Logo Platform
logo amplifiers simplified

Reduce the number of multipliers & high amounts of +%

Copied to clipboard!
12 years ago
Aug 2, 2012, 10:16:30 AM
The multipliers in this game (on systems and on fleets) are reaching levels of pure insaneness within the game. Every bonus is stacking on each other additively. +700% income of trade routes here, a hero which doubles your Fleet values by 2 there (not to forget about additional benefits like more battle actions!).

This can be seen best with the influence of population on planets. In the late game each additional population is altering all single fids-values by +200. If you would draw this as a function, everything is developing exponentially with like x^10.



So what could be changed to limit this? In terms of planets, the formula to calculate fids could be changed. Instead of seeing each population as 1multiplier, it could be seen as only 0,5. Another way could be to reduce the benefits through buildings and science by 50%. Each single addition in the end, boosts your economy or fleet lightyears ahead of anybody else, even though, you are quiet close in tech, the small advantage is boosted like crazy by the current system.
0Send private message
12 years ago
Aug 2, 2012, 1:40:45 PM
Will have to respectfully disagree. The whole point of getting the better and better economic technologies is to greatly improve your economy to support a larger and larger war machine. I do not feel the economy needs to be nerfed at the moment.
0Send private message
12 years ago
Aug 2, 2012, 3:39:01 PM
I agree with wahnvorstellung; a cap on the multipliers and bonuses is good idea.
0Send private message
12 years ago
Aug 2, 2012, 4:33:04 PM
wahnvorstellung wrote:
+700% income of trade routes here ... a hero which doubles your Fleet values by 2 ... In the late game each additional population is altering all single fids-values by +200. If you would draw this as a function, everything is developing exponentially with like x^10.


I agree that one hero can double one fleet strength. Can you show the details of how you get +700% trade? I cannot imagine how population can have an exponential effect. Please show the details of this also.
0Send private message
12 years ago
Aug 2, 2012, 5:18:45 PM
There are some that need to be toned down. Buyout bonuses, for one, stack up to something like a 90% discount.



Trade routes is not one. 700% bonus on a base of 25 is pitiful in the grand scheme of things.
0Send private message
12 years ago
Aug 2, 2012, 5:42:41 PM
Thanks for the specifics. In the base game (excluding my corp hero mod :-) ) I believe there are three buildings with buyout bonuses, some of which are quite expensive. I don't feel that a 90% buyout bonus after investing that much industry to build, is unreasonable. Are there any other specific places where bonuses stack up to large amounts?
0Send private message
12 years ago
Aug 3, 2012, 1:35:12 AM
Please stop spreading this misinformation about buyout bonuses - unless there's a structure with a buyout bonus that I'm not aware of, there is definitely no way to reach anywhere near -90% buyout bonus. The luxury resource (Pre-Schism Artifacts) buyout bonus of -0.42% is actually an 0.58x multiplier - all luxury resources are multipliers, never additive percents, despite showing as percents in the tooltip. It does not stack additively with the -50% from the two system improvements, and you end up with a -71% buyout bonus from both structures and the artifact monopoly: 1 * ((1 + (-0.03 * 4) + -0.3) * (1 + -0.2 + -0.3)) = 0.29 buyout cost, or an 0.71 reduction.





Re: the main topic, I agree that late-game outputs are a bit excessive for how cheap and effective late-tech destroyers are, but I disagree that the actual output levels themselves are necessarily excessive, especially considering how overpriced certain improvements are (e.g. all of the higher-tech food structures).



The only economy/industry complaint I have personally is with the amount of research you get from trade - it should be equal to the dust income, not double. Right now, Amoeba are better researchers than Sophon for most of the game by a large margin, and that's just silly. Curb the research income from trade (maybe throw the Sophon a +50% trade research bonus, bringing theirs to 2/3rds of the current amount?), and the only changes that need to be made to accommodate late-game economy are to ship/module costs, and to the way fleet/repair/etc bonuses (and the entire combat balance on the whole) massively favors stacks of cheap destroyers.
0Send private message
12 years ago
Aug 3, 2012, 1:17:24 PM
This suggestion is terrible. The entire point of the tech tree is precisely that everything spirals out of control exponentially. Your suggestion would completely disrupt the finely tuned balance.
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message