Gazz wrote:BTW: Do you have plans for a coffee drone? You seem to have everything else covered by now.
Personally I think those cloaked drones are a bit much.
(I assume you temprarily assign neutral/friendly race)
Drones are tiny targets and it's already unlikely that they are intercepted but making them completely non-targetable isn't fair.
All in all you seem to be aiming for maximum power with no drawbacks whatsoever. Well, not counting credits which are trivialized in the later game.
I found that the only useful balancing factors are tactical issues and consequences that the player can't simply avoid with a quick reload.
One of the most important balancing factors is letting the AI use these features as well.
Like shooting a mine layer drone towards the playership...
Mind you, I'm not claiming that all of my scripts were always balanced.
The TRACKER mine script had a SQUASH catapult that would toss proximity fused mines in the general direction of enemy fighters.
Practically instant death for whole fighter wings. No way to survive this.
I never found a good way to balance that abomination so I didn't port it to TC.
I just got ahh... more careful from blunders like that. =P
If you want a delivery drone to bring you coffee I'm sure I could develop one for you.
Not all drones have the camouflaged ability. In the case where a camouflaged drone would bring unneccesary unfairness I wouldn't apply its use.
So far the drones that have Camouflaged skills are:
1) Spy - Only an delivery system, and the resulting satallite it deploys is still open to attack.
2) Mine Layer - Same issue as Spy only a delivery system, but questionably arguable if fair to deploy static mines secretly.
3) EMP - Drone, required for enemy targets and its effects are limited to smaller than M7/M6 and only their systems.
4) Turret Drone - Only a delivery system again. Same questionability as Mine layer.
5) Blitz drones - required for effective delivery, very expensive, limited impact to defences. If marines where targeted more in their delivery process their might be an equivalent argument.
6) Hacking Drone - again sensibly required for its purpose. More expensive than pirate missions (in most cases more than double).
7) Sniper Drone - required for black ops or enemies. Questionble fairness but costs again are higher than using guns to effet a bail and are expendable. In relation to a second hand sale they are probably equivalent. So costs associate a balance here, hence why I kept them expensive.
8 ) Privateer Drone - They dont really have an unbalancing effect, only provide easier info.
9) Collection Drone - I dont see it as a major problem to allow undisturbed collection, the drones are relatively slow, so allow little ordinance leverage in the heat of a dynamic battle situation. If drops where more abundant and with higher tech then it might potentially become more of an issue.
Cargo bay shielding is required for the camouflaged ability whether bought or custom made and is in limited supply. The engineering process I have supplied to help this however is in limited numbers and requires a number of resources (some rare) with engineering periods, all of these factors to control overuse.
The drones themselves have limitations if bought due to the differences in more complicated tech requireing longer production times and small stock numbers otherwise you have to source tech resources (some with long production times, low availability and low stock as a consideration to balance) to custom fit them and then they also have in some cases atmospheric wares as extra control. If a player spends time setting up a lot of infrastructure to better make use of the custom drones I wouldn't want to penalise them for making tech possibilities more open to them.
The bought drones also vary availability by faction/race and in some cases require expensive software or devices, some involved in custom construction.
However, I'm open to debate as to wether I have applied effective balancing in this process and am ready to adjust any of their many balancing factors that are incorporated into the process if identified as a problem.