I would give you karma but your greek slander made fun of my momma...and that is NOT COOL ...
Seleuceia
[quote] The limiting factor on capital ships is actually the amount of XP you can get for them, which does increase with fleet size, therefor capital ships actually do scale here.[/quote] I actually never thought of that...you would have more high level caps with larger fleets...and even if you used 16 caps, leveling those things up is a pain even with pirates on (which don't give that much experience per ship :-( )...
[quote]second, harder answer, is give a completely different effect to strike craft... (eg... one effect that does the 50 ship limit, that only effects ships, and another, identical ability that only effects strike craft and has unlimited cap...[/quote] Could be implemented and if a target limit is used (yet SC are affected) this suggestion would definitely be the best way to go... Before I go any further on animosity, I want to make sure everyone really understands t
Since this will be easiest to address... [quote]That said... I suggust rasing adaptive force shield to levels (you know... every time i did math on the tankability of the kol, i never accounted for the sins stacking method) where damage is actually reduced by 15%,25%,35%... which should be 18/33/52% ... maybe turn it back to a triggerable ability and unnerf finest hour maybe?[/quote] I thought about this too...you are very correct that the damage reduction increases less and
[quote]The Dunov change is just somewhat superfluous rather than as bad as Animosity, though I can't agree with the principle either- what we want is for focus fire to be directed away from capitals, not to have to focus on capitals to get any result from your fire, so improving the ability to work on frigates is wrong.[/quote] The ability is improved for capital ships as well and the dunov can use it on itself...I'd say that's a fairly decent buff... [quote]So.. LRF
[quote]Another factor is the role of starbases. Since a starbase's power is independent of fleet supply, they are relatively more powerful in small fleet games and less powerful in large fleet games.[/quote] Very very good point...following that same line of thought, you can not get more than 16 capital ships...the larger the fleet size, the less significant the individual contributions of each capital ship becomes...
[quote]I don't think Sins is radically different from any other online multiplayer game--you have to learn the game and pay your dues in order to be able to really enjoy it in the future.[/quote] I agree...but not everyone has the desire to improve their performance... Ultimately, the point of the game is to have fun...if you are already content playing single player or just playing LAN games, why invest the time in becoming better so you can compete on ICO?
[quote]This, in some ways, is a nerf, as if you had 2 donovs, and they cast at the same time at the same target, you would only get a single +50/second.[/quote] Ooo...good catch...didn't think about this...do you think stacking should be allowed with this ability??
[quote]What is the difference between what you have done and TEC Adaptive Invulnerable Fleets (interruptible) which makes an entire fleet invulnerable to damage for 20s at level 1? How about Vasari Repair Storm (interruptible) which likewise makes the entire fleet invulnerable to any kind of damage for 20s at level 1?[/quote] I have absolutely no idea what you are talking about...Armistice and Repair Cloud??? Those abilities are nothing like Animosity and are certainly not over
Yes Now, I wasn't around on ICO or the forums when this game came out...but, since I started playing this game I have managed to get 7 of my friends to play this game, and I have one other who owned it before me... That is 8 people I know personally who own this game and play it...I have played LAN games with all of them, so these people are not inherently opposed to MP...yet, not a single one of them plays on ICO...and the reason is, they don't want to get their butt
One key difference between normal and large is that you can build two capital ships on large but still have extra fleet supply for other ships...on normal, a two capital ship start requires the upgrade (unless you build no other ships which is very unwise)...
