Yes I know, it's sad and doesn't make sense. But I had modded it in once out of interest. Which led me to my claim that 30% does nothing to balance the Orkulus whatsoever.
vyolin
You get them on most modern GPUs, just saying...
[quote who="Greg30007" reply="2" id="3183439"] Titan while still gets massive repair rates in big fights if you attack him with selected frigates it will die. SB phase jumping ability is not tied to number of labs you own. And destabilization doesn't work on itself. I think when jumping is tied to 8 military labs that need to be build and destabilization works on itself it will go far towards balancing the race. Only problem afterwards will be amount of SB you can build wi
Stripped to the Core is toned down to normal levels as is Nano-Leech so that is fine for the most part. Jumping Orkies haven't been touched (I am looking at you, Phase Destabilization!), so going against a VR at Tier 8 military is still like hitting a train. Apart from this both their Titans have been severely buffed in terms of damage, I still would not want to go against either of them.
But one would not suffice, since it would still enable you to buy all weapon and armor upgrades. If it is to be upgrades I would opt for making the Stabilizer Upgrade 2-tiered and Phase Jumping available on the second tier. Thus either damage or armor would not be on maximum level. You would trade raw combat strength for mobility if you wish to do so. Just a thought though.
I consider it quite fair. It also makes it viable for the VL to go for full civil labs since he will in time make up for his lack in military labs. All in all I'm quite content with it now.
I agree with you completely. It seems like they overcommitted on the Ragnarov being less more than a BFG and now try to change it into a Swiss Army Knife. A Swiss Army Knife with the knife taken out, to be honest. They could have increased the cooldown on Snipe for starters. That thing sports a gauss and a rail gun not an SMG... Or they could have reduced its HP and shields to make it more of a glass cannon. Apart from this making the Orkulus subject to standard(!) destabi
SttC looks reasonable now, although I would have liked it better if they had made another 30% less effective but available earlier. Vasari received a lot of love, the Rebel Titan got away on Nano-leech with a few scratches while the Orky continues to parade on everyones bones... The 30% Jump Destabilization scale down to 5-20% due to armor. Which is even less of a constraint if they do not effect themselves. But it's nice to begin with. And the Ragnarov... bit excessive in
The description has a bulletin saying "Planets -> All". So I just thought, you know 0=)
I would like to give the enemy a reason to stay rather than just mallet-forcing him to do so. Reduce the duration to 120. Should the Eradica receive less than a certain amount of damage instantly restore 25% of its HP. Thus the enemy would very much like to stay and kill off that thing while the Eradica isn't just delayed fireworks... EDIT: Then again, you could just give that thing x% HP back when UW triggers... doh.
If you consider making use of traditional labs and shipboard labs to be mutually exclusive you are right. But if you build labs as usual and then midgame decide to buy shipboard labs you all of a sudden gain a huge boost to tech capability. If you don't want to make use of it just don't. You still can have them as sort of a backup should you lose your structure labs. Since those don't put up much of a fight they might be a more preferable target for your enemy now and if t
Side note: Stripped to the Core doesn't benefit from Salvage Efficiency although the tech states otherwise. Can someone confirm this? I had the intention of reducing SttC-values to 0.3 of their originals and move it down the tech tree while adding a set of salvage techs further up restoring the old amount over several tech tiers. Doesn't work though.
Since enemy ships could not strike and not flee the only way to avoid certain doom would be the Akkan's Armistice or any equivalent skill. So yes, that would be overpowered.
I know I'm riding a dead horse here but the strength of the Shipboard Labs is mainly due to the strength of Stripped to the Core. Balance SttC and get rid of the second level of SHipboard Labs (fractions don't seem to work) and you are good to go.
I just did a bit of modding and came up with an idea to balance the infamous Orky. Everyone remember Phase Destabilization? Distorts phase space, does nasty things to anything travelling through phase space. Doesn't affect the second biggest structures in game, Star Bases. Even the Vasary Titans get ripped by it and those are even bigger and should be well accomodated to phase travel. So let's make Star Bases effect themselves and each other. There was no need back in
[quote who="deathbypie" reply="36" id="3180748"] I don't think it should depend on planet health or population. After all, the resources come from the planets own elements, which are there whether or not the planet has people or infrastructure on it.[/quote] Me neither, we could just pretend the guys need to set up a bit of an infrastructure to get the most out of the planet. Yeah I know, trying to convince myself...
[quote who="deathbypie" reply="17" id="3180712"] Each capital ship is effectively worth a bit less than two trade ports as well, which is nice.[/quote] Actually they are worth more than 3 tradeports in terms of income. 3,5 to be honest. Two trade ports would generate that income only in a chain of about 4-5 planets. Good luck beating that early on.
Again this is mainly due to the strength of SttC. If you reduced ship labs to 0.25/0.5 per ship it would still not make a difference because of SttC. You don't have to care for the exact amount of labs given if you churn out capitals like it was nothing to you.
Since there is a big SttC thread already going I will make this short: SttC provides you with a flat amount in metal and crystal without blocking you from the extractor income. Just colonize again. And in terms of credits it gives you a nice headstart which you can use to boost your Capital Ship Income to further prolong your advantage. As long as you don't kill your planets completely it is hard to lose on this side of the bargain. And this is what makes the ship labs so seemingl
Since I proposed kind of the same I second Mow Mow's idea. Regarding your comment above, Tohron: Reducing the planet's HP automatically is equivalent to increasing scuttle time. They both increase the window of opportunity for enemy players. That being said I still find your proposals a bit excessive. As I put forth already SttC scales extremely well with little maps which makes it hard to balance. So how about a fundamental change: Make SttC a skill and tie it
[quote who="browha" reply="8" id="3180229"] ... Plomping two star bases in ENEMY territory ... [/quote] Not what I meant but hey, congrats for choosing the hard way and winning nonetheless. =)
This would actually be counter-productive. If you get more income from it when you use while having fewer planets you are encouraged to strip any of your planets and every new one you acquire, lest you lose out on potential income from SttC. It would make the locust mentality even more attractive.
[quote who="Sickerthansars" reply="30" id="3180230"] ... once VL decide to go full mobil if you halt them for even a little while they falter and are pushed back with minimal effort. ... [/quote] I totally agree with you on this. Still it is difficult to properly deal with the headstart a Vasari gets when he decides to go mobile. Half an hour to an hour mean nothing in a big map with multiple stars. In single star
I would vote for the Loyalist since they are more zealous than the rebels. That is if zealous equals vengeful and doesn't equal pious and peaceful. Besides, vengeful and pious both do explode nicely after Security Protocol Override. So this is more of an academic interest I reckon.
As a Loyalist you should be able to fortify your planets with 2 starbases each. Additionally they are highly durable. So try to place two in those wells they can jump in to, get them all armor and Security Protocol Override. Then jump in their system and shoot away at all that he's left. Should your starbases prove inable to survive his onslaught use Security Protocol Override on both of them (at 50% hull points, e.g.) and kill his fleet with it. The rest is just cleaning up.