking at stats and changing them. And I unfortunately do not have the time for that when there's game breaking bugs to fix instead.
Dr.Gonzo 25 Jul, 2017 @ 10:09am 
Hey, so lets start:
The officer suits (nod and gdi).... +50% shooting accuracy LOL compared to the militia robe which has +5% its way to off!!!! and they are ridiculously easy to make. Make it something beetwin 20-30% at best.
Militia mask and officer hat does not protect all parts of the face, but it cleary should, both items are full set gaß masks and of course the black hand helmet also must protect all face features.

the GDI stuff seams to be way to overpowered, the contructors suit.... lol
the gdi armor suit (full body protection, even the toes)! LOL the GDI soldier helmet gives 20% shooting accuracy and is a protection item (also protects more face features than its nod counterparts)...
Have not seen the zone trooper stuff jet.... but
this stuff is way to op in comparison to the nod stuff. The black hand suit is also a full body armor and should be treated as one, so it should protect more body parts, similar to the GDI soldier armor.
Also to counter act the contructors suit nod needs something also usefull, like a researchers suit?
Also the militia robe is utterly useless because of its bigger and quite easy to make brother the officer suit. militia robe must utilize other staats, like working staats with some combat usefulness.
an idea: militia robe more grunt and work related staats, officer suit more brain(reasearch;Med;Social;Art?;) and talk related staats boot with similar combat capability, but officer suit more agile (like it is) and more shooting acc gain (but not 50% LOL) militia robe more protection against more different stuff, maybe add tib protect to militia suit.
Also the militia robe could have melee bonus stuff, so my brawlers would use it.
last but not least, nod people are fanatics, maybe there armor peaces should give them slightly mood boosts, if it is possible.

Now the weapons:
Nod laser rifle and the nod rifle, i got the feeling the nod rifle is way better because of its range.
the laser gun should have more clear usefulness like real good aim at all distances, but keeps all other properties. I dont get the twin fletched gun, its range is suizidal at best, also the nod granade lol its like the suizidal bomb but with slightly less chance of hitting oneselfe.

the GDI railgun is LOL way to overpowered, i like it..... all my pawns should use it, that means its way to strong. counteract the range with more time beetween each shoot. currently it fires faster, with more range and more damage than the sniper rifle. ok it has less acc. on long range but it has also more range than the sniper ^^
i have not seen the other GDI weapons, but i gues the sonic emmiter is there most powerfull weapon which clearly mean its even more op.

Now to base defense:
Obelisk of nod, should it not rather give beauty ? i mean its beautifull to wach, or is it just me.
have not seen its staat jet, but u always can counter act its row power with energy consumption. like forcing the player to manualy take it off the grid when the obelisk is idle. and maybe more time between each shoot..

Deko stuff (actually not ballancing stuff):
the nod pot .... lol it looks allright but when the flower beginns to bloom i see more flower than pot lol

Questions:
Does the laser rifle does actual heat damage? i have no clue how heat armor and heat isolation works with heat damage.

thx 4 the mod, awesome artwork by the way.
Maxim  [developer] 25 Jul, 2017 @ 10:36am 
Please keep suggestions at the wanted format:

[Thing Name]:
Health:
Damage:
Range:
Armor Resistances:
Possible new abilities:

Thank you.
Ampryn 26 Jul, 2017 @ 2:01am 
Thank you for the extended post Dr Gonzo.

Balance is an issue that is hard to address when so many things are left on the To-Do-List. In every project like this it's common to first add all the content, then balance it after that.

Ever more when each person has a different view on what "balanced" means. E.g. would you have your items stats similar to original RimWorld or would you rather have it closer to the C&C universe (And even more which one of the games - especially Tiberian Sun and C&C3 are diverse in their approach). Then you could stat them according to actual physics - having laser weapons have infinite range.


I'm currently looking into the weapons and will give my feedback to the developer in a well structured manner once it's done. You are encouraged to do the same maybe for apparel.

Regards,
Mac
Last edited by Ampryn; 26 Jul, 2017 @ 2:02am
Dr.Gonzo 26 Jul, 2017 @ 7:30am 
I looked into apparel and compared it to vanila items (armor vest, helmets and power armor).

