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Twinge's FTL Balance Mod v3.10


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== Getting started ==
==Stores==
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]
Missile Base Cost 6->5
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]
 
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]
Drone Part Base Cost 8->7
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]
 
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]
(These are sometimes worth buying at current price, buy rarely - and primarily when you're in a tough spot already because you've only found missile weapons for example.  This also helps curb bad lack in some ships where you can't find a good weapon early on and have to use lots of missiles.)
 
==Crew==
Mantis Crew Cost 45->50 (Comparable to Engi, which have reverse attributes.  Boarding is very strong and strongest with Mantis.)
 
Zoltan Crew Cost 65->60 (Weak in combat.  Power provided is worse than reactor power in most cases - only better when reactor is maxed.)
 
Rockmen Crew Cost 65->60 (Jack of all trades and excellent fighters, but incredibly slow.)
 
==Ships==
The Vortex (Engi B) starting Pilot increased to 2.  (Gives at least a small amount of evade if your pilot needs to leave the room; slightly helps the drawback of only having 1 crew member.  This ship is further buffed via Heavy Ion buffs and Drone Reactor buffs.)
 
The Basilisk (Mantis B) starting available power reduced from 11 to 10.  (This gives it a standard power setup compared to other ships.)
 
Carnelian (Crystal B) starting available power reduced from 8 to 7.  (This gives it a standard power setup compared to other ships.)
 
Starting weapon order on The Nesasio switched. 
 
==Systems==
Oxygen Level_3 Cost 50->35
 
Pilot Level_3 Cost 50->35
 
Medbay Level_2 Cost 35->30
Medbay Level_3 Cost 60->40
 
Engines Level_8 Cost 120->105
 
Doors Rarity 1->2 (Only applies to Shivan (Rock B).  Makes finding door systems to buy slightly less common in case you don't want to buy doors at all, but still common enough to generally find if desired.)<br>
Doors Level_1 Cost 60->40 (Shivan only.  Does practically nothing by itself - you then need to pay more to upgrade for any real effect, AND you still don't have any doors to vent outside the ship.)<br>
Doors Level_2 Cost 20->30<br>
Doors Level_3 Cost 50->40
 
Shields Level_5 Cost 40->45 (Smooths out the cost progression.)<br>
Shields Level_7 Cost 80->75<br>
Shields Level_8 Cost 100->90
 
Drones Level_8 Cost 80->75<br>
Drones Level_8 Cost 100->90
 
Sensors Level_3 Cost 60->35
 
Teleporter Level_3 Cost 60->55
 
==Weapons==
Updated several tooltips to indicate exact fire/breach chance.<br>
Re-worded several descriptions to be more consistent and clear.
 
Burst Laser II Cost 80->95<br>
Burst Laser II Cooldown 12->13 (One of the strongest weapons in the game.  Nerfing it further is complicated by the fact that multiple ships - including the starting ship - rely on its strength to be good.)
 
Heavy Laser Mark II Rarity 4->3
 
Hull Smasher Laser 65->55<br>
Hull Smasher Laser Breach Chance 20%->30%
 
Player Mini Beam Beam Length 45->50 (Quality of life tweak - this makes it easier to aim, but it can't hit anything it couldn't before.)<br>
Player Mini Beam Speed 3->4 (Make speed flow more smoothly for the increased length.)
 
Pike Beam Cost 60->50<br>
 
Fire Beam Cost 70->60<br>
Fire Beam Cooldown 20->18<br>
Fire Beam Speed 5->9
 
Hull Beam Cost 70->65<br>
Hull Beam Breach Chance 0%->10%
 
Hull Missile Cost 75->65
 
Heavy Ion Cooldown 13->11
 
Ion Bomb Cost 65->70<br>
Ion Bomb Cooldown 18->16<br>
Ion Bomb Ion Amount 4->3
 
Fire Bomb Cost 55->50<br>
Fire Bomb Cooldown 15->13
 
Healing Burst 18->17<br>
Healing Burst Rarity 3->5 (There are several events that specifically reward this item; making it less common in stores makes those events and the Stormwalker feel more unique.)
 
Heavy Pierce Laser Mark I Breach/Fire Chance 30%->20% (With the Fire Bomb buffed, this helps keep the power level of the Shivan in check.)
 
