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Or resource for that matter.
quick draft would be to tie avaliability of Remnant Shields and Armor with avaliability of Level V resource, say sort of 'Remnant Production Facilities', one could limit production of Remnant fitted ships to that specific world alone, even with massive increase in costs; this would provide ships with permanent upgrades, thus making this world both unique and valuable, and with fleets able to defeat 20-ish mil defense ships it's hard to claim it's not end game. Other requirements could also be made, though just ability to initiate production of such things could be wondrous in scope.
Will calculate advantages of Remnant equipment VS standard equipment shortly.
Correct me if I'm wrong - but isn't Remnant Armor inferior to Nanotech armor? DT of the former seems to be impractically high when using similar size ships. I do not have any details regarding damage mitigation though; It does seem to be issue of 'too impractical to use on big ships', even though damage reduction of both is same.
Remnant shields are indeed superior to standards, +25% to standard shields regen and [approx] +50% to shield HP for convariant edition.
What u suggest on the second post is one interesting thing i already considered.I think its available as easy to do in the editor and i cosidered that idea .I like it a lot to be honest.
Another idea to improve the Gateworld could be giving free FTL inside the system.
On thing u did not noticed is that the Gateworld is granted the biggest planet in the Galaxy the size is liike 25x17 when the hw for example is 17x10.
As dalo say u the Gate World is an artificial resource so its one of the special planets u can build wonders without destroying the Resource.
Anyway i am very surprised for your comprehension on game mechanics you have only played 50 hours (steam counter).
Thanks !
PD:The armor is getting a rework in this moments trying to give all armorss a place.
Mind you, we could give the planet a more powerful variant of 'Ancient Shipyard'.
That wouldn't allow the player to design his own Remnant-enhanced ships, though.
Edit: In any case, with all the localization I have to catch up on, it could be a day or two before the next patch - and that's assuming Alar doesn't add any new stuff I have to localize.
.
I must admit that grids on planets are not the first things I take too much of a note, as I tend to focus more on global scale than individual planets, with exception of border worlds, and some minor other focii.
As per FTL - within system free FTL, at scale of empire needed to even get full access to GateWorld seems to be slightly redundant, unless you make a massive detours. If you'd like I can provide full list of resources, their benefits and pressures. With price of research, and benefits - Hyperdrive - would give little speed increase or hindrance within system, Gate network is rarely expanded inside system itself, due to costs involved, slingshot - one way, great, but again - problem with ranging, woundn't give much benefit inside. Slipstream - well, this one would benefit most from free FTL inside galaxy core.
I am not sure if removing population penalty wouldn't actually already put it into level where it starts to be immensely useful [having now in mind what I did not notice - it is not removed with wonder], though wonders might be a small problem to actually use in galactic core.
Guardian of Core system has 22 mil estimated strenght, with well skilled players, before one gets to level of 22 mil, wonders are mostly already in place, though I'll have it tested just in case.
As this is gate world - perhaps drive specific bonuses could be of value? e.g. increased speed for hyperdrive or reduced cooldown for it? reduced maintenance for gates? increased time for slipstream? [note to self: get more experience with slingshots].
In regards to pressure bonus with -3 pop penalty - once data is calculated it sounds more like a mockery, hey dude you get 'whole' 1 pressure benefit, 1 whole percent.
And thank you for your compliment, I tend to dig deep into mechanics of games I play so... ;P
Plus a question - is it possible to trigger 'locking' unlocked subsystem in other players' tech tree?
Hyperdrive: Intergalactic jumps might be made a bit cheaper by free FTL, though anyone with a decent batch of FTL storage (or even just all the FTL Containment techs!) can handle such distances with ease; not to mention that wormholes are a much faster method of travel. Besides which, why would anyone use hyperdrives when he has fling beacons in the origin system?
Gates: Honestly, if you're not using gates by the time you reach ABEM's endgame, you're probably playing on a small map and expanding your empire linearly. That said, the Gateworld's benefits are slim to none in that regard unless you're playing with a high-spacing map; if you need a gate in that system, you'll place it there yourself. If you don't, you won't have one.
Fling: This, in my opinion, is the really important part of the Gateworld's FTL abilities. You can send ANY ship or even a blueprinted orbital (in other words, an orbital designed by the player as opposed to the 'hardcoded' orbitals in data/orbitals) to ANY location in the galaxy within 10 (25 if you include charge time) seconds, and the cost of that launch is dictated solely by the scale of the fleet you're sending. Making it free might sweeten the deal a bit, but it wouldn't become a meaningful bonus until your ship scales were in the planetary ranges.
Slipstream: You are correct in assuming that slipstream users would benefit the most from free FTL. The greater the distance - and the duration during which the slipstream tear stays open - the greater the FTL cost. You could create quasi-permanent wormholes if you made your generator big enough, but the FTL cost would be somewhat prohibitive. This, especially coupled with gate constructors, could be a major bonus on large maps. I did come up with an idea, though, while reading some of the scripts. It is possible to give the Gateworld the ability to periodically open a temporary slipstream tear to a random destination, sort of like those slipstream anomalies you can sometimes encounter. (Except, of course, for the part where the Gateworld's tears don't stay open forever.)
Population penalty: Removing that one could be handy, yes. Unfortunately, you are right that by the time the Guardian can reasonably be killed (Alar took nearly 2 hours against a couple of Savage AI, and I think it was a size-10k ship back then, despite my belief that it should be 5k), most or all wonders will have been constructed.
Drive-specific bonuses: I can easily increase hyperdrive speed, slipstream times are just a little bit more work than that, but I'm not sure I could do anything for gates or fling beacons without rewiring the FTL scripts. (Which, as with all scripting, I'm somewhat unwilling to do until I'm reasonably certain that updates to the scripts I'm modifying will be infrequent. I wish the system allowed for additional script files to override parts of the game's scripts with... but the closest I've gotten to that sort of modularity was with the combat scripts.)
Pressure bonus: I will admit, I didn't really pay too much attention to the results of the implementation. Most of my work with the Gateworld was writing up the description, and I wasn't aware of the way those two bonuses interact, or I'd have asked if this was intended.
Locking subsystems and externally manipulating the tech tree are (particularly when targeted at other players) beyond the reach of the hooks we currently have at our disposal. Heck, if I could, I'd have made it so the FTL traits unlocked their respective techs by default! The hooks in question are probably simple enough that I could write them up, but again, I'm dependent on what the devs can give us until that code stabilizes a bit. (Or we decide to permanently branch off from the SR2 codebase altogether, but that's a bit of a major move and not to be done lightly in my opinion.)
Edit: I just found something. Apparently, a tech node can be made to require a specific unlock tag. I could make a secondary method of unlocking Remnant technology available to whatever player manages to get the Gateworld to T5. If this were the case, and it worked correctly, the Guardian would become a mere shortcut to Remnant tech, not the only means of unlocking it. Mind you, there's no way to force the player to KEEP the Gateworld at T5 once complete. I think. I'll have to look into that one.
Additionally - Alarcarr mentioned there's possibility to lock access to subsystem, if specific conditions are not met; would it be possible to relock subsystem, if researched by tech tree, if gateworld is not controlled? recapturing of that world would give further benefit to 'old' owners.
That said, we'd probably just drop both armor and shield techs into level 6, and pull Recall down to level 5.