Basilisk83

Basilisk83

Joined Member # 2955098
2 Posts 117 Replies 965 Reputation

[quote who="Dearmad" reply="48" id="3846449"] For me, the only suggestion I have pulls back focus a bit- keep the relatively rock/paper/scissors relationship- perhaps even simplify it and focus it. BUT two things: 1: TIE weapon types even more strongly to their particular resources required to build them. Only weaker versions require no special resources. 2: The counter defense for each weapon type is NOT tied to the same resource as it is now (Elerium for lasers/sh

52 Replies 192,673 Views

[quote quoting="post"] From 2019: https://steamcommunity.com/app/226860/discussions/1/1798529872650018441/ And other places, but that thread reminded me, Brad sought ideas. And... so far I'm not seeing anything other than a few under the hood changes which aren't changing much of the feel to combat yet for me. I've noticed: At range attacks on the strategy ma

10 Replies 28,170 Views

[quote who="Larsenex" reply="13" id="3846333"] Quoting tid242, reply 3 The Mimot are good. But I disagree with the basic thrust of the argument. The Mimot don't need to be nerfed - nothing in the above suggestions make them more fun to play. Rather every other civ needs to be similarly OP in

32 Replies 112,184 Views

[quote who="Arcean_Endgame" reply="11" id="3846318"] Just curious, what galaxy sizes are you guys playing with? Right now, I've been mostly playing with just a few smaller sectors, and the Mimots don't feel OP. Strong, but not OP. But I can see how on a bigger map, or a map with a lot of planets, the Mimots would just be insane. [/quote] yeah on smaller maps where the colonizable planets and resources to civ ratio is small, their growth rate isnt quite as op, but that

32 Replies 112,184 Views

[quote who="Taslios" reply="26" id="3846289"] I don't have GC4 yet as my circa 2012 computer is on deaths door and won't run it and something about a global pandemic made replacing it a pita (SOOON) But.... are diplomatic or research still a viable victory path? if conquest is the only viable way to win the game... then the civs are not the issue... the game balance is. [/quote] oh, and influence seems to work too slowly to be a

35 Replies 75,546 Views

[quote who="Taslios" reply="26" id="3846289"] I don't have GC4 yet as my circa 2012 computer is on deaths door and won't run it and something about a global pandemic made replacing it a pita (SOOON) But.... are diplomatic or research still a viable victory path? if conquest is the only viable way to win the game... then the civs are not the issue... the game balance is. [/quote] diplomacy seems to be too hard for people to usual

35 Replies 75,546 Views

ok, crazy idea to make beams and kinetic a little more fun and equal to missiles... add crit chance, and make beams have a higher chance of crit, but have kinetic deal more dmg when it crits. something like... Beams: 25% chance to crit for 2x dmg. Kinetic: 10% chance to crit for 3x dmg. once again this would work well with the rng thing, and having no 2 battles be the same. could add ship improvement items to increase crit chance or crit dmg multiplier for diff types.

34 Replies 92,745 Views

[quote who="slarjy" reply="44" id="3846263"] We're all just shooting from the hip here. If Stardock would tell us what the current mechanic is, it would be a lot easier for us to propose an improved mechanic. There are some good ideas in this thread, but the ideas are all over the place and there is no telling which if any are compatible with the existing mechanic. [/quote] totally. it's all a mystery. and if some changes like in my above post were added it would be a lot ea

52 Replies 192,673 Views

i really think range, accuracy, dodge, and maybe even something crazy like crit chance would go a long way in making combat more fun for people when combined with having ship roles that actually make sense. i mean some things currently in the game are just insane when u think about it... like the fact that i have the same chance with a huge ship to hit another huge ship as i do to hit a tiny fighter, with every weapon type. exact same % chance. this is contrary to every movie and show

52 Replies 192,673 Views

ok, we know the mimots are a fav of the devs and are designed to be insanely good, but i think it's time to give them a bit of a nerf. you've had your fun, but now i really think it's time to put them back within reach of the rest of the pack. not too much of course, but unlike every other really good civ they have like no downside. +20% food eaten per citizen, but each citizen has +200% the normal growth rate. which doesnt matter much because their starting homeworld has 24 food for some rea

32 Replies 112,184 Views

well the A tier all looks pretty good, but due to the 1k base for huge hulls and the insta repair ability for those giant ships, as long as the onyx can successfully attack and take planets early on, it will counter the growth rate problem, so i would honestly put them in the top tier, because the top tier is max production, so it just begs the question of what's best... more ships, or stronger ships. but i think that's it's def up there now with hulls so big. in fact i would say onyx is abou

35 Replies 75,546 Views

[quote who="Firehawk153" reply="37" id="3845979"] How about give all weapons on-map range attacks with attack ranges and damage varying by weapon type, similar to how it is in instanced combat today? Give the player an option for on-map combat similar to Civ V and VI and Gladius. Would that take much better advantage of ship movement, space terrain, etc? [/quote] this is actually prob what the devs are planning. (range is equal for all weapon types in battl

52 Replies 192,673 Views

[quote who="slarjy" reply="18" id="3845964"] I took into account the recent patch that gives Onyx Hive promethion on their home world. However, that is just a starter supply and not nearly enough to keep them happy. Duritanium and thulium are abundant in this game and antimatter is fairly abundant. Elerium and promethion are not. Even if your sector has a purple star or two, they will generally have only two promethion sources per star. Compare to duritanium and thulium which come fro

35 Replies 75,546 Views

[quote who="tid242" reply="16" id="3845884"] Quoting slarjy, reply 14 I'm reluctant to move Onyx too high because they are so dependent on the RNG of promethion availability. If the Onyx got a static (on planet, or in-system) prometheon supply, would this dramatically increase player's enjoyme

35 Replies 75,546 Views

[quote who="tid242" reply="34" id="3845841"] I like the idea, but repair isn't going to make-or-break between multiple rounds of battle. Healing 4hp or not isn't going to swing a huge series of fleet battles. Which is why I settled on the idea of armor (ie defense) shred instead - because losing defense between rounds of battle could/would. I actually like/liked having missiles special be ranged attack and beam/kinetic getting something different. The only re

52 Replies 192,673 Views

ok, so word on the street it seems is that missiles are still the best due to the first strike ranged attack ability. kinetic being 1 stronger and beams being a little cheaper while having 1 less dmg are both still not worth that ranged attack ability. so here's a quick fix i recommend to switch things up a little more to help even it... Missiles: have the best special ability, so they should have the weakest attack. base 2. Kinetic: strongest attack, weakest or no special abi

34 Replies 92,745 Views

yeah, the more i think about it the more i really like the idea of kinetic stopping base repair for a bit and beams slowing down opponents for a turn or 2. people could have fun new tactics like using cheap beam scoutships that can slow down the enemy, and maybe throw a 25% chance to escape battle thruster on there so the ship can still survive after slowing down an enemy fleet, giving your fleets a better chance to intercept them, or giving you more time to gather a fleet and prepare

52 Replies 192,673 Views