==Drones==
Anti-Ship Drone Mark II Cost 100->90<br>
Anti-Ship Drone Mark II Movement Speed 28->30 (This means two AS Is still fire about 25% faster than one AS II.)<br>
Anti-Ship Drone Mark II Rarity 5->4
 
Defense Drone Mark II Power Cost 4->3 (The ability to shoot down lasers often hurts rather than helps. These changes make it more of an interesting alternative to Defense Drone Mark I with pros and cons to both.)<br>
Defense Drone Mark II Cooldown 0.75s->0.70s
 
Anti-Personnel Drone Cost 60->50
 
Boarding Drone Cost 70->60
 
Hull Repair Drone Cost 100->90
 
Player Beam Drone Movement Speed 15->16<br>
Player Beam Drone Beam Length 20->25<br>
(These changes only affect the player's beam drones, not the AI's.  While the AI Beam Drones are also often weak, making them stronger can really increase the early luck factor for some ships such as the Stealth Cruiser.)
 
==Augments==
Crystal Vengeance Sell Price 40->15 (The Crystal ships are already on the strong end - they don't need 40 free scrap to start with.)<br>
Crystal Vengeance Effect 10%->15% (Meanwhile, the effect is really lackluster; this provides at least a little incentive to keep the augment around rather than selling it at the first opportunity.)
 
Titanium System Casing Sell Price 50->40<br>
Titanium System Casing Effect 15%->20%
 
Repair Arm Cost 50->45<br>
Repair Arm Scrap Loss 15%->5% (Scrap amount rounds against you and also costs scrap even when at full health.)
 
Automated Re-loader Cost 40->65 (Getting cooldowns low enough to get the first volley off is very strong - there's a reason the Pre-igniter costs so much, and in many fights this can serve a similar purpose while also being great in extended fights.)
 
Shield Charge Booster Cost 45->50<br>
Shield Charge Booster Effect 15%->20%
 
FTL Recharge Booster Cost 50->35<br>
FTL Recharge Booster Effect 25%->30% (Upgrading Engines instead of still going to be better in most cases, but this might be cheap & powerful enough to be worth considering sometimes.  Potentially most useful for hitting an extra beacon and then fleeing rebels.)
 
FTL Jammer Effect 100%->200% (Still on the weak side, but now solidly slows an escape.  Potentially useful on defense-heavy builds that can't kill ships as quickly.)
 
Adv. FTL Navigation Cost 60->45
 
Reverse Ion Field Cost 60->40<br>
Reverse Ion Field Effect 15%->50% (Game says 20% but is actually 15%.)<br>
Reverse Ion Field no longer stacks. (Necessary to prevent excessive protection from ion effects.)
 
Scrap Recovery Arm Cost 50->70
 
Drone Reactor Booster Effect 25%->80% (Game says 50% but is actually 25%. 100% is the same speed as normal crew.)
 
Stealth Weapons Cost 50->40
 
Damaged Stasis Pod Sell Value 15->18 (Reduces the sting of not activating the pod ever so slightly.)
 
==Events==
Fixed several misc. typos and missing punctuation.<br>
Tweaked the phrasing of a many events to be more consistent or clear.
 
Swapped the option order for a handful of events to put the more aggressive option first, for consistency.
 
Added a text prompt when you gain a new crew member from a non-destroyed enemy ship. (This makes it obvious you gained a crew member; it was easy to miss previously.)
 
Added a missing drone part cost to a Blue option using a System Repair drone.
 
===Prices & Trades===
Tweaked several resource trading event to increase the number of resources traded.
 
Adjusted the price of hiring a mercenary to scout the sector or delay the rebels to cost less scrap on average. (This event means you're not only paying scrap but also not gaining scrap from killing the mercenary; a lower price makes it more reasonable to consider.)
 
Reduced the cost of buying from slavers to make it a more reasonable option if you desperately need crew.
 
Nebula - Black Market Weapons trader only charges 60 instead of 65, and you have a 2/3 chance of getting the weapon instead of 1/2.
 
Slightly reduced the cost of the 'rescue Engi from rebel' event reward options.
 
===Blue Options===
Added Fire Beam as a possible weapon for the stolen cargo event.
 