So this is my suggestion:

[Thing Name]: NodMilitiaMask
Health: 100
Damage:
Range:
Armor Resistances: add
<Insulation_Cold>-12</Insulation_Cold>
Possible new abilities: add
<PsychicSensitivity>-0.10</PsychicSensitivity>
Delete abilities:

[Thing Name]: Apparel_NodMilitiaSuit
Health: 200
Damage:
Range:
Cost:
<WorkToMake>15000</WorkToMake>
Armor Resistances:
Possible new abilities:
<SocialImpact>0.15</SocialImpact>
Delete Abilities:
<ShootingAccuracy>0.05</ShootingAccuracy>

[Thing Name]: Apparel_NodOfficerHelmet
Health:
Cost:
<Cloth>150</Cloth>
<Steel>30</Steel>
<WorkToMake>4000</WorkToMake>
Damage:
Range:
Armor Resistances:
<ArmorRating_Blunt>0.08</ArmorRating_Blunt>
<ArmorRating_Sharp>0.08</ArmorRating_Sharp>
<Insulation_Heat>12</Insulation_Heat>
<Insulation_Cold>-12</Insulation_Cold>
BodyParts:
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
Possible new abilities:
<PsychicSensitivity>-0.10</PsychicSensitivity>
TradeBoni 0.05%
(Comment: more cost, less armor; Full head cover)

[Thing Name]:Apparel_NodOfficerSuit
Health:
Cost:
<WorkToMake>20000</WorkToMake>
<Cloth>150</Cloth>
Damage:
Range:
Armor Resistances:
<ArmorRating_Blunt>0.1</ArmorRating_Blunt>
<ArmorRating_Sharp>0.15</ArmorRating_Sharp>
Possible new abilities:
<WorkSpeedGlobal>0.1</WorkSpeedGlobal>
Intellectual boni 0.05%
TradeBoni 0.05%
Delete Abillities:
<ShootingAccuracy>0.5</ShootingAccuracy>

[Thing Name]: Apparel_NodBlackHandHelmet
Health:
Damage:
Range:
Cost:
<Component>2</Component>
<Steel>50</Steel>
<Plasteel>5</Plasteel>
Armor Resistances:
<ArmorRating_Sharp>0.4</ArmorRating_Sharp>
<ArmorRating_Heat>0.9</ArmorRating_Heat>
BodyParts:
FullHead
Possible new abilities:
<ShootingAccuracy>0.05</ShootingAccuracy>
<PsychicSensitivity>-0.25</PsychicSensitivity>
Comment: ArmorRating 1 is not 100% resistenz to damage.
0.8 means 30% chance not getting any damage from X.

[Thing Name]: Apparel_NodBlackHand
Health:
Damage:
Range:
Cost:
<Component>15</Component>
<Steel>100</Steel>
Plasteel>100</Plasteel>
<WorkToMake>170000</WorkToMake>
Armor Resistances:
<ArmorRating_Blunt>0.4</ArmorRating_Blunt>
<ArmorRating_Heat>1.3</ArmorRating_Heat>
BodyParts:
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
Possible new abilities:
<MoveSpeed>-0.10</MoveSpeed>
<WorkSpeedGlobal>-0.05</WorkSpeedGlobal>

[Thing Name]:Apparel_GDIOfficerSuit
Health:
Damage:
Range:
Armor Resistances:
Possible new abilities:
<WorkSpeedGlobal>0.15</WorkSpeedGlobal>
Intellectual boni 0.05%
TradeBoni 0.05%
Delete Abilities:
<ShootingAccuracy>0.5</ShootingAccuracy>

[Thing Name]: Apparel_GDIZoneHelmet_TBP
Health:
Damage:
Range:
Cost:
<WorkToMake>60000</WorkToMake>
<Component>9</Component>
<Plasteel>75</Plasteel>
Armor Resistances:
<ArmorRating_Blunt>0.6</ArmorRating_Blunt>
<ArmorRating_Sharp>0.8</ArmorRating_Sharp>
<ArmorRating_Heat>0.6</ArmorRating_Heat>
Possible new abilities:
<MoveSpeed>-0.07</MoveSpeed>

[Thing Name]: Apparel_GDIZoneSuit_TBP
Health:
Damage:
Range:
Cost:
<WorkToMake>240000</WorkToMake>
Armor Resistances:
<ArmorRating_Blunt>1</ArmorRating_Blunt>
<ArmorRating_Sharp>1.6</ArmorRating_Sharp>
<ArmorRating_Heat>0.8</ArmorRating_Heat>
Possible new abilities:
<ShootingAccuracy>-0.1</ShootingAccuracy>
<MoveSpeed>-0.4</MoveSpeed>
<WorkSpeedGlobal>-0.20</WorkSpeedGlobal>
Comment: should be the best armor in game, but it makes the pawns very slow.
Also did some testing, before i tweeked it, the pawns wearing it still could get stabt by a shiv...
arrows killed the pawn quite quickly.
After tweeking the pawn gets more knocked out. But still receives damage from melee and arrows. I dont remember if the zone troopers are supposed to be fast -> less armor but extra speed?.

