Quoting Quiet_Man, reply 1056I recognized a pirate system with ridiculous number of stations and ships. When watching closely what was going on, it seamed new ships and stations where spawned each time the system was hit by the Vasari Cannon, until my PC could not handle it anymore.
Interesting, the spawn time should be 15mins. Was it O, E or D?
It was in D
Quoting Quiet_Man, reply 1056The resource solution scales better, with the higher level AI being much stronger and I really think the solution worth to separate O, just let O version stay with the antimatter system. But this is your decision, it might drive the effort on updates.
I like your idea, it could be adsorbed into another ability and not as a separate ability. Also have you thought about increasing the resource drain further when the dread becomes a super-dread?
Yes, but the AI can not handle it. It will build several Dread and when they level up the AI will run out of resources. So better apply the resource drain from start, it prevents more Dreads from spawning until the AI has more income.
Quoting Quiet_Man, reply 1056I do not see the need to create complete new effects as I would expect e.g. the TEC autocannon to look the same as the Alliance one. But currently the alliance one has a bright effect while the TEC one looks dull compared to it. And using the same effect for similar old/new races weapons should even reduce the load on the system?
I can see that you are quite adamant about your concerns. Are there particular effects or a group of effects that you would recommend improving?
Mostly the weapons effects. When you have a battle "new" versus "old" race there is now a very big difference in effects.
btw. playing a little with the Vasaris, I recognized the new races miss a "rocket" race. Why not make the Norlamins go for intelligent weapons, like long range shield/armor penetrating weapons? Might be a bit too late on how far you are into developing them, but it might fit their appearance as less "brute-force" race.