this was originally a blog post being a part of a series of letters, however because I linked a mod to it that I was working on in conjunction with the said letters, it was interpreted as a modding post, even though the mod itself wasn't finished and was just a proof of concept. These balance changes are currently unfinished...
They consist out of fleet PTS changes, game mechanics changes (such as changed to accessibility and costs of industry upkeep), officer costs, speed in hyperspace, as well as a myriad of very significant balance changes, such as making Mjollnir deal 300 damage per shot at 300 flux cost with 400 localised EMP damage. Feel free to try it out, but I'm warning you that this mod isn't finished yet, and some things may appear out of place. However I have been doing some testing, and you should feel free to try it out, but save your save file before using it, as long-termly it might be annoying to deal with.
Spoiler
letter about Mjollnir
ok. So, I have been doing lots of testing. Balancing... Making my own balancing mod, for the people, by the people (well, I doubt I'm really part of the people). And I have been doing... Stuff? Increasing armour on Midline ships, slightly, their speed. Increasing shield profiles on Fury, Shrikes, Tempest... But also locking Aurora to front shield, finding out it's dumb. Deciding to nerf front shield conversion. Buffing Heavy Mortar... Changing how Invictus works... And that's the thing... Invictus.
The Dev really nerfed those two ships... Invictus, Pegasus. And they also designed Retribution to not be overpowered. Overall that content patch didn't really change much. It was an addition. And to prevent power creep, these additions were made subtle, not ridiculous. They were BALANCED, but BALANCE is a myth created by the ruling class. There is no balance in Starsector. There is no logic. And there is no consistency... Things happen, you fail. You die. Skill doesn't matter. Plans don't matter. Only meta matters. So, the question is can we destabilise it and change how it works? Yes. Should we? I guess... Will it happen? Probably not.
Let's keep this short, because I'm sure people hate reading. What are s-mods? What are ships? And why are they all bad? It feels like when the game develops its vessels, it always aims to make them as restricted in their role as possible. They always have not enough. And they always fail. The game is always stingy about OP. And if the game isn't... There are other potent restrictions. Dominator is slow and underfluxed. Onslaught too... It's always like this... There is always something wrong going on. And players are supposed to feel that wrong coursing through their veins. This is why I imagine dev struggling to make fits for enemy ships, and at some point just saying "*** it" and doing random things that don't make any sense. Because no matter what you do, the ship will always fail. The only way to make it not fail is via s-mods... And probably officers... So, here is where the Mjollnir part starts.
Mjollnir makes no sense. The only ship that can use it effectively is also probably one of the worst capitals in the game. It shoots highly inefficient projectiles that deal meh damage and meh EMP. So, it's bad, right? No... It's not... In fact it's probably one of the best weapons in the game. It's just not designed for anything that exists...
No Low Tech ship can use it... They will all overflux... Not in their base form. And sure... Conquest can use it. But meh... In reality... The weapon is designed for ships that walk outside the realm of average Starsector ships. It's meant solely for the player. Mjollnir is like Plasma Cannon and Heavy Blaster. Except unlike those two, the only ships capable of properly utilising it to its full potential do not exist. They do exist. But they are the creation of player min-maxing than actual mechanical randomness. Mjollnir in theory has no weaknesses. It has infinite range. Good anti-shield and good anti-armour damage. So, if you create a ship that can run it... By getting all the necessary character skills. Ordnance Expertise+, maybe Shield Shunt, just a lot... A lot of flux. And then run it... It's just death itself.
Mjollnir is a perfect mechanic. It's a perfect tool that as soon as it can be utilised offers infinite potential. There are other mechanics like that... The other one I know is the infinite shields. Shields being an infinite source of durability are restricted heavily by the fact that there are tons and tons of tools to counter them... Somewhat. And on top of that ships that usually use shields are restricted heavily. Until they aren't. If there is a ship that uses shields to their full potential. It is basically invincible. You could say the same about armour... But not really. I have tested fights against Guardians with 2700 armour. And that is not infinite durability. You can still EMP their PD and then utilise existing weapons such as Breach, Reaper torpedos, etc. etc. There are just "delete armour" tools that are always accessible. But are there such for shields? Yes... And no?
If you combine s-mod Stabilised Shields with that shield skill+, you will get 30% soft flux venting. Add to the fact stuff like being able to scale down shields to a very low level... And they are basically infinite. It's just... Pointless to fight them at that point. Two Paragons can hold their ground forever.
So, why am I talking about all this?
Well... It's um... Uhhhhhh... I wanted to remove those. I needed to explain why these things are kinda odd... And that they present infinite destruction. The way how I discovered Mjollnir is just stupid, is by giving Invictus its stats back from before it was nerfed. And assuming that the reason it had its flux nerfed and the reason it has so little OP... Is cause if you can have Mjollnir equipped on it and have enough flux to power it indefinitely, all it does is just delete everything. Every thing in the game has weaknesses. Range, specialisation of damage, limited durability... But limited mobility isn't a real weakness if all enemies come to you, and ships can cover each others back. And Mjollnir has no weaknesses... Because high flux spending isn't a real weakness if you can deal with it...
The point being that there are mechanics that cause you to interact with the enemy. And mechanics that interact with you. The enemy having high PD is a mechanic that prevents you from dealing damage to them which you have to counter by interacting with the enemy. A mechanic like lacklustre OP, low flux, limited shields is a thing that limits you directly... And you can only solve them by interacting with yourself.
I guess we can divide Starsector into two kinds of pain in the ass. The pain caused by the fact that the enemy responds to you, and the problem of the fact that you simply can't use something. And Mjollnir is the latter. And as soon as that problem is solved... It becomes infinitely powerful.
So, in my balance mod, I will underline Mjollnirs' secondary aspect. Its EMP. Currently its EMP is entirely irrelevant. It simply does not exist. So, I will just reduce its damage, increase its efficiency and buff its EMP. That way it will still have universal nature, but not universal in that it deletes everything as soon as you manage to power it, but universal in that it can adapt to the danger it deals with. But still requires a secondary aspect to finish the job...
Reinforce something with another thing to make it work... Create complexity. Don't let one thing do everything, otherwise you're betting on it becoming infinite. Fill shield with mobility, or fill shield with armour. But make shield, armour, mobility limited... Fill armour with long range... Fill one kind of damage with another kind of damage... But don't let it all do one thing... Otherwise you get Mjollnir. And making it cost a lot of flux won't make it disappear. It will simply make it discriminatory against ships that exist...
Or something?