I am attempting to help balance out the multi player aspect of entrenchment.I plan to keep the changes simple and keep the game original and balanced.This is my first version and addresses the most common issues.Feedback will be greatly appreciated and useful.I will update and make more balance changes if this is supported.Here is the change log of the first version. Enforcer sheild points increased by 50. Enforcer hull points increased by 50. Antimedium damage vs veryheavy
MindsEye
To bad we cant get the online community to play a mod that balances this game out.I would be all for playin it.It would be hard to make everyone happy tho.
[quote]Oh, I almost forgot. You ever tried to assault another Orky by building your own orky? Good luck. You have to throw down a lure of a starbase (send a colony ship to the opposite side of the grav well), and then bring in another so you can buy enough time for it to build. If you're damn lucky, the starbase may be at 50% health and survive to be destroyed before you get the first upgrade in health.[/quote] Ya they messed up on that one.Then again sometimes it doesnt hurt to get a
Basically Im not against improving the orky but it has to be across the whole board to be balanced.All you have talked about is the orky but if you improve its usefulness then the others should a get a bump too.
Well all sb are like this.You have a limited slots and you cant change them later.You need extra defense on a world to defend an orky plus fleet attack then you cant get tp upgrade later and its the same drain.I have lobbied for more slots in the past for all sb.Orky shouldnt have extra slots or be super pwered against all defenses.If you want to put trade on it afterward then save the slots and get more fleet to attack with.If we could get more slots for all sb I would be for that.You compla
[quote]You can still have it overthrown with culture, with a novalith or the starbase can be just skipped. You can put your bombing cap on one side of the well and force that orky to go there and wipe the structures it was protecting before with a handful of LRFs. That orky doesn't support his fleet at all, doesn't give money, doesn't have fighters or anything. It just exists. 30k credits floating and killing whatever is STUPID enough to come close, since whatever it is, it can always run awa
To powerful imo.You cant be sucking ships into minefields.
If you are at this stage of game where you are on offense and winning(just captured a planet) then you prolly can afford to buy a few levels of hp for the planet which would make bombing this planet with a sb very time consuming and micro intensive.
[quote] It can move, but anything else in this game that moves can dance circles around it. It has a particularly bad time circling planets or going around asteroids or structures. [/quote] I already answered this.If you have trouble with raids send a few ships for support. [quote]Making an 8-mil SB is stupid[/quote] Really?So if this is what it takes to seige a highly defended planet with a sb and win its stupid?You have an 8 mil sb of de
Wouldnt lrf need a buff in range if they were nerfed a bunch.I mean especially the ilum its barely long range at all.
[quote]Take a clock and see how long it will take an orky to go around a planet. Two siege frigs can take turns in shooting and running and kill the planet. Two lvl1 caps will, easily.[/quote] N3rull you keep coming up with new scenarios and what if and this can happen.If a player sends siege back to your world that you just captured you can prolly afford to send a carrier back to deal with them.Odds are if you just had a huge battle and you took the plan
I think advent mines since exploded directly to the hull should be powerful enough for 1 mine to kill 1 lf but have a low damage radius. Tec should be cheap and fast and decent blast radius and damage. Vas should have high damage radius and be upgradeable to slow ships with good damage and a bit cheaper than advents.
Eadteas your system is calling for a very low am restore rate early on which would make carriers really useless exactly like they are now after just a few jumps and they are out of am.They would not be able to keep up with jumps and battle.Your sc would build at really slow rates.Then you want it to be upgraded ,which prolly wouldnt happen till late game cause its expensive and high up, to where it restores just below construction rates of sc.This would make carriers build sc at super fa
It doesnt make sense to me that fighters cant kill fighters.This would mean in battle that fighters are fear free of other fighters.So without flak you are totally boned.I mean it would force flak use in game but then there is only 1 way to kill fighters which I dont like much.You should be partially effective in a rock vs rock battle.
yay to homing mines and grav mine upgrade
[quote] Count how many ogrovs you can make for 15k creds and check how long a starbase can survive against such an onslaught.[/quote] Ya and after he killed the sb you roll in with your fleet and kill all ogrovs because they are worthless and is why you will not see this many ogrovs with anyone with half a brain.If it does happen its an even trade.He cant kill anything but you sb period.
Another very powerful tool vas have is the kostura cannon.Perfect compliment to seiging.Makes repair useless. [quote]Fourth point - along with third - even if you have built that fully beefed up starbase over the past 20 minutes to wipe the defending one, that fight will still last another 20 minutes, cause the orky just doesn't do much damage at all. During that fight the defender has additional time to prepare defenses or call his allies or bring his fleets from elsewhere.[/quote]</
BTW The more I think about astax idea Im starting to like it.It does make sense but it seems like it could be hard to balance but overall the best idea.Tieing am to the production of sc makes carriers exetremely hard to balance out.Sc would have to be extremely cheap for it to work and much more resilient than now.I really like the idea of giving carriers abilities but if these changes come to pass they cant be labor intensive or complicated.It just needs to all work good and easy.Im with the
I think the fake ilums say abilities disabled in red print on the info card.
[quote]For the money he spent on that starbase you may have built a fleet that is not suited to attacking it [/quote] Well scouting can fix that. [quote]It can have trade facilities and may have already paid back for itself a long time ago.[/quote] It means its easier for you to kill. [quote]Situation is: he has the starbase and you have to make a counter. TEC and Advent can build a counter and then surprise attack the starbase. Vasari cannot, cause buildi
[quote]A level 3 kol does 60 damage(i think) and that would put fighter hp at 80(100%).[/quote] *A level 3 kol does 60 damage(i think) and that would put fighter hp at 20 with 100% hp increase over stock(40).
[quote]The goal is to tweak the default AM to the point were once you have purchased the AM upgrades Carriers are just barely unable to maintain their numbers. [/quote] Yes but wouldnt this make carriers horrible till late-mid game.Am ups are sorta a later game research and pretty pricey.Right now at the stock recharge rate it takes forever to recharge a few jumps.
Neither was the one the defending player built with all its structures and whatnot.
DamagePercentBonus:ANTIVERYLIGHT:VeryLight 1.5 DamagePercentBonus:ANTIVERYLIGHT:Light 0.75 Make flak burst and push antivery light damage.It would offset the fighters higher hp.Even if you gave fighters 100% hp increase that brings them to bout the same hp as bombers(advent).A level 3 kol does 60 damage(i think) and that would put fighter hp at 80(100%).Really if you 1 shotted all sc with one burst and the build rates are much slower but the sc are tougher then they m
Well eadteas the only prob with messing the am stores is in a few jumps you are out of am.The am builds so slow especially in battle.That was the only end to a sc war was when either side ran out of am because sc build much slower then or near the same of the current build rate due to waiting for am to build the next sc.In any case your right but I still think it all could be balanced out (flak,flak burst and push) to work right.The only thing out of balance would be the cap abilities and its