While I would like to argue that the faction mods are in-fact well balanced; however, I'm going to take the side that disagrees with it but more on that in a bit.
With regards to SWP, I will say that since 0.7 or so it is the mod that has the honor of having content that's most often confused of being from vanilla, along with some oft less remembered features of Nex even from some of the more frequent players. I will vouch that most of the content in the mod is indeed well-balanced with vanilla aside from the (unique) IBB bounty mod-ships.
The Excelsior had some people talking about it on the SWP topic directly after HELMUT made
this topic here. To its credit, if there were ever a ship that had almost no skill ceiling, it would be the excelsior and while it seems fairly damning that he was able to tackle those stations with it alone we should keep in mind a couple other things with regards to the game proper.
- Nobody is lying when they say that the excelsior takes a very high degree of skill simply to use in combat. Its high skill ceiling comes at the cost of a high skill floor. Even if you're not a fan of mods, I believe the SWP contains a standalone mission wherein you use the excelsior to fight off other "experimental/prototype" frigates in a sun's corona that can be done just to try out how difficult it really is to use. You can use the simulator in the mission refit screen too to try it out in less extreme conditions.
- Following off that, In his topic HELMUT himself does state that those recordings took more than a few tries of practice before he was able to pull it off. So, while someone can eventually save scum his way through it. I would not expect anyone to make use of this in their iron man runs.
- The Excelsior costs about as much as a cruiser to deploy and loses 40% CR from a single combat with the PPT of a frigate. While it was possible to solo lower armored battlestations, its not likely that the same could be done to a moderately sized, more mobile fleet in the time required, and while you do get a fair amount of power from it, a cruiser can give you about as much as well as the ability to take a good hit or two while being much easier to reach its nominal DP effectiveness.
Now, about the general mod balance. While it is true that the general ship and fleet balance is well reigned in, I cannot agree with regards to the campaign and economic layer. In this aspect almost every faction is overtuned with a couple outliers being wildly overpowered.
For reference, my faction mod list includes:
- Blackrock Drive Yards
- Dassault-Mikoyan Engineering
- Diable Avionics
- Interstellar Imperium
- Junk Pirates (includes ASP, PACK, and Junk Pirates)
- Neutrino
- ORA
- SCY Nation
- Shadowyards Reconstruction Authority
- Sylphon RnD
- Tyrador Safeguard Coalition
Now, my brief glance over what each of these faction have is by no means extensive, I mostly just cruised over some planets and looked in their markets as well as running through the global list to look for nanoforges and synchrotrons. I discovered however that mods have a major issue with pristine nanoforge spam.
Of the mods I had listed above Only Tyrador, Sylphon, ORA, PACK, and Junk Pirates do not have a pristine nanoforge. This means out of 13 factions, 8 of them have a pristine nanoforge(with DME possessing 2). In contrast, 2 out of vanilla's 6 factions (8 if including pathers and pirates) have a pristine nanoforge on their worlds. This tilts things out of vanilla's favor with regards to simulated combat due to D-mods having a hand in the combat calculations, so the mod factions will be more likely to win their fights over time, which matters more with Nexerelin. It also makes things more difficult for a player that's building up his colonies as their raids will contain stronger ships with no cost to their officer power or quantity due to not requiring doctrine to cover the gap in quality for no d-mods.
In terms of corrupted nanoforge, the coalition, ORA (has 2), DME, and Shadowyards each have one. Some mods also add a corrupted nanoforge for the pirates as well. In contrast with vanilla, nanoforges belong to any faction that does not have a pristine forge (excepting pathers/pirates though pirates do have an orbital works). The other factions don't need a corrupted forge since they're (ab)using pristine nanoforges.
Surprisingly though, Sylphon doesn't have any forges even though as far as I know, it's an established faction. Meanwhile, PACK and Junk Pirates keep the trend of pirates not having any forges.
Meanwhile, synchrotrons, which don't affect ships at all, is kept much more reigned in with only Diable Avionics and Imperium(On the independent world, Traian) adding one.
AIs are something that are either not touched, or implemented with what seems to be wild abandon. As far as I saw Sylphon RnD was the tamest with its AI usage using a total of 5 alphas, 7 betas, and 7 gamma cores in its markets. DA goes a bit gamma happy using 4 alphas, 2 betas, and 22 gammas in its faction markets. Imperium is the most market damaging with its cores with its usage of 15 Alpha cores(3 as admins).
Lastly, as far as I could tell, Interstellar Imperium was the only faction in my list that made use of the Planetary Shield generator by having it on its homeworld (with alpha core). This basically makes it immune to most anything unless you happen to be using the shield generator changes mod.
As you can see from above, many mods do have an issue with being overtuned at the very least on the campaign layer with a few more having issues with regards to AI usage in the marketplace. I do request that most of the mods that make use of a pristine forge to downgrade to a corrupted forge to better match vanilla sensibilities.
As an aside, I've noticed when playing with mods that I haven't really done any exploration at all. It makes sense then after learning about this from a friend as it turns out I was able to simply raid for everything that I've needed rather then needing to go out to the fringes for the rare and powerful equipment when I can guarantee what I need in the sector with a few marines.
PS. Simply ignoring parts of a mod that could be OP (such as IBB) isn't a great answer if the person playing was a min-maxer as if something OP exists or is perceived to exist then they will use it or perform it regardless of how boring or how much real world time cost there is to doing it. There's a reason Alex is wary about such things and frequently goes on to quote that "players will optimize fun out of a game, if given the chance" from the article. Sure, that might not affect you or many others, but ignoring that issue would mean that there will be a very decent size group that will not be able to have fun playing the game, which could lead to their non min-maxing friends not playing either on their recommendation. To a min-maxer the act of being sub-optimal intentionally is unenjoyable.