Stellaris

Stellaris

Better Mods Collection
Felalot  [developer] Apr 7, 2024 @ 11:41am
Ideas/Suggestions for mods
What components can be rebalanced to be more intresting
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Showing 1-2 of 2 comments
Dr. Democracy Apr 8, 2024 @ 9:07am 
First thanks for making these. I just stumbled upon them, and it was an instant subscribe when I read the descriptions, despite trying to avoid mods that impact too heavily on vanilla components (exception of major mods ofc).

Ideas:
Sensor boosters for large type ships. Titans in vanilla, larger for NSC: Range / Cloak Detection (don't know if that's possible) with trading off shield/armor cap/regen . Two words: Recon fleets. My friends and I play without Sentry array (disabled through Giga).

Star Base shield nullification modules: Tradeoff with attack range/damage/firerate fx.

An additional version of afterburners that goes faster but causes cutbacks on overall effective hitpoints.
Felalot  [developer] Apr 8, 2024 @ 5:56pm 
Mobile sensor stations/ships hmmm
I actually had an idea of reducing cloaking detection of sensor arrays from 1 to 0.5, because at current state is way to easy to counter any cloaking even in early game. (I might do a mod focusing on rebalancing cloaking, cause I dont like the vanilla take on it, its too costly for too little)
Full shield nullification protection can be a good buff to an Ancient Shield Overcharger.
Afterburners trading some survivability for speeeeeeeed sounds kinda fun, though I think it needs more thought on it.
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