Tweaked stranded madman event so that using the Slug Crew Member blue option gave you a random crew member named Charlie instead of a human crew member, to align with the rest of the event results.
 
Increased the reward value for the blue 'warning shot' option in the distress civilian-attacked-by-pirate event. (Previously it was worse for you to use the blue option.)
 
Improved blue anti-personnel drone option outcome for the alien neurotoxin event; improved the blue teleporter option outcome for one sub-event.
 
Added a blue option (requiring level 6 shields) that allows you to obtain the Stasis Pod more easily.
 
Removed a bad result from a Rebel radar station blue option.
 
===Result Tweaks===
Improved one sub-event reward for the ghost ship event.
 
Added a black market store quest result as a rare outcome of freeing the trapped miner.
 
Tweaked the Engi surrender event to make explaining you're friendly less bad.
 
Added a middle-ground result to the Giant Alien Spider event where you lose a crew member but fight off the spiders. (Same chance of losing crew, better chance of getting something out of it.)
 
Added a good result to the mining colony quarantine event.  (Nearly same chance of losing crew, better chance of getting something out of it.)
 
===Sectors===
Boarding events less common in Zoltan sectors. (They were as common as in Mantis/Rock sectors.)
 
Engi are now slightly rarer in Slug sectors and slightly more common in Zoltan sectors. (Engi are supposed to be friends of the Zoltan.)
 
 
==Considering==
Stormwalker - Swap Medbay and Cloak locations?
 
Improve Flagship 3's super weapon if possible to shoot 1-2 more blasts?
 
Make some alternate missile weapons - this lets the AI use the current versions while allowing the generally weak player versions to be buffed more readily.<br>
^Possible Hermes change - 2 power, 15s/16s cooldown, 20% fire instead of 3 power, 14s cooldown, 30% fire<br>
^Player breech missiles 100% breech chance?<br>
^Hull Missile 15s cooldown?
 
Possibly allow some minor AI buffs - the game is slightly easier with more valid options and less chance to make excessively bad choices.
 
Fire Bomb Crew damage up and cooldown back up?  (e.g. 3 damage/14s)
 
Possibly leave Ion Bomb at 4 ion damage but increase cooldown to 21?
 
Slightly increase occurrence of medbays in enemy ships to nerf teleporters somewhat?
 
Evaluate hostile sectors - how does scrap compare to civ sectors?  reduce their occurrence of 'nothing' events? offer some boarding events with rewards?  change some rarities, e.g. teleporters most common in mantis?

Revision as of 02:29, 12 April 2023

Twinge's FTL Balance Mod v3.10


Stores

Missile Base Cost 6->5

Drone Part Base Cost 8->7

(These are sometimes worth buying at current price, buy rarely - and primarily when you're in a tough spot already because you've only found missile weapons for example. This also helps curb bad lack in some ships where you can't find a good weapon early on and have to use lots of missiles.)

Crew

Mantis Crew Cost 45->50 (Comparable to Engi, which have reverse attributes. Boarding is very strong and strongest with Mantis.)

Zoltan Crew Cost 65->60 (Weak in combat. Power provided is worse than reactor power in most cases - only better when reactor is maxed.)

Rockmen Crew Cost 65->60 (Jack of all trades and excellent fighters, but incredibly slow.)

Ships

The Vortex (Engi B) starting Pilot increased to 2. (Gives at least a small amount of evade if your pilot needs to leave the room; slightly helps the drawback of only having 1 crew member. This ship is further buffed via Heavy Ion buffs and Drone Reactor buffs.)

The Basilisk (Mantis B) starting available power reduced from 11 to 10. (This gives it a standard power setup compared to other ships.)

Carnelian (Crystal B) starting available power reduced from 8 to 7. (This gives it a standard power setup compared to other ships.)

Starting weapon order on The Nesasio switched.

