Suggestions/Modifications for Entrenchment:
1. Siege Frigates
- All Siege Frigate supply points decreased from 14 to 12.
- All Siege Frigate hull & shields increased by 10%.
- All Siege Frigate planetary bombing damage increased by 10%.
- TEC Siege Frigate’s Fallout upgrade MUST be auto-cast (on/off).
(These changes could bring new life to Siege Frigates, one more thing, I want my Siege Frigates to automatically go to the edge of the gravity well when they are done bombing a planet, remove the Laser Cannon if you have to, but make them stop heading into combat, they are NOT design to take punishment & they cost a buttload to build, if Colony ships can do it, why can’t siege frigate do it, make the planet bombardment a special ability (on/off) of the frigate if you have to, just like the colonize ability of colony ships, but please make them stop going head first into a missile turret)
2. Anti-Structure Cruisers
- They should not be able to target ships, I know they could not in beta1 and that this was changed because it was problematic (thank you Annatar for the answer), but I am still hoping they can change this. (It’s not the 1% damage that bugs me; it’s just that it looks & feels wrong!).
3. Carrier Cruisers
- All Carrier Cruiser hull & shields decreased by 20%.
(In a previous post, I suggested dropping them by 40%, but now that Carriers have been modified in beta3, 20% would be a good place to start)
4. Advent Deliverance Engine
- This ultimate weapon should be granted an additional benefit, a new role, something, anything; it just pales in comparison to the other 2. I have no idea what could be done to make it better.
5. Defensive Upgrades
- TEC Catastrophe Recovery upgrade be transferred from the Civilian/Policy tree to the Defense research tree.
- Advent Augmented Defense Grid upgrade be transferred from the Harmony/PsiTech tree to the Security research tree.
(Those are DEFENSIVE upgrades; do I need to say more?)
6. Limited Starbase Deployment
- Limiting the number of starbases to the Capital Ship upgrades (you start with 1 point and if you want to build more; you have to research Capital ship supply points, this would limit the number of starbases to 16, and players could not build them everywhere, one would have ask himself, do I really need one in that system, or is there a more strategic position elsewhere)
7. Upgrade Modifications
- TEC Civilian Ship Safety Act upgrade: do we really need 2 levels of upgrades for this, one level would be more than enough, plus the price is just astronomical, I would ratter upgrade anything else before spending that much time/resources for those upgrades.
- Vasari Charged Missile upgrade: like I said in a previous post, this ability sounds nice on paper, but its hell when playing, I hate when my Assailants/Sentinels gets left behind when I have to retreat, I would suggest making this upgrade a PASSIVE one for both Sentinels & Assailants, but the Increased Weapon Range upgrade could be only for the Assailant & the Area of Effect Attack only for the Sentinel.
- Basic Crew Training upgrade for all three races: instead of giving you to option to upgrade your Capital Ships from level 3 to 4; I would suggest changing the upgrade to make it more useful by granting a +20% increased in combat experience (allowing Capital ships to level up a bit faster). This would make the upgrade much more valuable, and Capital Ships would still benefit in a much better way.
- Mass Transcendence upgrade: already does this for the Advent; what my suggestion is that the Mass Transcendence upgrades ADD to the Basic Crew Training upgrade;
Basic Crew Training: +20%
Mass Transcendence 1: +15%
Mass Transcendence 2: +15% (total: +50% to combat experience for Advent Cap Ships)
(That way you don’t even have to research one to get the other, they are completely different abilities, and they can compliment each other; BTW, dropping the Basic Crew training for TEC from 6 Civilian structures to 3 would be necessary for balance)
- Vasari Gravity Mine research: Evan James had a brilliant idea when he suggested that this upgrade be just that, an upgrade to the explosive mines of the Vasari, not a different type of mine, but a bonus to the explosive ones. Thank you Evan James, I hope your idea gets implemented!
- Auxiliary Government/Enforced Loyalty/Enduring Devotion: those upgrades should be PASSIVE, once researched, all starbases should have them, and it should do more that it does; for example, it could protect your planets by granting the population & the infrastructures a defensive bonus of 20% against bombardment, making it very hard to raid or destroy.
Well that’s about it for now, no much really, but please, feel free to comment! I would really like to know if someone from SD/IC is gonna read this, I just hope I’m not wasting my time & yours!