Stellaris

Stellaris

Combat Balancing - Game Balance Improvements
Doomwarrior  [developer] 4 Jul, 2017 @ 11:30am
News about progress and such...
Just a quick info for everyone interessted:
I ran into a brick wall with my eonomic base idea when it came to balancing inside a shipclass and lategame vs early game.

Which is why i decided to focus all my time right now on a balancing simulator. Basically a battle calculator of sorts taking basically everything, even formations, into account in some way. MY goal was to get a basic balancing number that indicates rather correctly how well a ship will perform against a certain other ship.

The good news is: I have that now. It is working with an estimated 90% accuracy more or less and i will use this as my main tool to balance with occassional playtests for verification of correct simulation.

Which means:
I can now much quicker balance stuff out and it turns out the balance issue the corvette has in its native form are MASSIVE. I mean its mindblowing how much i have to balance the fact out that a corvette has 3 weapons in a hull with 300 hp. It just screams, naked corvette with 3 weapon only spam.

However there is light at the end of the tunnel...at the expense of weaponprices, thos will most likely become more expensive, while equipment like shields, armor, reactors and such will become way cheaper.

Prices most likely will get a small linear increase in most cases, especially in weapons. However it needs to be balanced against the DPS Gain, prices of weapons can never raise higher than DPS Gain (unless there is a REALLY good reason)

After now 5 days working tirelessly like 10-12 hours on math, equations, sequences and what not in google spreadsheet i think the real balancing starts now and we can soon see some progress.
If anyone want to do some playtesting in a well sorted manner plz write here, i would be glad to have some verification of some theories.
Last edited by Doomwarrior; 4 Jul, 2017 @ 11:32am
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six-P- 4 Jul, 2017 @ 6:32pm 
Thank you for your work.

Balance and immersion are very important (it wasn't very immersive that naked corvettes were the best ship in the game for resource cost if you had spare fleet capacity; a common occurence during long wars).

Your mod has rekindled my interest in Stellaris. <3
Doomwarrior  [developer] 10 Jul, 2017 @ 5:41pm 
A quick update on the progress of the new version:
- The Combat simulator was enhanced by formations, spread firing (not focusfiring on the same all the time) and other interessting combat dynamics. Which increase its accuracy even further to match my observations in countless playtests. (which it failed to predict until now)
- I am already done balancing the lasers, shields and armor together with corvettes, destroyers cruisers and battleships on level 1-3 Doesnt sound like much but it got done in a very well sorted manner trying to keep basically every aspect in mind (which basically never works)
- The effects of that are: Basic Ships without armor and shields are worse then equipped ships.
- Every piece of equipment makes a ship actually better (much unlike vanilla)
- I tried keeping the ships with the same slots and such. So only prices have been affected. However weapons have been majorly modified in terms of prices, upkeep, even some dmg.
- The battleresults from playtests and simulation are very promising and match my expectations of balancing vanilla style.

I´ll keep you posted with news about progress...
Last edited by Doomwarrior; 10 Jul, 2017 @ 7:05pm
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