Systems

Oxygen Level_3 Cost 50->35

Pilot Level_3 Cost 50->35

Medbay Level_2 Cost 35->30 Medbay Level_3 Cost 60->40

Engines Level_8 Cost 120->105

Doors Rarity 1->2 (Only applies to Shivan (Rock B). Makes finding door systems to buy slightly less common in case you don't want to buy doors at all, but still common enough to generally find if desired.)
Doors Level_1 Cost 60->40 (Shivan only. Does practically nothing by itself - you then need to pay more to upgrade for any real effect, AND you still don't have any doors to vent outside the ship.)
Doors Level_2 Cost 20->30
Doors Level_3 Cost 50->40

Shields Level_5 Cost 40->45 (Smooths out the cost progression.)
Shields Level_7 Cost 80->75
Shields Level_8 Cost 100->90

Drones Level_8 Cost 80->75
Drones Level_8 Cost 100->90

Sensors Level_3 Cost 60->35

Teleporter Level_3 Cost 60->55

Weapons

Updated several tooltips to indicate exact fire/breach chance.
Re-worded several descriptions to be more consistent and clear.

Burst Laser II Cost 80->95
Burst Laser II Cooldown 12->13 (One of the strongest weapons in the game. Nerfing it further is complicated by the fact that multiple ships - including the starting ship - rely on its strength to be good.)

Heavy Laser Mark II Rarity 4->3

Hull Smasher Laser 65->55
Hull Smasher Laser Breach Chance 20%->30%

Player Mini Beam Beam Length 45->50 (Quality of life tweak - this makes it easier to aim, but it can't hit anything it couldn't before.)
Player Mini Beam Speed 3->4 (Make speed flow more smoothly for the increased length.)

Pike Beam Cost 60->50

Fire Beam Cost 70->60
Fire Beam Cooldown 20->18
Fire Beam Speed 5->9

Hull Beam Cost 70->65
Hull Beam Breach Chance 0%->10%

Hull Missile Cost 75->65

Heavy Ion Cooldown 13->11

Ion Bomb Cost 65->70
Ion Bomb Cooldown 18->16
Ion Bomb Ion Amount 4->3

Fire Bomb Cost 55->50
Fire Bomb Cooldown 15->13

Healing Burst 18->17
Healing Burst Rarity 3->5 (There are several events that specifically reward this item; making it less common in stores makes those events and the Stormwalker feel more unique.)

Heavy Pierce Laser Mark I Breach/Fire Chance 30%->20% (With the Fire Bomb buffed, this helps keep the power level of the Shivan in check.)

Drones

Anti-Ship Drone Mark II Cost 100->90
Anti-Ship Drone Mark II Movement Speed 28->30 (This means two AS Is still fire about 25% faster than one AS II.)
Anti-Ship Drone Mark II Rarity 5->4

Defense Drone Mark II Power Cost 4->3 (The ability to shoot down lasers often hurts rather than helps. These changes make it more of an interesting alternative to Defense Drone Mark I with pros and cons to both.)
Defense Drone Mark II Cooldown 0.75s->0.70s

Anti-Personnel Drone Cost 60->50

Boarding Drone Cost 70->60

Hull Repair Drone Cost 100->90

Player Beam Drone Movement Speed 15->16
Player Beam Drone Beam Length 20->25
(These changes only affect the player's beam drones, not the AI's. While the AI Beam Drones are also often weak, making them stronger can really increase the early luck factor for some ships such as the Stealth Cruiser.)

Augments

Crystal Vengeance Sell Price 40->15 (The Crystal ships are already on the strong end - they don't need 40 free scrap to start with.)
Crystal Vengeance Effect 10%->15% (Meanwhile, the effect is really lackluster; this provides at least a little incentive to keep the augment around rather than selling it at the first opportunity.)

Titanium System Casing Sell Price 50->40
Titanium System Casing Effect 15%->20%

Repair Arm Cost 50->45
Repair Arm Scrap Loss 15%->5% (Scrap amount rounds against you and also costs scrap even when at full health.)

Automated Re-loader Cost 40->65 (Getting cooldowns low enough to get the first volley off is very strong - there's a reason the Pre-igniter costs so much, and in many fights this can serve a similar purpose while also being great in extended fights.)

Shield Charge Booster Cost 45->50
Shield Charge Booster Effect 15%->20%

FTL Recharge Booster Cost 50->35
FTL Recharge Booster Effect 25%->30% (Upgrading Engines instead of still going to be better in most cases, but this might be cheap & powerful enough to be worth considering sometimes. Potentially most useful for hitting an extra beacon and then fleeing rebels.)

