Some discussion on balance changes
Posted: Mon Feb 03, 2014 10:28 pm
I'm looking forward to the Enhanced Edition, not just for the new content but also to see how the developers have chosen to adjust the balance of the game. I think it's fair to say that not every strategy / ship / weapon is equally powerful in FTL - and that's ok, but I think it's also fair to say that some of the imbalances reduce the fun of the game by reducing the number of viable strategies and stuff like that. For example, I don't think it's a big deal that Burst II is better than Burst III; but I do think it sucks for the game that missile weapons generally aren't worth using at all.
So, just for the hell of it, I thought I'd post a few simple thoughts for some relatively minor balance changes I've got in mind. I'd be interested to hear if other people agree or disagree.
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I feel that missiles are very weak compared to every other kind of weapon (including self-teleporting bombs). The two main reasons are that the ammo is very expensive, and that defence drones are very effective at shooting the missiles down.
So... two small change to easy the pain a little bit:
That scrap bonus is good for flavour / realism, but in terms of gameplay I think it's bad because it is pushes players to use a particular strategy. Not only are teleporters very effective for getting past shields and defence drones to defeat otherwise well-defended ships, but the reward for defeating ships in this way is actually higher! So regardless of what kind of ship you want to focus on, it is always advantageous to get teleporters early and to use them to win battles as often as possible for the loot bonus - so that you can afford more upgrades and weapons later on.
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I reckon that teleporters either need to be far more risky, or just not have a scrap bonus reward. One idea to make them more risky would be to make it so that enemy ships could sometimes 'dodge' the teleporter, in which case the units simply would not be moved. That would add a fair bit of risk, because if the teleporter failed to recall some low-health units, those units could be in trouble... But on the other hand, it's generally possible to prevent units from being attacked indefinitely by just moving them back and forth between room, so a failed teleport may just add more tedium than risk. Furthermore, that change would have no impact on all the fights where a single boarding party can defeat the ship without needing to be recalled, and it would have more impact on the fact that defeating ships in this way is still the best thing to do for the scrap advantage.
So, somewhat reluctantly, I think the best option is to simply remove the scrap advantage.
So, just for the hell of it, I thought I'd post a few simple thoughts for some relatively minor balance changes I've got in mind. I'd be interested to hear if other people agree or disagree.
--
I feel that missiles are very weak compared to every other kind of weapon (including self-teleporting bombs). The two main reasons are that the ammo is very expensive, and that defence drones are very effective at shooting the missiles down.
So... two small change to easy the pain a little bit:
- Increase the firing cooldown on Defence drone I from 1 second to 3 seconds. (And the drone should not be immediately ready to fire when it is activated.)
- Decrease the purchasing cost of missiles from 6 scrap to 3 scrap.
That scrap bonus is good for flavour / realism, but in terms of gameplay I think it's bad because it is pushes players to use a particular strategy. Not only are teleporters very effective for getting past shields and defence drones to defeat otherwise well-defended ships, but the reward for defeating ships in this way is actually higher! So regardless of what kind of ship you want to focus on, it is always advantageous to get teleporters early and to use them to win battles as often as possible for the loot bonus - so that you can afford more upgrades and weapons later on.
--
I reckon that teleporters either need to be far more risky, or just not have a scrap bonus reward. One idea to make them more risky would be to make it so that enemy ships could sometimes 'dodge' the teleporter, in which case the units simply would not be moved. That would add a fair bit of risk, because if the teleporter failed to recall some low-health units, those units could be in trouble... But on the other hand, it's generally possible to prevent units from being attacked indefinitely by just moving them back and forth between room, so a failed teleport may just add more tedium than risk. Furthermore, that change would have no impact on all the fights where a single boarding party can defeat the ship without needing to be recalled, and it would have more impact on the fact that defeating ships in this way is still the best thing to do for the scrap advantage.
So, somewhat reluctantly, I think the best option is to simply remove the scrap advantage.
- Reduce the scrap reward from ships defeated by killing the crew so that it is the same as the scrap for destroying the entire ship.
- Crystal men's 'lock down' ability changed to start as uncharged after each jump rather than charged.