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 Tech Balancing 
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Post Tech Balancing
Google doc here.



We're aiming on making the techs (factions) more different, with different play styles, weapon types, and resistance types. What you see in the doc above is what we're aiming for, and of course feedback from the community is always wanted.

Specifically, we're going for two main damage types (wound damage and impulse) and giving actors varying levels of resistance to those. Faction weapons overall will also have varying strengths of damage types.

With weapon range, damage, and durability, we intend to give each faction a play style of its own, but still be somewhat capable in what they don't excel, for example, dummies having the Dreadnought and the Scouting Rifle when they mostly are fragile and fight up close.


Sun Feb 16, 2014 10:19 pm
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Post Re: Tech Balancing
Vanilla levels should be balanced with old Crobos as a base.
Make it happen dev team, I believe in you.

Also looks fine, though having durability be the exact same stats as weapon strength on Dummies and Browncoats is kinda strange.


Sun Feb 16, 2014 10:29 pm
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Post Re: Tech Balancing


Sun Feb 16, 2014 10:50 pm
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Post Re: Tech Balancing
Removed lettering in favor of numbers. Scale is from 1 to 5 and is easily readable for people who didn't grow up in the american education system.


Mon Feb 17, 2014 8:51 am
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Post Re: Tech Balancing
I had this idea of adding prices into the mix, going from 1 being the most expensive to 5 being the cheapest for a negative effect.

How do these sound;
    - Coalition: 3
    - Techion: 1
    - Imperatus: 3
    - Ronin: 5
    - Dummy: 4
    - Browncoats : 2

Provided that my calculations are correct, that would leave the total points to go something like this:
    29 - Techion
    28 - Imperatus
    27 - Ronin
    26 - Dummy
    25 - Browncoats
    24 - Coalition

That would make Coalition the easiest general choice / Techion expensive < worth it / Browncoats effective < high cost / Ronin weak < cheap, etc.

How does that sound?


Fri Feb 21, 2014 12:15 pm
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Post Re: Tech Balancing
Are there plans for new equipment? Faction crafts or something.


Sat Feb 22, 2014 4:41 pm
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Post Re: Tech Balancing
There isn't any newer content planned other than what we already have in build 30. Getting things balanced takes priority over making new stuff.


Sat Feb 22, 2014 9:15 pm
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Post Re: Tech Balancing
Some of the Ronin armor is randomized so maybe durability could vary :-( ?
- (this might go against the point of balancing) :oops:
- (also might help balance since they are the worst in durability) :???:

Techion being "very expensive" i would want at least a 3 in bullet resistance since
all the classes have a high bullet damage (except dummy)

I like the idea of the dummy hoard. (mass production at its finest :smile: )
- (me being a fan of dummy impulse weapons i don't mind a 4 :evil: )
- (4 in impulse durability is too much for me, I mean if were talking a hoard of dummy I think a 3 is good
because average impulse damage is rather low)

I think i know what i'm talking about. maybe. hmm :neutral: I've been up a while.
Keep up the good work!


Sun Feb 23, 2014 7:24 am
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