Well which mods are there? Is any of the graphics-only mods updated to Rebellion yet? :S
CarighanMaconar
What happened to the Bailknight mod? It included Volumetric Explosions, right?
Being the Bombing-capital, I'd have an idea for Guidance: Toggled ability. While active, AM is slowly drained, in exchange the current gravity well's planet slowly loses max-health (without actually losing health, it instead shifts the 0 upwards for purposes of when you're "done" bombing). In other words if you engage it just as you enter battle - tactically tricky since you also need some AM for Reverie - then by the time you start bombing it could be you
Extremely radical idea, but have we considered making Flak Burst a [u]passive[/u] instead of Adaptive? Because that'd be substantially more unique. Effectively the Kol would automatically use wide-range Flak ammunition if Strikecraft come close, making it a cap-version of a flak frigate.
[quote who="TerribleNate" reply="16" id="3188852"] Endless Space,,,,really...??? We finally have computers and engines / internet connections that can handle live action strategy games and you want to go back to turn based strategy??? I hope your trolling. [/quote] Your statement hinges on the assumption that RTS is inherently superior to TBS, which it isn't. So it becomes a preference. It's ok if you prefer real-time, but please don't assume that for every
The problem with the jumping Orky is simple: As the player defending against it has to increase his fleet supply to be able to build a fleet of similar monetary value to the Orky, he will effectively [u]spend more[/u]. This is even more problematic since it has a long-term impact - you cannot undo supply upgrades. So the problem really is that there exists no cost-effective way to destroy the orky. There exists a ship-wise money-neutral way, but due to t
One thing I'd do is make capships more dependent on their support fleet (and by proxy, titans on their support capship fleet), while also making the fleet more reliant on the capships. This is partially done with auras and support abilities ofc, but it could also be done via an "attrition" system where if you don't have enough fleet supporting each other (too few caps / too few frigates / too few cruisers), you suffer an attrition debuff to repair/regen rates due to bad logist
[quote who="loggerhead_shrike" reply="13" id="3188989"]1) Movies are much more expensive to produce ... consider the cost of a good developer vs the cost of a good actor. The actor will be 10X the cost. Distribution is more expensive too. [/quote] And this should concern me as a person wanting to spend my money on the maximum amount of entertainment... how exactly? It's not [u]my[/u] problem if films are pricey to make. That's for the companie
With a Coronata blasting them I haven't had this issue yet. I have to scuttle all the pirate ships, though. :P
True, if you see them coming (which isn't all that easy due to how fast and cheap they are) they're easy to defend against. But in turn I can "exploit" this, by baiting you with Corvettes so you sink money into Flaks.
Actually making a gain if the game drags out even a tiny bit due to the extra trade ports.
I stick with making them Strikecraft. Put them where normal strikecraft are, onto Carriers. They still have to be researched, they are sort of a hybrid fighter/bomber, but in turn are much much slower, and ofc only one. So they are exposed to more fire, but a bit more durable and more versatile. They should sit squarely in the middle of the SC-balance.
[quote who="Mow Mow" reply="34" id="3180455"]Or maybe it gradually streams resources back while depleting hit points - like scuttle, it should return resources based on the % of hit points. That way you'd have to wait until the planet has full health before you can gain the full benefit.[/quote] This sounds rather interesting, because it'd remove the main issue with Stripped to the Core. The other is more an overall design issue, the capship labs, and I
I like the idea of having the Starbases only jump to friendly wells. Still being defensive units, just able to freely roam. Ofc, I'd further add that once you start taking bombardment damage in a well, you can no longer jump there - so no emergency-starbase.
I personally think none of the new battleships fit their races. :S
What if the ultimate and Clairvoyance swap, and Clairvoyance becomes a passive aura which gives you full Intel (yes, full) on all stars in a 3-4-5 star radius (I suspect 4, but needs some testing ingame)? A scout ship. A really really awesome one at that. :P
Oh, and players should be unable to have so many planets. That's totally unfair. People are just spamming mass planets and have so much cash. Limit planets per player to 2, ok?
[quote who="bilun" reply="88" id="3130136"]Now that is very interesting idea. Probably wouldn't be enough on it's own, but that sort of creative nerf(which doesn't really affect their ability to dot heir job, just how long they can do it) could reduce the size of any necessary stat nerfs. [/quote] Taking it one step further: Not only do Corvettes, because of their tiny size, not feature repair/maintenance crews, they also cannot prod
I would just make the Titan vulnerable to overpowering numbers, tbh. Make it powerful against capitals, in fact, make it horrendously powerful against them. Able to scare caps off just by showing up. But make it fall to an actual army. Ofc, the balance would need to be so that if I invested 60%+ of my pop into caps, then I cannot beat a titan with the remaining army. However if I got only 1-2 caps, supported by a large army, I can wear the titan down without tak
Realistically the big problem is: Shouldn't a Starbase be [u]stronger[/u] than a Titan, in return for not being mobile?
Hrm, fair point. But about the queueing, what I mean is: While Stage 1 is building and Stage 2 is researching, I can gather the resources to click Stage 3, right? If it were just one stage, I'd need all resources in advance before ever clicking the button. In other words since the queue deducts the resources the moment I push the button, I can "delay" payment and click in the next step somewhere during the previous one. Were all combined, such an option wouldn't
The techs also help to make the Titan easier to fund. If you had to pay the combined amount once, for some "supertech", you would need substantially longer until you could even start working on the Titan. This way you can take sort-of babysteps. Although I like the idea with the "unfinished" Titan sitting there working as a sort-of mega-turret. I'd go the opposite way, though. Stage 1: Husk. No shields, minimal firepower. Stage
[quote who="Pbhead" reply="5" id="3127269"]every single advent thing looks like a sex toy. this is nothing new. [/quote] 1. Copy current funfactory.de line-up 2. Paste into ship-model modelling tool 3. Profit? ^_^
I'd agree with that, make them a single-craft strikecraft "squadron", much more durable than a single fighter or bomber, but ofc only one, so once it's shot down it has to be rebuilt as a wing. So the point of them would be that they're "squadrons" which have a comparatively high chance of returning (since the individual craft is so much stronger), but with a higher risk-value in that each craft shot down causes a much longer delay on rebuilding.
I actually like the pirates a whole lot because it puts a lot of value onto hoarding money without spending it for army directly. If you pre-plan it there is no way someone who built an army can keep up the bounty race, and then when they are busy with the pirates you can rush for an army and stab them in the back. It is unsteady, yes. But it's a good idea, it enhances the value of economy beyond purely funding your army.