[quote]... Uh, I said that it'd have to pick the same target every time. The problem is that if it gets a different target every couple milliseconds, it's just wobbling around rather than shooting because every time it starts to turn to face a different target, it gets a new attack order.[/quote] I understand the difference...and in theory there is one....but in practice the mechanic seems to work... The most recent update (v0.311) seems to work...the only way you get ships t
My apologies...forgot to include this change in the recent update... V0.311 Capital Ship Changes -Radiance --Animosity ---Frequency of BuffTauntFriendly increased from once every 4s to once very 2s
[quote]Not sure if that's possible from a modding perspective, since the randomly selected target would have to be the same each pulse (otherwise the units would change targets every couple of milliseconds, and never actually get to shoot anything). It certainly would break up focus fire, and synergize well with the guardian, but I don't think it's feasible.[/quote] This is essentially already implemented...see above post (posted two posts too late :-) )...ForceAttackersToRepickTarge
To prevent confusion and aid anyone who is messing around with animosity themselves, I'm going to explain how the ability works and what I did to change it...if you don't know how the whole files/programming/modding thing works I hope this will help...just because you don't know how to mod doesn't mean you don't have good insight or good ideas! Every ability has an Ability file...this file will have the name Ability Ability'sName .entity...so for example, for animosity the name
I think...I hope...that these small changes will help limit the potential ridiculousness of multiple Radiances...please be sure to update! Official Change Log of Project Equilibrium v0.31 Capital Ship Changes -Radiance --Animosity ---Ships that leave area of affect will stop force attacking ---Now is a channeling ability ---Now is interruptable
[quote]I've just started getting this weird behavior in the last week. It wasn't like this before (capital ships would be prioritized over frigates and cruisers). I don't know what's happening.[/quote] I've noticed the same thing! What is up with this???? It is very annoying...especially if you have hoskikos in your fleet...those damn things always seem to end up being my flagships...the voice sounds like a creeper and makes me cringe...
[quote]or really... if you look over the 60 second time period... you have reduced the total damage taken (if everything in the fleet was firing at it anyway) to 66% of its origional value... you might as well give the radiance a 50% damage reduction (whcih, the way the game stacks... if i did my math right, should reduce damage to 66% of origional value) for 60 seconds (focus fire required for only 20 seconds... I am preety sure it is possible to have 2 different effects expire at different
[quote]Not the Advent fleet, it'd be one unit that gets the benefit from Guidance. Keep in mind that the Revelation must spend antimatter to create antimatter, so this is hardly a limitless fountain. As well, the whole point of these abilities is to grant unique bonuses. This strength is the selling point of the ability. I still think this is the way to go.[/quote] Okay I think I understand where you are going with this...so, you'd put it on say, a Halcyon and use Telekinetic push
Significant changes to v0.30 include: Clairvoyance increases the siege cooldown of all friendly ships at targeted planet...Revelation does not have to be present and any ship entering the gravity well after the ability has been cast will be affected...this should give this ship the siege capabilities it finally needs.... Guidance is now a passive AoE ability...it gives all friendly ships a 10%/20%/30% antimatter cost reduction and ability cooldown...please keep in mind that gi
v0.30 has now been released...don't forget to re-download if you are testing this! The change log is listed below...please note that all changes are in reference to the current version of the game, not the last version of this mod... Official Change Log of Project Equilibrium v0.30 Capital Ship Changes -Kol --Adaptive Forcefield ---Changed to passive ability --Flak Burst ---Range increased from 2400/3000/3600 to
[quote]The thing with clairvoyance is, it's an ability to be used on a planet where you have no visibility, rather than where your forces are. [/quote] I agree...but, on the other hand, not having to risk your cap ship yet still sieging a planet is also very useful...with things like PJIs and starbases, I can see situations where some purge vessels + defense vessels are worth risking to bomb a planet but putting a capital ship in there is not... Nevertheless, on principal I ag
[quote]With a proper target cap the ability will then draw some fire away from a target and add AM to the Radiance. Thats all its supposed to do. Its not an ultimate ability.[/quote] No, I disagree...a target cap of 32 will cover the entire enemy fleet early game...yet late game, it will hardly cover anything, entirely defeating the point of this ability...the biggest threats to capital ships are LRFs and Bombers... If you set a target cap and severely limit the range, you w
As an update... The next release of this mod will be bringing back the hull regen on animosity...I'm working on what values to use right now...2 still allows damage...2.5 heals the ship when attacked by things like flak or LFs, but HCs will net damage on it...3 can keep things fairly steady, with some healing when attacked by LFs/Flak/Bombers...HCs and LRFs keep things fairly even, so I'm going to work with 3... An idea I'm testing right now is giving energy absorption shield
The only issue with that is...how do you make clairvoyance more powerful? Pbhead's idea is not bad but I still don't think it would be enough (don't know if it would be possible either)...the reason why I like bombardment tied to clairvoyance is that its different from any other siege option...you can target a planet, give your ships a bonus to bombarding it, yet the revelation doesn't actually have to be there...that is a unique advantage that I like...I don't think it will be OP, bu