Yesterday I had another discussion on the official discord regarding the classes and how they should be rebalanced to make each class attractive at various points in the game progression. Again, this was quite a long discussion where I think a lot of good ideas (which I have collected again and present below) were given. Now I want to know what you think.
Remember, the actual numbers are ideas - read them like a buff or a nerf but do not get hung up on the actual numbers because that is not what is really important. Gameforge will run the calculus on the numbers and decide what is a good starting point or how they believe the numbers should scale. Ultimately, this is their game and they make the final decisions. However, I want to know what should be buffed or added, what should be nerfed or removed, and or what other changes you would make.
So, without further ado, here the ideas collected from yesterday's discussion:
Reaper/Pathfinder/Crawlers
- All ships should be open to all classes
- The classes should give perks to the ships of that class
- Pathfinders compete on raids with cargo ships because of increased cargo capacity but are too weak for raiding (cruisers and battleships survive longer)
- Reaper should only give the DF harvest perk to Generals or should be combined with the Admiral for 50% or 100% cargo capacity harvesting.
Collector class
- central balancing point for the other classes - it is the most balanced of the three classes
- only class with an officer requirement (for 10% extra crawlers)
- is not balanced for all game stages
- is not really useful in the beginning of a server and only gains usefulness later in the server
- there is no incentive to take the class in the early account development
General class
- Should allow for sub-second ship creation
- Each tech level should give 12.5% boost instead of 10%
- +x speed on combat ships --> Engine techs give 13/27/40 % instead
- Remove 75% inactive loot from Discoverer and give it to the General class
- Bombers/Destroyers/Reapers deal +30% damage to defenses
- Small chance to destroy a RIP is useless
- lacks early game relevance
- lacks late game relevance (no targets because uni is dead)
- early game possible fix: increased moon shot chance
- early/late game possible fix: increased moon size (make moons harder to pop)
- early game possible fix: deuterium in DF (maybe at 1/4 of the uni DF%)
Discoverer class
- Class is the only option at account creation
- Expo gain should be nerfed so early game is not as oppressive
- Expo gain should be logarithmic and scale to the universe age (make expo relevant in the late stages compared to collector mines)
- Remove 75% inactive loot from Discoverer and give it to the General class
-
move the #1 rank to scale at 150 million instead of 100 million (slows progression) something like: 150million points = 100% of 100mn gains now and scale (values are not accurate for the realities of the game but are provided as an idea):
- 1billion = 150%
- 750million = 140%
- 500million = 130%
- 300million = 120%
- 100million 80%
- 75million 70%
- 50million 60%
- 10mill 20% or less
- The ability of a discoverer to find 12% of the points of the #1 rank (at <100.000 points) is ridiculous
- Give 10% bonus to faster research with Technocrat active
Warrior class
- Espionage needs better adjustment - like "do not probe this alliance" (make alliances matter)
- +1 ACS slot
- Add the ability to link alliance phalanxes - I can use an ally's phalanx in G9 even if I do not have a moon in G9
- Add the ability to pull up any alliance member's espionage report of a planet/moon (like the old GalaxyTool) without having to share them (a permanent record is kept of the most recent espionages for lookup)
- +1 drives and/or +1 techs
- 2% deuterium reduction for all fleet activities
Trader class
- Remove 5% resource production and add +2 or +3 levels of plasma tech
- Give cargo ships additional storage capacity (2.5%? 5%?)
- Reduce deuterium consumption for peaceful fleets (within alliance?)
- +10% energy boost
- +5% cargo capacity boost
Researcher class
- Bigger planets are useless since getting a 240+ slot planet is pretty easy
- +2.5%? +5%? faster research
- +1 Expo slot
- Allow customizable expo fleets without the need for an officer1 for resource based expos and 1 for combat based expos
- 5% reduction to building build times
I welcome any thoughts or ideas to this discussion.
Proposed alterations:
Collector
- Add: 25% increase to non-facility build times
- Add: Allow crawlers and satellites be able to be found in the wreck field
- Alter: Give the 75% loot chance to collectors instead of Generals
- Add: Reduce crawler energy needs (benefits early game)
General
- Add: 25% increase to building facilities
- Add: Give generals one extra planet to act as a mobile
Discoverer
- Add: 100% increase to colony ship speeds
- Add: +2 Espionage levels
- Alter: Give Discoverer the real battle chance
- Alter: Get rid of the eco bonus with discoverer
Trader
- Remove: 10% additional storage on moons is useless