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I think a proper balance would be to reduce the number of fighter slots that a ship has for the arthopod faction and replace it with more PDC or missile slots. That or make fighters cheaper, and greatly reduce their health.
Or don't. I love watching the light show of thousands of tiny fighters ripping my enemies to shreds :P
I've had games where a fleet of 3 Battleships, 5 cruisers, 10 destroyers, and 15 corvettes with tier 3 fighters could take on enemy fleets that hogged up like 400-500 naval capacity on GA, and they were missile/pdc built with flak cannons, tier 3 flak, and tier 5 missiles. At the end of the battle I would have dealt about x10+ more damage and they would have destroyed, maayyybe 100 of my fighters.
PDC\flak just can't keep up with fighter swarms, even when the pdc slots outnumber the fighter slots in fleet comps.
I saw that you are planning on working on the Kurogane ships next, curious to see what you have in mind for them.
Looking at that mod it really makes me think about how those ships and stations look more utilitarian rather than wholly ascetic; like the species that uses them are more interested in building things that work efficiently over appearances. Maybe you could take that concept and run with it; something to do with "modular ship design"?
A reduce to ship upkeeps and/or cheaper building and upgrading costs maybe?
Id encourage you to try again with pdc on your corvettes. You'll find an 1000 can easily take kn a 2500.
Amphibian:
-25 leader lifespan (Half of life spent under water).
+40% leader exp gain (Must learn fast).
+50% habitability on Wet worlds.
-50% habitability on Dry worlds.
Arthrapoid:
Shells of Arthropods:
+100% Defense Army defense.
+100% Army defense.
Do to affects of Gravity:
-50% habitability on large worlds.
+50% habitability on small worlds.
Funggoid:
-50% Food upkeep (Fungus can eat anything organic, even waste) (Can use sun as energy!).
+50% Pop growth speed (Spores spread fast!).
-50% ethics attraction (Change quickly!).
-100% Army and Defense Army strength (Made of...Fungus).
Plantoid:
-25% Pop upkeep (All upkeep) (Sun provides energy).
-10% job production (Slow to move at night).
Human:
+5% to all jobs (Good at many tasks).
+20% Habitability on all worlds (Very adaptable).
Avian:
-25% housing (Fly a lot).
+25% Army strength (Can see very far (Snipers!)).
Reptilian:
+25 Leader lifespan
Lizards and Warmth:
-20% food upkeep on Cold worlds.
+20% food upkeep on Hot worlds.
+50% habitability on Hot worlds.
-50% habitability on Cold worlds.
Having 2 different specialisations per ship, from which you can choose one, would be interesting
Either heavy energy weaponry (such as crystal focused lasers) or kinetic/missile focus
Both would have reduced shields (30-50%) but increased hull and armour (15-25%)
We already have the pulse laser gimmick AI shipset and kinetic mammalians, shield tank plants and hull tank reptilians, strike craft spam arthropoids and missile spam fungoids
And then a good idea would be to incorporate the swarm shipset mod in with Prethoryn like bonuses for those who want a full bio devouring swarm