FTL Jammer Effect 100%->200% (Still on the weak side, but now solidly slows an escape. Potentially useful on defense-heavy builds that can't kill ships as quickly.)

Adv. FTL Navigation Cost 60->45

Reverse Ion Field Cost 60->40
Reverse Ion Field Effect 15%->50% (Game says 20% but is actually 15%.)
Reverse Ion Field no longer stacks. (Necessary to prevent excessive protection from ion effects.)

Scrap Recovery Arm Cost 50->70

Drone Reactor Booster Effect 25%->80% (Game says 50% but is actually 25%. 100% is the same speed as normal crew.)

Stealth Weapons Cost 50->40

Damaged Stasis Pod Sell Value 15->18 (Reduces the sting of not activating the pod ever so slightly.)

Events

Fixed several misc. typos and missing punctuation.
Tweaked the phrasing of a many events to be more consistent or clear.

Swapped the option order for a handful of events to put the more aggressive option first, for consistency.

Added a text prompt when you gain a new crew member from a non-destroyed enemy ship. (This makes it obvious you gained a crew member; it was easy to miss previously.)

Added a missing drone part cost to a Blue option using a System Repair drone.

Prices & Trades

Tweaked several resource trading event to increase the number of resources traded.

Adjusted the price of hiring a mercenary to scout the sector or delay the rebels to cost less scrap on average. (This event means you're not only paying scrap but also not gaining scrap from killing the mercenary; a lower price makes it more reasonable to consider.)

Reduced the cost of buying from slavers to make it a more reasonable option if you desperately need crew.

Nebula - Black Market Weapons trader only charges 60 instead of 65, and you have a 2/3 chance of getting the weapon instead of 1/2.

Slightly reduced the cost of the 'rescue Engi from rebel' event reward options.

Blue Options

Added Fire Beam as a possible weapon for the stolen cargo event.

Tweaked stranded madman event so that using the Slug Crew Member blue option gave you a random crew member named Charlie instead of a human crew member, to align with the rest of the event results.

Increased the reward value for the blue 'warning shot' option in the distress civilian-attacked-by-pirate event. (Previously it was worse for you to use the blue option.)

Improved blue anti-personnel drone option outcome for the alien neurotoxin event; improved the blue teleporter option outcome for one sub-event.

Added a blue option (requiring level 6 shields) that allows you to obtain the Stasis Pod more easily.

Removed a bad result from a Rebel radar station blue option.

Result Tweaks

Improved one sub-event reward for the ghost ship event.

Added a black market store quest result as a rare outcome of freeing the trapped miner.

Tweaked the Engi surrender event to make explaining you're friendly less bad.

Added a middle-ground result to the Giant Alien Spider event where you lose a crew member but fight off the spiders. (Same chance of losing crew, better chance of getting something out of it.)

Added a good result to the mining colony quarantine event. (Nearly same chance of losing crew, better chance of getting something out of it.)

Sectors

Boarding events less common in Zoltan sectors. (They were as common as in Mantis/Rock sectors.)

Engi are now slightly rarer in Slug sectors and slightly more common in Zoltan sectors. (Engi are supposed to be friends of the Zoltan.)


Considering

Stormwalker - Swap Medbay and Cloak locations?

Improve Flagship 3's super weapon if possible to shoot 1-2 more blasts?

Make some alternate missile weapons - this lets the AI use the current versions while allowing the generally weak player versions to be buffed more readily.
^Possible Hermes change - 2 power, 15s/16s cooldown, 20% fire instead of 3 power, 14s cooldown, 30% fire
^Player breech missiles 100% breech chance?
^Hull Missile 15s cooldown?

Possibly allow some minor AI buffs - the game is slightly easier with more valid options and less chance to make excessively bad choices.

Fire Bomb Crew damage up and cooldown back up? (e.g. 3 damage/14s)

Possibly leave Ion Bomb at 4 ion damage but increase cooldown to 21?

Slightly increase occurrence of medbays in enemy ships to nerf teleporters somewhat?

Evaluate hostile sectors - how does scrap compare to civ sectors? reduce their occurrence of 'nothing' events? offer some boarding events with rewards? change some rarities, e.g. teleporters most common in mantis?