Tech vs Magic - What Mods and Restrictions...

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AUSGrizzly

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Jul 29, 2019
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So I have a personal Server that I host with a good number of friends, and during one of our first group attempts with the FTB I noticed a huge differentiation between us. We were divided, Magic or Tech. Even around our city appeared signs of "Support Mages" or "Support Tech" as jokes, but I thought, why not make the Server into something much more...
A Server where we play with our choices and fight over the resources of the world. Using Bukkit/Forge Crossover stuff I was thinking to use thing such as Factions and others to assist but when it comes down to the rest of it, what works...

What mods work well together that makes things semi balanced when it comes to advancing though stages and on the battlefield. Would one group of mods that are available to one side just over power the other? Does Magic have something that Tech just can't do or the opposite such as increasing ore>ingot production rate. And What mods just should be declined or just removed outirght due to their signelplayerness that they truely present to the table...

I have been looking over the Magic World and Tech World modpacks on FTB and even some other mods out there (Ares Magica). But in the end I still am left wondering, am I being Biased and unfair, am I being oblivious to the problems. What am I not seeing or just not wish to see...

So I look to you all to offer advice, suggest a mod that should work and let me know which that would never...
Would a Quantum Suit make Tech users overpowered???
Would the Magic Users find their abilities too strong or limiting???
 

vasouv

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Jul 29, 2019
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Well there are differences and similarities and personally I can't see a way to keep everything balanced (since balanced is ridiculously subjective).

You have the BC quarry right? And you have the TC Bore. Both of them do the same thing BUT the quarry is available pretty early in the game while the Bore is late game. Also, with a Pulverizer or Macerator the tech guys will have a lot more ores in the beginning while the mage guys will have to wait until they research the pickaxe of the core which doesn't always give additional ores.

And yeah, I believe there's nothing stronger than a quantum suit although the mage guys might negate that if they use good combinations of Ars Magica spells and Thaumcraft items.

Of course, all of the above apply when tech and mage guys play only their respective mods right? If they mix and match, there's no point.

I don't know man, "balance" is a very long story and every person has a slightly different opinion on the matter you know? I say give them the mods and let them figure things out themselves.

And since I like magic too, give your mage guys Magical Crops, they can grow stuff without having to mine all the time.
 

NTaylor

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Jul 29, 2019
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What I would say is that the end game advantage is far into the tech users area when it comes to armour but not so much weapons there are a lot more weapons/damage dealing objects/spells in the magic area of the game. It makes it a little too unbalanced.

On top of that it is I would say a lot easier to get started with things in the tech area you reach a stage of automated mining for instance a lot easier as well as automation that allows you to gather and process resources while if you were using purely magic mods you would most likely have standard furnaces for quite some time. As well the magic users would have to pass through things like all the thaumcraft research to get to any decent stage and by time they are done with that the tech users have build a tunnel boring tank that just steam rolls the magic users base. Over all I would say it would be a very hard thing to balance.

Even if you put a bar on anything combat/offense related till both sides had had some prep time with things like quantum/gravi suits it would make the tech users pretty invincible.
 

vasouv

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Jul 29, 2019
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You know though, does it really matter how "unbalanced" the two sides are? I mean, if there's some kind of competition (first team to kill the dragon, kill withers, kills bosses in the twilight forest, acquiring ceretain amount of resources, general pvp) then yes, the techs will probably be in an advantage (mining laser is a more than decent weapon). But if you just play regularly, I don't think there will be a problem.

edit: If you definitely want to put restrictions, maybe you could disable the quarry until the mages research the bore... I don't know.
 

Maldroth

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Jul 29, 2019
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Don't forget the usefulness of enchantments on early and late gear for the magic user side. I'd say some of their enchanted tools can really out pace the IC2 tools. I don't think Tech vs Magic is really balanced much for a competitive play style, but that could be a fun playstyle to develop now that we are getting more mods of each.
 

AUSGrizzly

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Jul 29, 2019
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So back to this...
I am thinking of Building the Modpack manually to have built for the server alone. Is there any good Magic Mods out there other then Thaumcraft/Ares Magica that are actually useful??? Some things I know are still good to use 'stolen' from the FTB Packs but I am always wanting to look outside of the box...


ALSO

Does anyone know a way to Disable Recipies on a Player side of things? Like have it so that Tech Players on the server can not do anything with the Magic Mods and such with the opposite.
For example if your Tech you can't make anything from Thaumcraft and if your Magic you can't make IC2 stuff...
 

Obelisk429

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Jul 29, 2019
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A fun idea for the magic players on your server: get the flux from TC3 to dangerous levels near the tech users' base. Wispy hijinks ensue (alongside other effects)
 

AUSGrizzly

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Jul 29, 2019
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I know which mods I can use that come with the FTB Modpacks guys. Can anyone suggest something else OUTSIDE of the norm???[DOUBLEPOST=1366205589][/DOUBLEPOST]
And then tech people made a nuke...
Prob Cancel out the Nuke and some other Recipes for Items that do stuff like that, I mean, I had a day where we backed up our server then had everyone go Creative, The Nukes that were dropped lagged the server to death. Why are they even in the game?!?!?!
 

PonyKuu

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Jul 29, 2019
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IDK. Maybe they can be useful for something? It's the same feeling as ICBM (though ICBM is approximately 9001 times cooler) - those explosives and missiles are awesome, but not useful at all...
 

Obelisk429

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Jul 29, 2019
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Also, it was mentioned before. Warded stone blocks and warded glass can't be blown up with a nuke. If you're disbelieving: direwolf20 just did that in a recent episiode (Let's Play Season 5) to prove to viewers that if his new nuclear reactor accidentally exploded, it wouldn't break his other things.
 

PonyKuu

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Jul 29, 2019
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Well, AFAIR it is easier to make a nuke rather than surround all your base with Warded Stone... But I don't want to play mental games. ^_^

The idea seems interesting, however. But I'm not sure if it is balanced. Magic people have some very powerfull tools and items. And enchanted picks faster than Diamond Drill
There also must be goals other than "destroy each other".
 

AUSGrizzly

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Jul 29, 2019
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I was thinking for the Game itself. Things like...
First to Kill the Ender Dragon.
First to Kill the Wither.
Battle Royal.
Capture the Flag.
Hydra Slaying.
So forth and so Forth...

There is going to be a couple of Rounds or such to balance out the game, work out what items are too Overpowered such as Suits and Such. Then things like World Conquer Styled games...

But like said before...
Need ideas for More Types of Mods that are not included in FTB Modpacks...
 

PonyKuu

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Jul 29, 2019
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I don't thing tech people will be able to make any OP suit because of time restrictions. Magic guys, however, have a lot of combat options - wands from TC, enchanted swords and hanguns