Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I have more ideas but until we know the direction MOO will take through expansion packs I will say no more of it. I have some ideas. Some are not in the spirit of the direction of how the devs want MOO to play, and I have some ideas that are in the spirit of the direction how the devs want MOO to play.
They were made weaker is that they were too much of a game-changer in their earlier incarnations, particularly given how early they appeared in the tech tree, whereas miniaturization comes much later. A flat +50% battle pod would have to be down the very end of the tree.
The current model means that they give a small benefit when they first appear (when frigates and destroyers are liable be the bulk of a fleet), with increasing benefit later on (since they're more efficient on larger hull designs). They're still game changing, but the effect is more gradual.
Not hugely overpowered like before, perhaps, but certainly still useful. They are high on my research priority list.
Pretty much.
Battle pods really only come into their own on Cruisers and up.
And by turn 150 or so I'm rarely producing Frigates and Destroyers anyways.
It's still a no brainer vs Fighter Bays although having LCV's (Light Carriers w/3 Fighter Bays and as much PD as I can shoehorn in) are not that bad. I tend to use them as support/defence units behind my main fleets. Good for delaying enemies as they're pretty much autobuild....at least still hoping so with new pollution mechanic...
Thay 'say' you get 25% more space but then they charge you more than half of that. For a Frigate, you gain 16.25 spaces but spend 8.75 so you get 7.5 space. That is less than 12% and the only things you can fit into your 'battle pds' are 1 laser cannon, 1 neutron blaster who has been micronized to 7.2 spaces, or some point defenses or anti-missile rockets. Woohoo. For the destroyer, you get 27.5 spaces but spend 16.25 I think so you only get 11.25 which is enough for a mass driver... 1 anyhow.
Advanced Construction follows the tech that gives you Cruisers, and at least you get a bit more space on a cruiser (62.5 spaces) before you spend 26 of them and thus you get a whopping 36 spaces on a cruiser. Originally you got 50% flat with a 0 cost. No, you dont have to assume that they should cost spaces to add on, you can assume instead that the cost is part of the total gained and just omitted for simplicity. For example, the pod gives you 65% space but costs you 15% spaces so you profit 50% and we just say 50% because it's simpler.
Heavy Armor and Reinforced hull have 0 cost so you dont need the pods for them.
Amen >insert non-genger-specific-sibling-reference-here< (can't tell from your handle :) )
I agree as well - battle pods were great in MOO2 and don't need changing.
Of course they should cost something - this was already mentioned:
But giving space and then taking more than half of that makes no sense, and the reduction in space given from 50% to 25% (actually less than 12%) was also unnecessary: