Feedback Requested: Ship stats

MachDelta

Chieftain
Joined
Apr 21, 2004
Messages
66
HEY everyone! Longtime no see!
Well, I finally got my C3C fixed (YAY!) and I kinda got the itch again...

So I started tinkering with some mod ideas! :D

One thing I came across in my studies though was just how much I hated the naval balance in the game. I decided to give it a once over, but now i'm kind of left scratching my head as to how it would affect the game in other ways... would it unbalance a regular game? Would it be OK for a primarilly naval mod? Basically I just want a little feedback on the changes I made. I'll sleep on them and retweak them too, but the more input (esp for a newbie modder), the better.

Here's the chart:

Code:
*SHIP*		*OLD*		*NEW*		(Attk/Def/Bomb)

Curragh: 	1/1/0		0/1/0
Galley: 	1/1/0		1/1/0
Dromon: 	2/1/2		2/1/2
Caravel: 	1/2/0		1/2/0
Carrack: 	2/2/0		2/2/0
Privateer: 	2/1/3		3/1/3
Galleon: 	1/2/0		1/3/0
Frigate: 	2/2/3		4/3/4
ManOWar: 	4/2/4		5/3/5	(note: +1hp)
Ironclad: 	5/6/6		7/7/6
Transport: 	1/2/0		1/6/0
Carrier: 	1/8/0		1/12/0
Subs: 		8/4/0		16/8/0
Destroyer: 	12/8/6		18/12/8
Cruiser: 	15/10/8		22/16/10
AEGIS Cruiser: 	15/10/8		22/16/10
Battleship: 	18/12/12	28/20/16

Whaddya think? Too extreme?
Its been a crappy week anyways, so bash away! :D
 
The problem is that when you start modding att/def stats, you might wanna start editing bombardment values too. But that overpowers bombardment, remember that they can bombard coastal cities and roaded resources and so on. It probably overpowers naval bombardment too, because instead of engaging in battle you can always bombard enemy ships into oblivion too easily before moving in to finish them off, not allowing them to respond. I agree on the att/def values, though, they look good. The main problem to me is how the Ironclad always feels so overpowered. How many ever existed? Two? Three?
 
I was thinking along similar lines. Here are the stats I'm planning on trying when I have time for another game.

attack/defense/moves/bombard/rof
Galley 1/1/3/0/0
Caravel 2/2/3/0/0
Galleon 3/3/4/0/0
Frigate 4/4/5/3/2, upgrades to Ironclad Frigate
Manowar 5/4/5/4/2, upgrades to Ironclad Frigate, ZOC, Blitz
Ironclad 5/5/4/4/2 cost 90, upgrades to destroyer
Destroyer 8/8/8/6/2, detect invisible
Aegis 10/10/7/7/2, detect invisible
Battleship 12/12/7/8/2
Submarine 8/6/5, no detect invisible
N. Sub 10/8/6, no detect invisible, blitz
Privateer 3/2/5/0/0, upgrades to ironclad

Ironclad Frigate 6/6/5/5/2 cost 110, upgrades to cruiser
Cruiser 10/10/7/7/2 cost 160, upgrades to aegis

I also added iron as required resource for all modern ships.

I'm pondering if subs should have the blitz ability or not. My regular subs also carry 1 tactical nuke and nuclear subs carry 2. I make nuclear subs available with nuclear power.

In addition I gave coats/sea/ocean tiles a defense bonus of -10%. Since I made all defense the same as attacks (except for subs) I need this to simulate a small advantage for initiative. This means that if the sub has an attack of 8, it is as if it had an attack of 10 under the +10% defense bonus system.
 
NP300 said:
In addition I gave coats/sea/ocean tiles a defense bonus of -10%. Since I made all defense the same as attacks (except for subs) I need this to simulate a small advantage for initiative. This means that if the sub has an attack of 8, it is as if it had an attack of 10 under the +10% defense bonus system.
Heeey... now THERES a good idea! :goodjob:
 
The AEGIS comes way later than the battleship, so you should make it more powerful than the battleship. Also, you should make the battleship more of an offensive/bombardment ship. Why make the curragh have 0 attack? That would mean that it would have to wait for early barbarian galleys to attack it. I agree in making submarines more powerful though.
 
Back
Top Bottom