High Risks Mod

Before I go  and spend hours upon hours on modding I want to share an idea and recieve some criticism:

The High Risks Mod: I have began to tire of long battles with dozens of ships on each side. One thing I noticed is that the AI doesn't research subjects that improve hull points, weapons, armor, shields, etc.. I like a challenge, but I don't like feeling like an incompetent idiot. So I thought, why not make it fair, faster and more challenging at the same time. Instead of having Capital Ships with hulls and shields numbering in the high thousands, why not have them in the low hundreds? The basic idea is to weaken ship defenses so it seems more real. I mean come on! I have seen scouts get pummeled with missiles, autocannons, and a Gauss cannon from a Kol and not explode. Resourses needed will be brought down dramatically. Some abilities will be brought down also. Tactical slots needed will go up. Weapons will go up in some places. Sqaudrons will be weakened.

NOTE: THIS MOD IS NOT ABOUT BLOWING THE S*** OUT OF EVERYTHING

Any thoughts or questions?

Update(5/8) for those still there

My first version had a couple flaws:

1) Hull/Shield points too low

2) Point Defense/Squadrons too powerful still

3) Planet Module explosion sucked

Sorry I can't get a pic up

8,004 views 8 replies
Reply #1 Top
Well the reason capital ships are so costly and have high shields and hull points is so that you have to use them tactically. The reasons you see a scout take many hits is because either 1) It is upgraded and your own offensive systems are not 2) You are not hitting it with the right counters (more on this in a second) or 3) Both.

Sins is a Real Time STRATEGY game. The whole purpose is that only certain types of ships will do good damage to certain types of ships. In larger battles a fleet must be diversified. However simply selecting the whole fleet and setting to attack a nearby fleet will have the effect of a large battle taking too long. This is because you have to break down your fleet and find combinations. Only certain ships are good against other ones and are bad against other ones. Your MOD sounds like it will dumb down the game so that with low resource costs you can build more ships quickly and just attack everything with them. While the swarming strategy has its uses it does make for boring gameplay and basically defeats the whole purpose of the game: strategy.
Reply #2 Top
The point of the mod is strategy, not swarming. I figured, if ships are more easily destroyed that would force you to come up with new strategies rather than rely on your old ones that "guarrantee" victory in whatever situation you are in.
Reply #3 Top
I pictured it as less strategy because people will find swarming much easier: Lower resource cost = more ships. Then with ships being destroyed easier, swarming will become possible since protecting valuable capital ships will be useless. They will cost less and do less damage, so there will be no strategy in using them (the point being they cost more because they deal more damage). Perhaps I'm wrong but I think this Mod will result in swarming on a large scale and take less strategy.
Reply #4 Top
Not all of them will do less damage, just the capital ships. Like I said the point is to come up with new strategies, which should remove swarming if the right strategies are made.

Point of Mod=New strategies/diversification amongst your fleets
Reply #5 Top
Not all of them will do less damage, just the capital ships. Like I said the point is to come up with new strategies, which should remove swarming if the right strategies are made.Point of Mod=New strategies/diversification amongst your fleets
End of quote


Capital ships are already too weak.
Reply #6 Top
Because the constructive criticism has stopped coming in I am going to start modding.

Also I will be modding the size of explosions just because I thought some of them were a bit small.
Reply #7 Top
One more bit of constructive criticism, if I may: if you change any one parameter (say, hitpoints) without changing any of the other parameters (say, weapon damage), you're going to be substantially changing the percentage of time spent in actual battles. Lowering hp wihout lowering weapons effectiveness means that a big fleet engagement involving capitals is going to be over a lot quicker. The player will end up not having the opportunity to use their capship's powers as often, and spend a far greater percentage of their time rebuilding their fleets. So it'll really change the 'balance' of the game play itself and mess with the entire game speed unless you're careful.

-- Retro
Reply #8 Top
Its quiet . . . . . . creepy . . . . .

Weeeeeeell, I've got my first version up and I am trying it out. 1v1v1, AI on hard. Quite challenging. I am going to tweak the weapons a little more then I'll finish up with improving the explosions. I am very pleased with the planet module explosion and the capital ship explosion. I'll get a picture up as soon as possible.