[Thing Name]: Apparel_GDISoldierHelmet_TBP
Health:
Damage:
Range:
Cost:
<Component>3</Component>
<Plasteel>5</Plasteel>
<WorkToMake>12000</WorkToMake>
Armor Resistances:
Possible new abilities:
<ShootingAccuracy>0.05</ShootingAccuracy>

[Thing Name]: Apparel_GDISoldierSuit_TBP
Health:
Damage:
Range:
Cost:
<Plasteel>135</Plasteel>
<Component>20</Component>
<WorkToMake>170000</WorkToMake>
Armor Resistances:
<ArmorRating_Blunt>0.4</ArmorRating_Blunt>
Possible new abilities:
<WorkSpeedGlobal>-0.10</WorkSpeedGlobal>
Comment: Its still better than the power armor.
The Zone suite must be way stronger.

[Thing Name]: Apparel_GDIEngineerMask
Health:
<MaxHitPoints>400</MaxHitPoints>
Damage:
Range:
Cost:
<Plasteel>50</Plasteel>
<Component>20</Component>
<WorkToMake>120000</WorkToMake>
and like 10 gold
Armor Resistances:
Possible new abilities:
<GlobalLearningFactor>0.15</GlobalLearningFactor>
<ResearchSpeed>0.2</ResearchSpeed>
<WorkSpeedGlobal>0.15</WorkSpeedGlobal>
Comment: needs more health so it doesnt deteriot to fast, because its way to expensive.
If you add a ai core to the costs, you can double its abilities.

[Thing Name]: Apparel_GDIEngineerSuit
Health:
<MaxHitPoints>600</MaxHitPoints>
Damage:
Range:
Cost:
<Plasteel>50</Plasteel>
<Component>30</Component>
<WorkToMake>200000</WorkToMake>
also should cost like 10 gold
Armor Resistances:
Possible new abilities:
<WorkSpeedGlobal>0.3</WorkSpeedGlobal>
<ConstructionSpeed>0.3</ConstructionSpeed>
Comment: health up so it doesnt deteriot to fast.


still not happy with zone armor.
Dr.Gonzo 26 Jul, 2017 @ 9:03am 
so i was unhappy with the zone armor, so i did some research. To make it ballanced and more lore friendly i had to reballance also the black hand set and the gdi armor set.

[Thing Name]: Apparel_GDIZoneHelmet_TBP
Health: 300
Damage:
Range:
Cost:
<WorkToMake>50000</WorkToMake>
<Component>8</Component>
<Plasteel>60</Plasteel>
Armor Resistances:
<ArmorRating_Blunt>0.4</ArmorRating_Blunt>
<ArmorRating_Sharp>0.65</ArmorRating_Sharp>
<ArmorRating_Heat>0.55</ArmorRating_Heat>
Possible new abilities:
<MoveSpeed>-0.04</MoveSpeed>

[Thing Name]: Apparel_GDIZoneSuit_TBP
Health: 500
Damage:
Range:
Cost:
<WorkToMake>200000</WorkToMake>
<Component>20</Component>
<Plasteel>150</Plasteel>
Armor Resistances:
<ArmorRating_Blunt>0.5</ArmorRating_Blunt>
<ArmorRating_Sharp>0.75</ArmorRating_Sharp>
<ArmorRating_Heat>0.5</ArmorRating_Heat>
Possible new abilities:
<WorkSpeedGlobal>-0.50</WorkSpeedGlobal>
<MoveSpeed>0.04</MoveSpeed>
Comment: slighty stronger than power armor but without move speed malus.
Small bonus to eliminate the move speed malus of the helmet.
Should be more lorefriendly now.

[Thing Name]: Apparel_GDISoldierHelmet_TBP
Health: 150
Damage:
Range:
Cost:
<Component>2</Component>
<Steel>50</Steel>
<WorkToMake>12000</WorkToMake>
Armor Resistances:
<ArmorRating_Sharp>0.4</ArmorRating_Sharp>
Possible new abilities:
Delete Abilitie
<ShootingAccuracy>0.2</ShootingAccuracy>
Comment: similar to the advanced helmet, but no plassteel costs and more health.

