game balance

  1. XenoCow

    Big Guns, Big Ships, Big Fun: How Large Weapons and Recoil can Help Balance Multi/Single-Crew Ships

    This topic was directly inspired by @Lingontuva's shower thoughts post and the proceeding conversation. Go take a look there first to get a little more context. Background I'm sure all of you who have spent enough time with Starbase understand that there is a strange disconnect between the...
  2. I really hate small ships with a lot of weapons

    So a random idea i had was this type of ship could maybe be combated with ridiculous power requirements if you want to have a lot of weapons. So the amount of power needed for weapons could maybe increase exponentially by the amount you have on a ship. This could be realized trough a device that...
  3. Verbatos

    Starbase balance & meta thread: Ship roles

    I got into a discussion recently about ship archetypes and balance around them in a different thread* (which I suggest you read before this one) and so at the request of @five I have made a separate thread to discuss. What do you think the dynamics of ship types will be as the game progresses...
  4. Jornexe

    Starbase Balance Discussion Notes

    Orange = in development afaik Shields (VERY MUCH DISPUTED BY PEOPLE) easy to tweak/balance bigger ship components bigger generators possibly more complex (Fusion Reactors possibly) possibly riskier/unstable options or normal modular generator efficiency getting better with size more...
  5. quantin

    About game's ships' strong and weak

    In a create-freedom game there are always have some common failing about the balance.For example robocraft have a great open in 2016 but there are lots of strong weapon and one or two strongest combination in it after 2017,there's more and more strong parts in every update,and then it...
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