Yet another rebalancing mod

How about a mod with these specs:

* Nerf high-end influence starbase mods slightly (+80 maybe, not +100): encourages players to build the diplomacy branch of mods too
* But boost influence buildings: more use for high pop planets and influence overall
* Boost morale buildings: ditto and they should become useful again
* Make guns/massdrivers useful - eg. cheap in the beginning, powerful in the end
* Fine tune beam balance
* Nerf missiles very slightly
* Nerf superweapons somewhat: makes the rest worthwhile, while not hurting Evil players too much
* Add new political factions/parties
* Add new invasion types
* Add new hull types (eg. assault ship, destroyer, heavy hull)

So basically a bit of rebalancing here and there to fit the feedback/wishes from a number of experienced players. And then a general personal showcase of added/modded stuff for GC2. I've done this kind of a mod a few times (eg. Battlezone and Homeworld 2) so I know what it takes - time might be an issue, but I could work one section at a time.

1. Has it been done already?
2. Would you play it?
3. Does it make any sense at all?

By the way do collection mods exist for GC2 - ie. mods where the author has used multiple minor mods as a basis. Or do all the minor mods just play so nicely along that you can just select your favourites and put in the whole bunch at the same time?
3,530 views 3 replies
Reply #1 Top
I think it'd be a waste of time because the game is still being frequently updated. Wait until the final release is out IMO...then people will probably be much more interested because it's the only way it'll get fixed.

Unless, I guess, you believe you've solved all the problems and want to prove as such to the devs so that they can then incorporate your changes.
Reply #2 Top
Sounds intresting.

What is the special aspects of the new hulls? if it simplely build point numbers or just straight up boasts such as plus 1 speed or defense or something.
Reply #3 Top
Like random50 says, maybe this could be useful to showcase and playtest some suggestions for play balancing. Just need to figure out mod packaging and how we handle copyright issues around here to release it.

I already did quite a bit of the above rebalancing, but I think I should study weapons and defenses more to understand all the balance aspects involved for covering that area as well. I also added a morale bonus to all farm improvements (equal to the +food) so they can act as a counterweight to the population growth, and in addition, just like in MOO2, stimulate better population growth.

The hulls are just straightforward data mods (using the built-in graphics and thumbnails, so an assault ship looks just like a small ship). The custom hulls give you more fine grained control over size and available hit points, plus I tried to specialiaze them a bit. Thus, assault ship is slightly larger than small, but also a bit more faster and has more HP. A line defender is a bit larger than medium, but can take almost as much punishment as a large hull.