[WIP] Energy Techtree Rebalanced
Posted: Sat May 24, 2014 11:43 am
Hello Distant Worlds Community!
Avid new player here and short time lurker. I discovered Distant Worlds about one month ago while I was searching the Internet for good 4x titles. After having watched a lot of Lets Play videos and read through a lot of reviews I decided to give this game a try. I was not dissappointed. Soon I purchased all of the expansions and started diving into the depths of this game. I really like it.
One thing I found a little boring though was that immediately after you researched the first Hyperdrive Technology you could basically get to every point in the galaxy without too much trouble. There was a thread by User Osito in which the issue was discussed:
Cant post the link. The thread is called:
"Right! Let's talk about ship range." - 5/9/2014 9:23:14 PM
Now that DW:Universe got released yesterday I played with the idea of rebalancing the Energy Tech Tree, particularly the section with the different drives and their values.
After spending an hour or two reading through the Modding Manual and playtesting with some altered values, I decided to give this rebalancing project a try. So what will this modification be about?
1. The issues:
Traveling from one point of the galaxy to another one is too easy once you pass the Warpfield Bubble/ Shadows era. There is no real feeling of continuous improvement to your hyperspace drives since you can already cross the entirety of a 15x15 sector galaxy with the first available Hyperdrive (Gerax Hyperdrive).
Any following improvements to the hyperdrives add mostly just speed. The different types of drives which are unlocked at Tier 3 (Highspeed/ Fast Jump/ Efficient drives) are too similar to have any real effect on your choice of a hyperdrive. In almost all of my games, the High Speed Warpdrive (Equinox Drive) is the component of choice. The reason for this, is the above mentioned issue. Getting to places faster is almost always more beneficial than saving a fraction of fuel, or being able to initiatie a jump a lot faster.
Another thing that bothered me were that researching of some improvements made no real sense. Good examples for this are the techs "Jump Sequence Optimization" found at Tier 3 under drives and "Advanced Proton Ionization" found at Tier 3 under Engines. These are both inferior to the other techs you have available on that same tier.
The last issue I felt needed some attention was the reactor tree. As it stands right now, the tech tree for reactors splits up into two different reactors requiring different fuels each (Caslon and Hydrogen). The lategame tiers however combine both techbranches making the Hydrogen Reactor the best reactor ingame. A lot of players probably already use one type of reactor (e.g. Caslon reactors) for the private sector ships, and the other one for military ships. The only reason to use Caslon reactors in lategame is to minimize the demand conflict between private and military ships.
2. The mod:
Energy Techtree Rebalanced is an attempt to rebalance and restructure the Energy & Construction Tech tree.
3. The goals:
1. Rebalance Hyperdrives to give more of a feeling of continuous technological advancement and to make design choices matter more
2. Rebalance Thrusters to make them more different
3. Rebalance Reactors to again to differentiate them more
4. Streamline Techbranches to eliminate obsolete techs (Hyperdrive/ Thruster/ Reactor branches)
4. The philosophy:
Hyperdrives:
Each improvement to the Hyperdrive should be balanced. This means that the drives should gradually open up the reach of your ships in the galaxy. Probably about 1 to 2 sectors per improvement on a ship with 4-8 fuel cells.
The different Hyperdrive types should have their clear advantages and disadvantages. Example:
Highspeed drives should require lots of energy, have a long jump initiation time and therefore the highest speed.
Efficient drives should require the least energy, have a medium jump initiation time and medium speed.
Fast Jump drives should require moderate amounts of energy, have the fastest jump initiation time and medium to low speed.
Thrusters:
High volume thrusters should provide the fastest max speed and therefore require lots of energy for maximum thrust. More energy for cruising should be required. These thrusters are engineered for high speed and less cruising speed.
Efficient Thrusters should provide a low max speed, therefore using less energy for maximum thrust. Their cruise speed should be a little bit higher, while requiring the same amount or less energy than the high volume thrusters.
Reactors:
This tech branches out into two reactors. The hydrogen reactor should be for maximum energy output, while the caslon reactor should be more fuel efficient and have a higher capacity.
5. How are the different components modified
I will try to use the maximum hyperspeed as the limiting factor for drive improvements. However, if I see that it makes the game too slow or boring, I might consider tweaking reactors and fuel consumption a bit.
Thrusters and reactors will just get a slight overhaul to their values.
6. Potential issues with this modification:
1. AI Ship Design Problems
2. Pirates with low tier jumpdrives cant reach out far enough
I will tweak some values and start playtesting today and tomorrow. I wanted to post in this forum to get some other suggestions on how to tackle the different issues in this project and to get an idea if there is any interest at all in such a modification. I appreciate any feedback.
If anybody wants some pictures of the techbranches, I could provide some. Also, as soon as I find the values I'm actually comfortable with, I'll post them here.
Thanks for reading,
foma
TL;DR
Hyperdrives too op!
Hyperdrives too similar!
Gradual improvement for drives is better!
Thrusters too similar!
Reactors too similar!
