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December 5th, 2006, 09:17 AM
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Reason for the new race-creation setup ?
Just wondering, why has the old (aka SEIV style) race creation setup, where you can spend points to increase certain "stats" by percentages been removed ?! I find/found the old system to be a lot more satisfying.
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December 5th, 2006, 01:23 PM
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Second Lieutenant
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Re: Reason for the new race-creation setup ?
I dunno, it seemed kinda broken, like I could have shipyards that built insanely fast by knocking down ground combat and intel to %50 and boosting the SY stat all the way up. The new method just seems simpler, it reminds me of MoO2's setup but with more options. I also never liked fiddling with the percents to get juuuust the right setting, and having leftover points or something like 103% in a stat.
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December 5th, 2006, 01:30 PM
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Shrapnel Fanatic
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Re: Reason for the new race-creation setup ?
That's my biggest beef.
People complaining about the race setup sliders, when it is STOCK se4 settings that caused all the problems.
SE4 mods made great improvements, and with formulae available from SE5, sliders would be the ultimate race setup option; very easily balanced using a smooth curve of diminishing returns, too.
I mean come on... removal of the sliders did nothing for race setup balance; look at mineral/org/rads extraction skill.
In SE5 there isn't even any variation in how *much* you reduce org/rads and increase minerals...
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December 5th, 2006, 01:36 PM
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Re: Reason for the new race-creation setup ?
One little misguided complaint about them being unbalanced, and swoosh, out the window the whole thing went...
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December 5th, 2006, 01:38 PM
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Shrapnel Fanatic
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Re: Reason for the new race-creation setup ?
I miss not being able to tweak my empire. I miss it more than I miss any other much loved feature left out of SE V that was in SE IV.
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December 5th, 2006, 03:12 PM
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Re: Reason for the new race-creation setup ?
I didnt say stock was balanced. But with formulas implented in SEV, the race setup could be based on formulas as well, instead of pure + X % from base modifiers.
I definitly think the setup in SEIV was a pretty good idea.
Hugh Manatee: I was talking about the system itself. All of us now how imba stock setup was. With formulas implented, the game is not bound to fixes modifiers anymore though. To sum it up, 110 % + the "hard" contruction trait (say 25 %) would not result in 100 + 10 + 25 = 135 %. Hence why every experienced gamer buffed their contruction ability to 150 %...
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December 5th, 2006, 06:46 PM
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Re: Reason for the new race-creation setup ?
Noone said you did, Ragnarok-X. 
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December 5th, 2006, 07:23 PM
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Re: Reason for the new race-creation setup ?
Right, but i somehow felt that certain people tried argueing about the wrong point lol.
So, any chance this ***very good system*** will get reimplemented ?
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December 5th, 2006, 07:28 PM
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First Lieutenant
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Re: Reason for the new race-creation setup ?
Didn't Aaron say something about that in the chat? Something about not wanting the old system back but being open to suggestions about a new system.
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December 5th, 2006, 08:12 PM
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Re: Reason for the new race-creation setup ?
The chat is posted on line in a few locations.
I know that he has said that he left it out of this game because someone complained that it caused balance issues. One lone complaint and the whole thing is flushed away.
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