July 24th, 2002, 02:47 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: Balancing Defensive Bonuses
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Originally posted by Suicide Junkie:
The modifiers all add, with a base To-Hit of 100% at range zero.
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See what happens when you have faulty information? Faulty ideas! I'll probably just lower training to 1% as you suggest, and decrease ECM to 15/30/45. 100% at range 0 seems fine, and I wouldn't want to muck with that.
Quote:
Originally posted by Suicide Junkie:
Fixes:
2) No. That is 80kt of space to get +30% defense. It is already weak enough.
training.
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(I still think the cloaking ability for stealth armor, though only useful early on, is extraordinarily useful for the early game, and people will still research armor to 4 for stealth armor alone. Not everything needs to be useful for the entire game. In fact, I think it's better that certain techs have life-spans).
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