Help with balancing a Galaxy Venture Class. 4 replies

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BoomAM

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24th March 2003

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#1 15 years ago

Hi, Ive started working on my 4th mod for BC. A Galaxy Venture Class Starship. Just the HP, for P81 Venture.

Now, what exactely should it be able to beat? Should it be able to beat a Soverign? Or Lose? And how badly lose (for example, lose, but cause major shield damage, and medium armour damage to soverign). Should it have multi-vectoral shields? Or not, but with stronger, but slower recharging shields? Im trying to balance it against my other mods.(realistic soverign(released), Defiant(submitted), Akira(bugs being ironed out).

Heres what ive changed thus far.

Phasers(all). Damage reduced from 1000 to 450 (galaxy phasers are weaker than soverigns, my soverigns phasers are 550). Multi-Fire ability enabled.

Shields Strength, from 10,000 to 15,000 Recharge, from 11.000 to 8.000 No Multi-Vectoral Shielding.

Sensors. Range, from 2000 to 2500

Torpedo Launchers Max Ready, from 2 to 1 Number of Qunatums, from 150 to 300 Number of Photons, from 300 to 200

Opinions are welcome, as well as CONSTRUCTIVE critisism.

Thanks in advance.




T-65b

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24th May 2003

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#2 15 years ago

Well, here's how I have mine set up. Everything in my game revolves around the Galaxy's basic specs. Hull/Shields at 10,000, phasers at 1,000. I have the Sovereign's phasers at 1,500, and so on. The Venture should have slightly more powerful phasers then a stock Galaxy, so I rated them at 1,200. Hull should stay about the same. Shields would get a slight boost in strength and recharge time. Torpedos would stay the same, but this is where most people get the Galaxy, and most ST ships way wrong.

The Galaxy has 3 Mark 72 photon torpedo tubes. Each torpedo tube is capable of firing 5 torpedos before it has to be reloaded. It takes 10 seconds to reload each tube.

So what you get, is

'Amount ready: 5' 'Reload delay: 10'

Most people will say 'Oh that's not fair in game!' But that's really how it is. This 2 torpedoes with 40 second reload times is bull. A WWII submarine could easily pump out more torpedoes then that.

I know it's not everyone's bag, but when I mod my game, I go for absolutely canon realism. It makes things much more interesting.




BoomAM

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#3 15 years ago

I agree with everyone else im afriad. You must like unbalanced ships. And god ships.




T-65b

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#4 15 years ago

No, it's just that all my ships are balanced that way. So it's not really unbalanced. For instance..My Akira has all 15 of her torpedo tubes. Each of those torpedo tubes are capable of preloading 4 torpedoes, which is canon, seen in First Contact. It's capable of firing all 4 of those torpedoes in less then a second, and it's reload time is 3 seconds, giving her a rate of fire off the bow of about 44 photons every 4 seconds. Yet it's hardly a god ship. That's just how it really is. Same with the Galaxy. I'm sure you've seen it fire 5 torpedoes from it's aft tube? It does so many times thruout the series. My Intrepid is balanced so that it fires off 1 torpedo a second from each tube, giving it a rate of fire of 1 a second, offset with the other tube. That's how an Intrepid is supposed to be able to fire, because we see Voyager doing it a lot. Same with the Defiant. But then you take a look at some of my TMP era ships, and they only fire one per tube every 10 seconds. That's not a godship, that's canon, and that's how I balance my ships. You can't tell me that, in the 24th century, that they can only load a photon once every 30 seconds. They could load a torpedo ina Gato-class Fleetboat in 6, and that was in 1943...with hand-loaded tubes.




BoomAM

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#5 15 years ago

Well anyway.....moving back to topic. What should the Galaxy Venture be balanced to?