Energy Techtree has useless Techs!
This mod tries to fix the above!
Avid new player here and short time lurker. I discovered Distant Worlds about one month ago while I was searching the Internet for good 4x titles. After having watched a lot of Lets Play videos and read through a lot of reviews I decided to give this game a try. I was not dissappointed. Soon I purchased all of the expansions and started diving into the depths of this game. I really like it.
One thing I found a little boring though was that immediately after you researched the first Hyperdrive Technology you could basically get to every point in the galaxy without too much trouble. There was a thread by User Osito in which the issue was discussed:
Cant post the link. The thread is called:
"Right! Let's talk about ship range." - 5/9/2014 9:23:14 PM
Now that DW:Universe got released yesterday I played with the idea of rebalancing the Energy Tech Tree, particularly the section with the different drives and their values.
After spending an hour or two reading through the Modding Manual and playtesting with some altered values, I decided to give this rebalancing project a try. So what will this modification be about?
1. The issues:
Traveling from one point of the galaxy to another one is too easy once you pass the Warpfield Bubble/ Shadows era. There is no real feeling of continuous improvement to your hyperspace drives since you can already cross the entirety of a 15x15 sector galaxy with the first available Hyperdrive (Gerax Hyperdrive).
Any following improvements to the hyperdrives add mostly just speed. The different types of drives which are unlocked at Tier 3 (Highspeed/ Fast Jump/ Efficient drives) are too similar to have any real effect on your choice of a hyperdrive. In almost all of my games, the High Speed Warpdrive (Equinox Drive) is the component of choice. The reason for this, is the above mentioned issue. Getting to places faster is almost always more beneficial than saving a fraction of fuel, or being able to initiatie a jump a lot faster.
Another thing that bothered me were that researching of some improvements made no real sense. Good examples for this are the techs "Jump Sequence Optimization" found at Tier 3 under drives and "Advanced Proton Ionization" found at Tier 3 under Engines. These are both inferior to the other techs you have available on that same tier.
The last issue I felt needed some attention was the reactor tree. As it stands right now, the tech tree for reactors splits up into two different reactors requiring different fuels each (Caslon and Hydrogen). The lategame tiers however combine both techbranches making the Hydrogen Reactor the best reactor ingame. A lot of players probably already use one type of reactor (e.g. Caslon reactors) for the private sector ships, and the other one for military ships. The only reason to use Caslon reactors in lategame is to minimize the demand conflict between private and military ships.
2. The mod:
Energy Techtree Rebalanced is an attempt to rebalance and restructure the Energy & Construction Tech tree.
3. The goals:
1. Rebalance Hyperdrives to give more of a feeling of continuous technological advancement and to make design choices matter more
2. Rebalance Thrusters to make them more different
3. Rebalance Reactors to again to differentiate them more
4. Streamline Techbranches to eliminate obsolete techs (Hyperdrive/ Thruster/ Reactor branches)
4. The philosophy:
Hyperdrives:
Each improvement to the Hyperdrive should be balanced. This means that the drives should gradually open up the reach of your ships in the galaxy. Probably about 1 to 2 sectors per improvement on a ship with 4-8 fuel cells.
The different Hyperdrive types should have their clear advantages and disadvantages. Example:
Highspeed drives should require lots of energy, have a long jump initiation time and therefore the highest speed.
Efficient drives should require the least energy, have a medium jump initiation time and medium speed.
Fast Jump drives should require moderate amounts of energy, have the fastest jump initiation time and medium to low speed.
Thrusters:
High volume thrusters should provide the fastest max speed and therefore require lots of energy for maximum thrust. More energy for cruising should be required. These thrusters are engineered for high speed and less cruising speed.
Efficient Thrusters should provide a low max speed, therefore using less energy for maximum thrust. Their cruise speed should be a little bit higher, while requiring the same amount or less energy than the high volume thrusters.
Reactors:
This tech branches out into two reactors. The hydrogen reactor should be for maximum energy output, while the caslon reactor should be more fuel efficient and have a higher capacity.
5. How are the different components modified
I will try to use the maximum hyperspeed as the limiting factor for drive improvements. However, if I see that it makes the game too slow or boring, I might consider tweaking reactors and fuel consumption a bit.
Thrusters and reactors will just get a slight overhaul to their values.
6. Potential issues with this modification:
1. AI Ship Design Problems
2. Pirates with low tier jumpdrives cant reach out far enough
I will tweak some values and start playtesting today and tomorrow. I wanted to post in this forum to get some other suggestions on how to tackle the different issues in this project and to get an idea if there is any interest at all in such a modification. I appreciate any feedback.
If anybody wants some pictures of the techbranches, I could provide some. Also, as soon as I find the values I'm actually comfortable with, I'll post them here.
Thanks for reading,
foma
TL;DR
Hyperdrives too op!
Hyperdrives too similar!
Gradual improvement for drives is better!
Thrusters too similar!
Reactors too similar!
Energy Techtree has useless Techs!
This mod tries to fix the above!