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Hmm I guess I could take a look and see what would fit the Odin. I didn't want it to pretty much replace the Tokyo since its a ship that I let players be able to buy at their shipyards.
If you set an Auxilliary ship as a fleet leader then the behaviour translates the same as any other fleet leader. It will coordinate with it's ATK/INT/DEF/AUX to perform it's orders. I don't see any reason why an AUX wouldn't be able to function the same in terms of what we see on screen. Keep calling it a carrier, I just think that Egosoft should give Carriers the Auxilliary command-set, as the ship types are essentially the same, one just opts for more cargo, the other, more fighter/ship capacity and defenses. Vanilla Aux ships and Carriers are basically the same in terms of build pre-SV. The Raptor changed things.
Verdandi currently is way too fast and powerful, it's a cheat-ship for it's class (it has speed of a scout, tanky as a corvette and firepower outmatching any existing M class ships with it's 8 guns). Travel speed of 10000 m/s is unreal for a frigate, should be max 5000 m/s. Same with regular speed - it has more than 1000 m/s in top engines without mods, can't imagine numbers with hull mass mod and purple forward thrust mods. Should be 350 m/s with best terran M engines and around 500 m/s with top-shelf split Mk4 engines.
Balancing is still largely ongoing so feedback like this is always appreciated. I am constantly tweaking the ware requirements, pricing, and movement values of the 2 largest ships but it seems that there are still a ways to go (although the Valhalla should be way more expensive than before now).
As for the Verdandi, I meant for it to be a fast, fragile, and oversized fighter that should not be stronger than a corvette. Tweaks to its drag value is in order to reduce its maximum speed, but I believe that it is not stronger than a kitted-out M ship (maybe a bit close in terms of damage, but its small shields should give it a big disadvantage although I will probably reduce the ishield strength and regen some more)
Actually, it's beautiful design, could be one of a kind to become best heavy bomber for 6.0 carrier fleets with 6 torpedo + 2 forward guns. But vanilla game has very similar hit-n-run design - Dragon Raider: 8000 hull, max speed without mods around 550 m/s and travel speed under 3000 m/s, 6 forward guns and 2 turrets, 1 shield. You can probably use Dragon Raider, Dragon and terran Katana as a reference for Verdandi. I would say, Dragon Raider is the best balanced example, you can have Verdandi faster (up to Katana's 650-700 m/s or even more) because it's less bulky, make it less armored (8-10K hull instead of 15K) and 1M shield AND limit it's compatibility to terran S/M guns + missile launchers and torpedos. And it will be a best choice for M class heavy bombers for fleets and deadly omni-tool in players hands.
Yeah those suggestions are excellent, definitely would see if I could balance it around that. Although I cannot make it use M shields unless I create a separate invisible generator due to the model being too large for the ship; Instead, I could tweak the VRO ishield to be around those values.
Additionally the Verdandi handles like it's on multiple layers of stacked ice, as in, it literally cannot handle it's own standard movement speed to a point where, while it is VERY satisfying to make such crazy maneuvers, I can hardly keep it moving in the same direction I look towards. Almost as if it has no assist feature. It is however quite fun once I get more used to it, and allows me to pull off moves that I am fairly sure a M ship was never meant to be able to do. So it balances out somewhat.
That is somewhat close to what I had for the Verdandi in mind; very fast and nimble but needs a lot of practice to maximize its potential (sort of like a weaker Springblossom but with crazier movement).