d0om on 28/8/2006 at 14:35
Right, I know lots of people have made rebalancing mods for Shock2, but for somereason I never really liked any of them.
I was thinking about what would make a good re-balancing mod and came up with the following ideas which I plan to make into a modifed .gam (I keep starting making an elaborate FM, but always get bogged down with the brush work.)
- Weapons:
All the unbreakable weapons become breakable again when you pick them up.
All weapon source scale propagation fixed.
Specialised Pistol/Rifle bullets have their damage multiplier cut from 4/2* to 2/1.5*
Grenade launcher modify script changed to another one (so no more *2 damage, but disruption grenades now do proper damage)
Fusion cannon mode1 changed to direct fire, mode2 like current mode1 but with more damage.
Laser pistol increased projectile speed (it is LIGHT after all)
Laser Rapier have some slight incendary damage added.
EMP rifle mode2 changed..somehow... maybe stun organic life briefly.
Viral proliferator hit enemies will produce their own viral proliferator explosion a few seconds after being hit to produce a chain reaction of deadly virus for closely packed enemies.
Worm launcher no longer do explosion, instead worm will burrow into enemies and make them fight on team2(IE hostile to you and other enemies), doing damage over time until the monster dies.
- OS Upgrades:
Overhand damage will be changed to provide a 50% damage increase + double str bonus. (tone down shard, tone up rapier and wrench).
Sadly I don't think I can change some of the more useless OS upgrades. I would like to make the Poison resist one make you 100% immune to toxin, but not sure how.
- Psi Powers:
Increase the speed of most of the debuff psi-projetiles.
Make some psi powers more powerfull at high psi-levels. (Electron-suppresion changed to make robots fight on your side instead of stun for Psi=8+, Fireball and Cryo do explosions for Psi=8+)
Make annelid psi-organ psi-replicatable for a large sum of nanites.
- Monsters:
Give droids/midwives increased projectile speed
Give Rumblers a one-shot annelid swarm summoning attack
Give spiders(large) a one-shot spider(small) summoning attack
Make cameras set the alarm off when killed (Although this might be going too far..)
- Skills:
Repair: More usefull as droids will drop broken laser/stasis/fusion/emp depending on type so weapons will be available earlier (and min repair requirements lowered, auto-repair device changed)
Modify: More usefull as French-Epstein will be changed.
Items:
A)French epstein will now turn a laser pistol / shotgun / stasis generator / viral proliferator into an item (using up the french epstein.)
B)Using an auto-repair device on an assualt rifle / EMP rifle / Fusion cannon / worm launcher will turn it into a taken-to-bits version.
Using the item from A) with the taken-to-bits weapon from B) will result in a new weapon! Most likley resusing the previous weapons model with a different colour skin! (go go photoshop filters)
The effects of these weapons are probably obvious, but will be limited to same-type. So no laser-worm launcher, just a laser rifle.
Anyone have any ideas/suggestions/nitpicks etc?
Bjossi on 28/8/2006 at 17:12
Everything sounds pretty interesting, but I can't see it being any fun when the rumblers can summon those bloody swarm enemies. :erm:
Kolya on 28/8/2006 at 19:10
Quote:
Specialised Pistol/Rifle bullets have their damage multiplier cut from 4/2* to 2/1.5*
If you mean to create yet another ammo type I would like to say that my inventory is usually crammed already as it is.
Quote:
Give droids/midwives increased projectile speed
Droids yes, but midwifes?
Many of the problems you mention have been adressed by Straylight's mod already (Which got recently (
http://www.strangebedfellows.de/index.php?topic=25.0) updated btw.) though not in the way you plan to.
I like the idea of enemies fighting on your side or at least against themselves.
I'm not so sure about giving spiders and rumblers "weapons" they are pretty strong by themselves. I'd love to see baby spiders being carried around by their mother until they jump in your face.
Overhand damage is enough imo, if you also raise wrench damage as you said, it gets very unbalanced.
I can't really imagine what those mixed up weapons would look like, if they would be believable and how they would affect balance.
RocketMan on 28/8/2006 at 23:04
Since you implied that you'd like to make a more universally embraced balance mod for ss2, you should remember that trying to introduce new effects, attacks, abilities, etc is counterproductive as you will inevitably meet with some criticisms. It'd be much more profitable limit yourself to cleaning up errors, changing numerical settings without altering anything, and making everything more...well...balanced. Not saying throw your ideas away but if it were me i'd make a poll or something and figure out ppl's affinity to different ideas then make modules to suit everyone in the different interest groups. But as already mentioned, much of the balancing has been done. I however feel that since straylight's first version he's made some changes I don't like all that much so there's still a chance to make a more universal balancing mod.
[EDIT] Now that i've said that I can't remember what it was i didn't like, nor can i find the concise description of the changes that I found it in :( [\EDIT]
Vigil on 29/8/2006 at 00:16
In addition to which, there's nothing to say you can't make two mods: one a strict rebalancing mod as RocketMan describes, the other using it as a base and incorporating more of your new ideas.
JediKorenchkin on 29/8/2006 at 01:44
Quote Posted by Kolya
If you mean to create yet another ammo type I would like to say that my inventory is usually crammed already as it is.
I think he meant that after modifying the weapon, the new damage, that would be reduced.
Quote Posted by Kolya
Droids yes, but midwifes?
Dodging midwife projectiles is pretty easy.
AxTng1 on 29/8/2006 at 05:49
Quote Posted by JediKorenchkin
Dodging midwife projectiles is pretty easy.
And that is a good thing. What's the use of being a cybernetically-modified ubersoldat if you can't feel cool about it?
d0om on 29/8/2006 at 08:15
Quote Posted by Bjossi
Everything sounds pretty interesting, but I can't see it being any fun when the rumblers can summon those bloody swarm enemies. :erm:
If you kill them before they launch them / use annelid weapons they aren't a problem!
Its just rumblers are a bit rubbish at the moment, as you can generally out-run them even if your slower as they have to stop to attack.
Quote Posted by vigil
In addition to which, there's nothing to say you can't make two mods: one a strict rebalancing mod as RocketMan describes, the other using it as a base and incorporating more of your new ideas.
Yes, thats probably a good idea. The main problems with the standard game as I see them are:
grenade launchers damage broken
emp overload pointless
fusion cannon crap
viral proliferator/worm launcher not that good
repair skill mostly useless (other than for laser pistols)
FrenchEpstein/Autorepair units render modify useless
Crystal shard overhand attack too effective
laser rapier not that good
worm skin armour isn't that usefull
all projectile firing enemies other than shotgun hybrids rarely hit yo
Kolya on 29/8/2006 at 10:55
Quote Posted by JediKorenchkin
Dodging midwife projectiles is pretty easy.
/me launches midwife laser cascade at Yorick
Dance! Dance!
Bjossi on 29/8/2006 at 15:56
Quote Posted by d0om
Its just rumblers are a bit rubbish at the moment, as you can generally out-run them even if your slower as they have to stop to attack.
Yeah, but sometimes it can be hard to predict when to stay away from their "hugging proximity". :o