Whiskey144 Whiskey144

Stuff you'd like to see in the THIRD XPack

Stuff you'd like to see in the THIRD XPack

XPack is short for eXPansion pACK

This post is about a bunch of stuff for the devs to read, and put in the 3rd expansion. SERIOUSLY DEVS, READ THIS POST!!!!

I'll probably need to say this in the most un-PC way I can think of, without resorting to profanity, so here goes- DEVS, UPDATE THE FREAKING FORGE TOOLS ALREADY!! MODDERS NEED READILY ACCESSIBLE TOOLS, AND FORGE TOOLS IS SOMETHING THAT WAS USED. SO UPDATE IT ALREADY!!!

Now that's out of the way, here's some things I'd like to see-

Some new offensive ships. I'm not talkin' new defense-busters, though the Vasari certainly need a polishin' in that area, but new offensive, multipurpose heavy combat ships. Something like a new, improved, and more heavily armed heavy cruiser. And some new caps would also be cool.

Orbital refinement upgrades for the TEC Starbase. They are the industrial juggernauts. Their starbase should reflect this.

This is a more personal thing, but there REALLY needs to be the capacity to add NEW cap ship names for modders, and not just new ones for the stock races, but new ones for new races that modders come up with. Also, increasing the name limit from 13 to something like 23-26 characters would be very nice. After all, I think that I should be able to rename my Sova carrier that's currently 'TDN Karamazov' to 'The Brothers Karamazov'. If you've never heard of the 2nd term, then Google it.

NEW STRIKECRAFT TYPES- some depth to this to prevent carrier spammers and also add some interesting dogfighting elements to strikecraft-oriented mods. Not sure if others do this, but sometimes I like to zoom in on my SCs and watch 'em dogfight or zoom around filling enemy caps with missiles.

Some defense-buster Vasari cruisers. Their SBs are EXPENSIVE!!. A cheap way out is to simply make the ability cheaper; however it's that expensive because their constructor is also their colony frigate. Some new and improved assault cruisers would also be nice.

Personally, my gameplay style tends to be more militarily oriented. As such, I'd like to see a lot of new ships and defenses and defense-busting gear. Another thing I'd like would be a TEC minelayer. Both the Advent and the Vasari can exert control over neutrals with mines, but the TEC cannot.

Also, some stuff that has been bugging me about the lore-

Why did the Advent decide that when the TEC were embroiled in war with the Vasari was the best time to return? Was it because they thought it would be an EASY CONQUEST perhaps?

And what are the Vasari running from? Will it catch up to them in the 3rd, or possibly 2nd expansion? Where did this uknown enemy come from? If they are explained, will they be introduced as a 4th playable race?

And PLEASE, nerf the Illums a bit. Personally, I think they should lose their voluminous health, and also get a slightly lower damage for their beam weapons. On the flip side, either boost the Vasari's Assailant, or do a beefed-up cruiser version. The TEC are pretty good as is, but some anti-ship capabilities for their Ogrovs would be nice.

41,235 views 34 replies
Reply #26 Top

if anyone actually bothred to do the math... the price of migrator+deploy starbase is preety dam equel to that of constructor+deploy starbase.... except the migrator gets to do it for only a tier 2 research, takes only 6 fleet supply, and if it goes boom its not nearly the huge loss of losing a constructor.

a fully wacked out vasari starbase has 23k hit points, and 30 armor...

30 armor!!!

 that means that only 40% of the damage gets through... which stacks with shield mitigation! and if you give it its frontal shield, you can take another 50% off most damage (assuming your smart enough to keep your starbase pointed the right way)... lets see... those ogrovs... (which pop about as easily as seige frigs) if they are all on the same side... ya... no... thats a very tiny fraction of their damage reaching that starbase... add in an overseer or 2 and a regeneraton bay... and i am sure any capital ship that needs leveling would be very happy to sit on the other side of the grav well and watch the fire works... if that capital ship happens to be an egg, maybe it will be kind enough to launch a grav bomb at the carriers so the starbase can catch up to them...

Reply #27 Top

Hold on a minute bro. So what that Orky can have 23k HP and 30 armor. That requires about 35k credits dumped in research and upgrades.

