November 4th, 2016, 17:43
Posts: 718
Threads: 32
Joined: Sep 2015
I think a balance patch would definitely need to include a swap of the tech levels of hand lasers and gatling laser. Hand lasers is always the no-brainer choice as of now, assuming one gets a choice. Ideally, it would go:
Tech level 3: Gatling laser
Tech level 4: Hyper-V rockets
Tech level 5: Hand lasers
And arguably a slight bump up in tech level for the godly neutron pellet gun is called for. The second tier should really be:
Tech level 7: Hyper-X rockets
Tech level 8: NPG
Tech level 9: Fusion bomb
Tech level 10: Ion cannon
And then for the third rung: ion rifle and merculite missiles should be swapped. Mercs aren't a huge improvement over Hyper-X (8 -> 10, or 25% increase), while Stingers are a very very strong improvement over mercs (10 -> 15, or 50% increase). And yet, there are currently more levels (6) separating Hyper-X from mercs than there are (4) separating mercs from Stingers.
Also, I would overhaul the propulsion tech three. Better engine tech makes such a bigger difference than better range tech, in my experience. Especially the bump up from retro to nuclear engines (half travel time and 2 moves in combat is HUGE!), and the bump up from nuclear engines to sub-light engines (double transport speed is huge, either when invading or even when colonizing new planets. It makes a big difference for the growth curve).
So, I think nuclear engines ought to be tech level 9, and maybe make irridium cells (range 6) tech level 8.
For the next rung, I would swap sub-light drives and dotomite crystals, and then the rung after that I would swap fusion drives and Uridium cells. After that, the propulsion tech tree starts to make sense, with the better engine tech at each level more expensive than the range extensions.
I know all of these proposed changes would be controversial, and anyways it is all probably moot because there probably won't be any balance patches made for this ancient game at this point, but if I had my ideal world where I knew how to code, this is something I would tweak in MoO1.
But