The Dunov change is just somewhat superfluous rather than as bad as Animosity, though I can't agree with the principle either- what we want is for focus fire to be directed away from capitals, not to have to focus on capitals to get any result from your fire, so improving the ability to work on frigates is wrong.
The ability is improved for capital ships as well and the dunov can use it on itself...I'd say that's a fairly decent buff...
So.. LRF outside the range of Animosity- which I'm happy to have restored to the original level- will be able to target ships friendly to the Radiance that are inside the range of Animosity? The ships near the Radiance will be invulnerable to strikecraft?
I'm not certain I understand what you are getting at but I think I do...someone (I think Pbhead?) brought up the point that the buff BuffTauntFriendly that uses ForceAttackersToRepickTarget may cause an enemy ship outside the affect of animosity to still be unable to shoot a ship within the sphere of influence of animosity...in theory this is correct, but in practice I'm not sure yet...if it's a problem I'll work on fixing it (likely will involve lowering the range of just this buff)...depending on the strength of the secondary buff of this ability, it really may not be an issue (simply part of the advantage in using this ability)...another thing I'm considering is raising the antimatter cost of animosity...right now the ship pretty much never runs out of antimatter...even if this ability is OP, if you can only use it 3 times before you run out of antimatter then suddenly may no longer be OP...
Why have you made the Radiance invulnerable at all?
Lets pretend that there is a "magic number" for hull regen...let's just say 3...so, if you set the hull regen on damage taken to 3, everytime the radiance is shot it will take no damage...therefore, raising this value from 3 to 3.5/4/4.5 would give you an idea of what a net repair of .5/1/1.5 would do...now, since we don't know the magic number, I decided to make the ship essentially invulnerable...this is in essense like having a hull regen of x+.5/x+1/x+1.5 where x would be the "magic number"...I am hoping that this current version will help us determine what values of net hull repair are good so that once the "magic number" is found, implementing the desired effects will be real easy...
Unfortunately, no one seems to be posting anything about those numbers...in fact, all people are posting is "that ability sucks"...well, maybe it does but we are never going to get good numbers if we don't at least test some...the numbers are reasonable, one radiance can be killed, it is possible...it's just hard (right now too hard at level 3) but we need something to test...I picked the numbers for testing purposes with the hope I might get some feedback or *gasp* someone might try their own numbers and post some results...
What is the level progression on this then? Range 3000/4000/5000 and an improvement on the health gained, which is somewhat irrelevant as you have made the Radiance invulnerable at level 1?
Not irrelevant at all...the hull regen heals the hull...this means the Radiance is harder to kill during those 40s it isn't using animosity because it just got a nice hull regen...making this value to high means that early game fleets won't be able to do enough damage in those 40s...make the hull regen too low and late game the ship will die very quickly like any cap without a tanking ability...
Current progressions for this ability are range and hull regen...if the secondary buff is changed, whatever replaces it will also progress...
The question is rather, has anyone else got any say in this mod at all? Look at your long list of changes, try to identify whose suggestions they are.
If I make any mistakes with this list, my apologies but I'm doing it all from memory (really don't feel like reading all 10 pages)..
Scramble Bombers - All numbers here were calculated by Darvin (and work beautifully by the way)
Heavy SC - Buff was made by me, no objections that I can remember, and some posts supporting it
Missile batteries - Buff made by me as well...goal with both Sova abilities was to make it more competitive with the other two carriers in the late game...I think Mr. G was upset that the Sova was buffed, but that was more because he thought other ships were higher priorities and Mr. G doesn't like me...only objection I can remember...
Jarrasul Colonize - Spawning extra constructors was entirely Darvin's idea
Finest Hour - change to antimatter regen was suggested by HerrPinguin...the increased hull regen that compensates for this might have been his idea also, not sure...
GRG - Antimatter cost I believe was Darvin's suggestion...values are very close to HerrPinguin's numbers...weapon cooldown IIRC was Darvin's idea...we never settled on a specific number but he did make a good argument that 20% was too low (value is currently 33%)
Flak Burst - These numbers were vetted by several different people...I know that Darvin and HerrPinguin had a lot of input on this...cooldown times might even be HerrPinguin's numbers...
Adaptive forcefield - Don't know who said it first but making this ability passive was on a lot of people's minds..
Animosity - Hull regen IIRC was DesConnor's idea...a lot of people contributed to tweaking the mechanics of this...HerrPinguin was the first to come up with the idea of making it Interruptable/Channeling (I think it got overlooked then though)...using the ForceAttackersToRepickTarget mechanic was my idea...
Cleansing Brilliance - HerrPinguiin gave the suggestion of getting rid of one of the finish conditions that end the ability when it destroys its target...the change in DPS and duration was my idea
Magnetize - current max number of SC that can be destroyed are HerrPinguin's numbers...I believe it was also him that gave the idea of using the max number of SC destroyed as a finish condition so infinite targets could be affected...antimatter cost change was made by me but it may need to be changed to a constant number...
Shield Restore - The current shield regenerate over time mechanic I think was syneptus's idea but I can't remember for certain...I have no idea who said allow this ability to be used on the ship itself first, but I know a lot of people wanted that change...
EMP -cooldown times are Darvin's numbers...antimatter cost was my change...range increase was also my change
Vertigo - Antimatter cost was based off of Darvin's suggestion...the exact number chosen for the range buff was mine but I think the concept was suggested by someone else
Vengeance - Antimatter cost based off of Darvin's suggestion...I can't remember who came up with the cooldown and duration changes, it might have been me...
Distort Gravity - the antimatter cost and cooldown were Darvin's numbers...the range increase number is mine but I know that other's (probably Darvin) advocated a range increase in the first place...
Subversion - Antimatter cost is Darvin's number...the duration and the increase to the buff are my numbers...making the ability not stack and no longer requiring the user to target the planet were my changes...
Assault Specialization - All Darvin's numbers
PM Swarm - Max # of targets was Darvin's number...I vouched for the increased range (so it could hit LRFs)...antimatter cost was my call
Clairvoyance - concept of reducing bombing cooldown was Darvin's idea from a while back...
Guidance - Making it passive was my idea, though this may change and the best contender I think is Darvin's idea of antimatter regen...
Missile barrage - Range decrease was my idea
Incendiary Shells - fix that prevents ability from canceling itself was done by me...armor decrease was, well, I don't remember who came up with that, though I think I was the one to pick the numbers...
You don't propose and discuss changes then make them, you make them first.
Not always the case...in fact not usually the case until recently...the problem is there aren't enough results on animosity being reported so everytime I change the ability and test it I simply update it so at least if someone joins in on the testing they'll be using the same files I am...some small changes (mainly a few ranges and antimatter costs) were my call...but you know there is this thing called a change log and people can read it and say "whoa, Seleuceia, that range buff on vertigo is not cool" and in this way concerns can be addressed and re-evaluations done...
The problem is that when the discussion never gets beyond anything other than "animosity sucks" it is rather difficult to get a decent discussion on minor changes...