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Post by drspendlove on Jul 10, 2018 10:46:10 GMT -5
I agree with you about game balance. As it is I believe Sharp Steering grants far more benefit than alternatives. I definitely wouldn't want it to be the same as any other talent. I would want it to be competitive with other talents, not strongly surpassing other talents that seem to have the intention of being more specialized for escape than it. Without the data, I argue that Sharp Steering is very often better than all other escape talents.
However, you have the data and can make that judgement call far better than I can. Please don't read into this that I believe I am better at game design or balance than you are. I'm simply working off of my personal experience and how I (possible erroneously!) read the numbers. Data is king.
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Post by fallen on Jul 10, 2018 11:35:18 GMT -5
Great discussion, we are tightening up this rule set to be clearer about the benefits of Escape vs. Range Change.
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Post by John Robinson on Jul 11, 2018 15:08:45 GMT -5
That is an interesting/surprising recommendation. I am not certain that this recommendation fully considers the necessary value of Sharp Steering to the player on medium to high difficulty early in the game. It is a Pilot Talent, level 1 and pretty darn powerful ... for a while. Very, very much on purpose. I haven't modeled the numbers, but I suspect that any Talent nerf there will have a direct, net negative, player fun impact. Thank you! Player fun impact overrides nerf hands down. If fine tuning is being considered. Peak Velocity Matrix: I was wondering how many dice or percentage this component adds when attempting to escape? Tuning Rep: When you run from a ship battle you get negative rep. I was wondering if reputation penalty from escape could be tied to the relative mass of the ships in combat? A Scout escaping from a Broadsword most captains would think it nuts to try anything else. Naval command might convene a court martial for needlessly endangering the ship
Even Klingons know when to run.
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