I love taking a high level Coronata into enemy territory and just being like, "Hey, can I borrow that fleet? Thanks." And just wrecking shit with the frigate fleet the AI is dumb enough to keep sending my way :p
Senza32
Also, since it says Sins factions, I assume you will be doing TEC and Advent as well, I would like to point out that in the Rebellion intro there is a guy on a tower on the right as they show the Colony Frigate landing to pick up troops, and he is clearly holding a rifle or other mid sized weapon of some sort, I only say this cause he's only visible for a few seconds and you might not have noticed him, given that he is off to the side.
Well, the idea is that it's optional, so if you don't want that to happen, just leave it at default.
One of the techs causes destroyed ships to reappear at your capital now and then, can't remember for which faction, but perhaps the original ship could be destroyed, and a clone could be created at your capital?
Nice! I don't think we have any idea what Vasari hand weapons would look like, but one of the Vasari in a loading screen is holding a staff of some sort, perhaps you could give him a combat staff? I know it wouldn't make a whole lot of sense in a futuristic setting, but it'd be better than nothing.
Could you just make it so that when pirates are inactive, they spawn as a militia guarding an uncolonized pirate base, rather than an occupied one?
That's true, I suppose TL could use something that's a bit of a "WOW" factor to help them out.
Of course, this might be a little overpowered for TL (especially vs Advent) so to balance it out we could possibly modify existing abilities to help counter them. I don't think the Vasari really need any help in this area, they are already great at destroying hard targets with Phase Missiles, Subverters, the Kortul's ultimate ability, the Orkulus, and Nano Disassembler. To help the Advent out, Repulsion could be modified to affect Starbases, which would give some breathing roo
Yeah I think Seleuciea said what a lot of people were thinking, they just didn't realize it :p
I think making carriers a lot less beefy would help too... I mean really, what's the purpose in them being so tough to take down? I'm not saying they should get 1 shotted by anything, but their unlimited range in combination with their great durability doesn't help balancing any.
I agree that this would be interesting to try out, I may only play SP but even I fear attacking a grav well with an Orkulus in it, since you never know exactly where it is going to be unless you do extensive scouting, which is not an issue with an Argonev or a Transcenia, and I think giving the other races a LOL, SURPRISE! capability would go a long way towards balancing the factions defensively. Plus, this would make the TEC Loyal twin fortresses tech truly a fearsome beast, sure, jumping in
Thanks, I was just thinking that auto dock might make the Kostura a little more effective if that were indeed the case, since not even SC could be mustered to the defense.
Interesting idea, and since it is merely an option I see absolutely no reason not to implement it, since if you don't like it... just leave it at default at all times. This might give the TEC Rebels a slight advantage with TAR, but really the neutral fleets aren't much of a threat regardless, so I don't think it'd hurt balance much if at all.
Question, in regards to auto dock, does the Kostura's disable prevent Hangar defenses from being able to launch any docked strike craft?
It seems like fighters kill bombers reallly really slowly, like doing 1-3% at a time to a squad... I think they need to counter them a lot harder and bombers would be fine.
I could definitely live with some sort of organic technology race, they're becoming more overused, but I still don't think that concept is as over used as insect races, etc...
[quote who="Amatiel" reply="10" id="3233912"] Quoting Teun-A-Roonius, reply 9 Back when he made this post though, the BRB had a larger range than it has right now, so I suppose back then it wasn't really unreasonable to complain about it... I wont fall into the trap of fail logic... "advent have gargantuanly OP wail therefore the "back then" OP BRB wasnt OP" (as so many seem to with "dont nerf wail! how are we to defend against jumping orkies and PMs
[quote who="Seleuceia" reply="7" id="3233933"]I believe the name of the TEC Battleship is Kol, not Core.....[/quote] Funny, I thought it was Corsev, I thought the Kol was a ship that you used to deplete the entire galaxy's supply of antimatter?
You cannot have a Titan factory make more than one Titan, it is hard coded, but you CAN make it so you can build a ship that has an ability that spawns a titan and blows itself up. Edited because I misunderstood the second question.
[quote who="GoaFan77" reply="9" id="3232969"]Major Stress, you necroed! Why??? [/quote] To cause you.... some Major Stress. [e digicons];)[/e]
[quote who="Major Stress" reply="2" id="3232937"]Also in steam you can verify the integrity of the game files. If anything is messed up, steam will fix it automatically.[/quote] Yeah this is basically the #1 thing you should do whenever you have a problem with a specific game in steam, it usually solves the problem in my experience.
[quote who="Bama498" reply="10" id="3231212"] Quoting Twilight_Storm, reply 9So does the ability make a better swarm if it absorbs more smaller swarms? If not, I'd recommend limiting it to cause the 3 other types to all combine (One of each) instead, as well as having a max number of permanent Greater Swarms for each Rankulas. 3 maybe? Upgradeable to 5 with rank 2? Or maybe a number based on each Rankulas level kinda like they do with Strikecraft... -Twi It does
Basically what I am saying is instead of making it be a targeted ability that then spreads from the target, just make it apply to all ships within the range of the ability, but with no spreading from ship to ship, basically like the Ankylon temporarily increases its shield "bubble" size uniformly to cover friendly ships. I was also thinking maybe a slight buff to group shield power would be nice, BUT, to compensate, let's say that the Ankylon's shields become "stressed" by bei
I have a nitpick as well, I really would like for my units to see through attack orders until the target is destroyed or until I tell them to do something else. I have found that if it takes them too long (esp if they are attacking civilian structures) they will just stop attacking after a certain period and go do their own thing. Disabling auto attack does not help at all as it just results in them doing absolutely nothing after they stop attacking. I would also like for my units to co
Besides... aren't those charts damage per SECOND rather than damage per shot? I would think the actual damage per shot is more on the order of 300-500.