Orkulus is good in combat. That's what it does. Floats and kills.
I like it.
I only dislike its poor structure-killing capability. As I said, a fully offensively upgraded (as in - after spending lots of money and time) the Orkulus has an anti-structure capability of two starfish or even less.
It deserves more, substantially more, if it is to crack SBs backed up with repair bays, shield regenerating hangars and other bullshlt.

The only problem with buffing the orky's anti structure potential in any simple way is that, if it's done, orky will be TOTALLY useless against another orky. It is dreadfully hard to deploy an orky when your enemy already has one decently upgraded floating nearby. Not because that deployed one deals massive anti-structure damage, but because the new one starts with 250 hit points, not 10k.

Reply #28 Top

The orky works, its not perfect, but the point is, it works...  But I do think that it should get some upgrade or something that allows it to do that job better...

Reply #29 Top

perhaps a research that allows it to upgrade 100 times faster in enemy gravity wells? similar to the 'build faster in enemy territory research' that the Vasari have?

Reply #30 Top

not that fast, but a "speed upgrade" upgrade would be helpful...

Reply #31 Top

First off, the Assault Deployment increases the rate of starbase construction AND the speed of making it upgrades.

Second, Whiskey, I don't know what you're drinking, but drop it.

100 times faster upgrade? You nuts? That orky would become 24k life in 15 seconds.

Come on. I'm being serious. All the orky needs is to deal more damage to structures.

Maybe a researchable ability like "the Orkulus crew redirects all energy from its drives into the weapons systems in an attempt to break through extreme resistance." The effect would be 150 seconds of +100% anti-structure damage; on 300 second cooldown. Some hefty resource cost.

Or maybe an upgrade that would add massive anti-fighter firepower.
That way one could send in an orky to clear the enemy starbase's immediate surrounding of fighters and thus be able to use his own bombers to do the starbase-killin' job. That would be cool. No idea if it would be balanced, but it would be cool.

I dunno, something.

Right now the orky cracks fleets, but doesn't scratch structures that crack your own fleet.

Reply #32 Top

yeah, a x100 upgrade is a but much, but it does start people thinking 'I can use an Orkulus to massacre enemy structures'. Personally, as I stated before, I never used the Orkulus like that. It justed seemed an overally expensive thing to do.

But with a speed upgrade, it would be nice. Something that could also reduce Health/Weapon upgrades COSTS when doing so in an enemy grav well would also be useful. Not a super-low-cost thing, but maybe decreasing cost by 20-30%.

Reply #33 Top

The integral part of having a starbase as a structure cracker is that once you crack the enemy, you take the gravwell and already have a starbase protecting it.

That's why it takes that long. And that's why it shouldn't be TOO easy.

It's fine. Just some anti-structure damage buff that won't totally foul up the Orky against an already deployed Orky and we're good.

Reply #34 Top

I actually don't drink anything heavier than soda. That's out of the way, and I also did note that a x100 upgrade would be too much. But like also said, it gets people thinkin' more. I actually didn't know that the upgrade rate was also boosted with that research (my foul-up for not reading the research files). However, a cost decrease would be nice, as the starbases cost MONSTROUS (not yelling, just emphasizing) creds, with metal and crystal somewhat light.

Something that decreased the creditary cost of upgrading while in an enemy grav well would be nice, but decreasing it by 800 credits I think is the most you could really do. You can't make them inexpensive superweapons, as like you said it would be TOO easy. But I do think they need a more noticable upgrade/build rate bonus, and something that upgrades the anti-structure damage is also something useful. The flak thing would likely have to be an ability; unfortunately it couldn't be another weapon system, though they could make the phase missiles able to target enemy SCs. That would be an alternative to the bunker-buster damage boost.

Personally, I really don't play Vasari often, as I have more fun as the TEC (hahaha, your lvl10 Space Egg is in range of my SB's BIG RED BUTTON OF DOOM!!! HAHAHAHAHA KABOOOM!!!!!). XD =D

with the Vasari I'd like to see some upgrades to their weaker ships, like the Kanrak and also decreasing the logistics requirements of the Enforcers. It could be because they have better weapons/abilities, but they should be the same as the others. Well maybe.