QUOTE (Delphi @ Jul 29 2010, 03:28 AM) <{POST_SNAPBACK}>
I'm not the greatest at ship balancing, so when I finally get all the ships in the game assembled I think I'll quickly code a micro-universe where you can use missions to call in generic ships to fight, and the entire shipyard is open for testing. I'll get your opinions on what works and what doesn't; what ships are overpowered and which ones are made of tin foil.
That idea = Awesome
I've found that you can give yourself escorts via missions, though I suppose that if money is no object, then it's not a big deal to just hire them. I guess you could use that to test your flet and dude resources for balance.
Anyway, I'd recommend putting, in your micro-universe, a few systems (not just one), such that each race's special tech is on that race's planets, their ships orbit that planets (along with whatever other ships may visit them) - basically so that you can test different planet load outs. Things like "outpost," "colony," "shipyard..." test the different planet types you're likely to use and the different dudes that those planets are likely to have against mission or hired escorts or enemy fleets, and if you end up hated at that planet you can learn how it is to be a player in various ships against such a planet.
Then make one planet in the middle where everything is available and there is a government that pays the testing player tribute and everything is discounted 100%. This way, we can test the government-standard dudes, pirates, independents, how they react normally, and how your different planet-types work in different situations, along with prices and ship balancing.
And make it so that money is still something we need to get to an extent, by trading or doing simple (passengers? freight?) missions in such a way that we have an idea of how much work it takes to buy the ships in-game (though accelerated greatly), so we can test how valuable a ship really is and give you good feedback.
Now, if you do that correctly, we can entertain ourselves for hours balancing your balance able stuff, while you code missions, the larger galaxy, and generally fix things up nicely.
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Something you'll need to make very clear is to what end you're looking to get- if a ship is supposed to dominate everything (and you haven't written the descs) then write that in the description. If we're looking at a pay scale on the level of EVC - where the most expensive ship was 20 million credits and the largest freighter you could buy hauled 240 tons, and thus it took a long time to save up for ships but they were, IMO, well balanced for the cost -or- if we're looking at something like EVN, where it seems like the most expensive ships don't cost that much with the Leviathan holding 4,000 tons and repaying itself every cargo run, and the most expensive ships in the game only cost 10 million(excepting the kestrel).
Anyway, that stuff looks good. Your texture doesn't look too complicated and turned out well, I'll have to do something like that for general coverage if I'm making any ships.