Skybax wrote:I think it would be cool if the mapmakers could put in what weapons and modules could be used in each map. The intelligent map makers would be able to use it to do a lot of cool stuff.
Absolutely no. No. No.
I modded the game to balance things. Here are some of my main changes:
Triple: Shoots ten shots with extremely low damage, but which will instakill if fired at point blank. Hard enough to use that it does not actually screw up the game in practice. (Point blank when noone ever stops moving is ridiculous) It also consumes a healthy amount of energy.
Shield: This was not actually "unbalanced" in the first place, but I do acknowledge that complete invulnerability is a bit cheap. I increased how much energy shield drains so that it lasts for about 3/4ths as long as it used to.
Sensor: I don't have the programming skills to rework this, but it definitely needs a reworking. I don't think making it a passive is a good idea (I find it slightly harder to play with a higher sight radius) but it uses up too much energy to be effective. I have a few fixes...
- Replace sensor completely, and make cloaking easier to detect. Perhaps make a semi-loud noise when a cloaker is near, or perhaps make it so that they do not cloak completely.
- lower energy cost. This does not fix the problem, but it does lessen it.
- Increase sensor's power. We could maybe make projectiles -slightly- homing, increase sensor's sight radius, or some other thing.
Cloak: Uses less energy. While you can't just wander around invis forever, its also less dependent on timing.
I also made loadoutzones regenerate your energy (A new mechanic that works beautifully, I wish you guys would give it a chance) but that's not really something of balance as it is solving the bitfighter energy crisis.