Part 2:Reduce Mineral Costs for Low-tech Torpedoes
In my last article I offered recommendations to balance the MegaCredit costs of torpedoes. In this article I will look at mineral cost inequalities among torpedo types, and offer options on how they might be addressed.
In my last article, I described the new torpedo changes and demonstrated the relative inequality of torpedo stats in VGA Planets. In this article, I will discuss what planets could (and arguably should) look like in terms of an ideal distribution of stats. I will follow up with some concrete suggestions on how to make this possible. In doing so, I will try not to change the flavour of the game.
In order to write about the new changes in torpedoes announced at Planets.nu, I need to briefly explain how torpedo economics work in Planets. As most of you probably figured out pretty early on in your Planets days, Mk.4 torpedoes are the best go-to torp to pick, until you have more money to get one of the top-tier ones (Mk.7 or Mk.8). Many of you have looked at the damage (TW) rating of each torp and then compared it to the MC cost, and noticed that certain torpedoes are much more efficient at packing a punch than others.