[Thing Name]: Apparel_GDISoldierSuit_TBP
Health: 200
Damage:
Range:
Cost:
<Steel>250</Steel>
<Component>6</Component>
<WorkToMake>80000</WorkToMake>
Armor Resistances:
<ArmorRating_Blunt>0.2</ArmorRating_Blunt>
<ArmorRating_Sharp>0.55</ArmorRating_Sharp>
<ArmorRating_Heat>0.1</ArmorRating_Heat>
Possible new abilities:
<WorkSpeedGlobal>-0.10</WorkSpeedGlobal>
Comment: not as strong as power armor, but more agile and cheaper.


[Thing Name]: Apparel_NodBlackHandHelmet
Health: 250
Damage:
Range:
Cost:
<Component>7</Component>
<Plasteel>65</Plasteel>
<WorkToMake>50000</WorkToMake>
Armor Resistances:
<ArmorRating_Sharp>0.35</ArmorRating_Sharp>
<ArmorRating_Sharp>0.6</ArmorRating_Sharp>
<ArmorRating_Heat>0.75</ArmorRating_Heat>
<Insulation_Heat>80</Insulation_Heat>
BodyParts:
FullHead
Possible new abilities:
<PsychicSensitivity>-0.25</PsychicSensitivity>
<MoveSpeed>-0.04</MoveSpeed>
Comment: more lore friendly. Heavy armor slighty better than power armor helmet.

[Thing Name]: Apparel_NodBlackHand
Health: 450
Damage:
Range:
Cost:
<Component>18</Component>
<Plasteel>150</Plasteel>
<WorkToMake>180000</WorkToMake>
Staats:
<Mass>15</Mass>
Armor Resistances:
<ArmorRating_Blunt>0.35</ArmorRating_Blunt>
<ArmorRating_Sharp>0.65</ArmorRating_Sharp>
<ArmorRating_Heat>0.9</ArmorRating_Heat>
<Insulation_Heat>120</Insulation_Heat>
BodyParts:
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
Possible new abilities:
<MoveSpeed>-0.1</MoveSpeed>
<WorkSpeedGlobal>-0.05</WorkSpeedGlobal>
Comments: more lore friendly. Heavy armor, silighty better than power armor.
Maxim  [developer] 26 Jul, 2017 @ 12:07pm 
I'm not sure what you mean by "more lore friendly" but I'll still take the suggestions.
Dr.Gonzo 26 Jul, 2017 @ 4:54pm 
are you planning to add nod tech cybernetic implants? would make sence, cause they heavily relying on them. And it would open more depth ballancing possebilities.
Maxim  [developer] 26 Jul, 2017 @ 11:09pm 
Yes, this project goes by "adding as much as possible from the Tiberium universe", it's just not of priority. As you yourself mentioned balance issues for example that I'm working on now :)
Desolator 1 Aug, 2017 @ 6:36am 
Is balance really an issue within the Tiberium universe? the GDI has always had far superior gear compared to NOD (mammoth tanks anyone? xD). Your basic GDI infantry squad will (and should) always easily beat a NOD squad. Translating this to Rimworld it'd mean that the gear you get if you ally with the GDI should be a lot stronger than the NOD stuff, but also more expensive.
Also, Gonzo, if you look at C&C3 zone troopers are faster, better armoured and have obscene firepower compared to any other infantry unit barring commandos. Only their accuracy is somewhat lacking when fireing at infantry since they're supposed to be used as anti vehicle / building units.
Canyew 4 Aug, 2017 @ 2:49am 
I have to disagree with desolator. Yes GDI is normally more heavy hitting when NOD is more about subterfuge. Barring the fact I don't know if you can relibly do stealth suits in rimwrold for NOD, Nad did have some nasty toys, to play with. Infantry wise. Zone troopers in CnC3 weren't all that great, and riflemen of both GDI and NOD were on par with each other from game 1. (FYI ♥♥♥♥ nod flamethrowers in tiberium dawn)

Anyway. GDI throwing explosives disks from tiberiun sun.... Cuz, why not right?
Syndicake ☠ 18 Aug, 2017 @ 9:35am 
Why not add small amounts of toxin protection to all suits so they last longer when wandering over tiberium.
Regularity 4 Sep, 2017 @ 7:25am 
One other thing: I've noticed in my game there are two versions of the GDI/Nod weapons. One has capitalization, e.g., "NOD Advanced Laser Rifle" and the other is in only small letters, e.g., "NOD advanced laser rifle". The weapons have different stats as well, even when idential quality.

Not sure why. Maybe TiberiumRim and TiberiumRim Factions both have a copy of the weapons. Or maybe TiberiumRim Factions just has two copies.
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