1. First of all, the change to charge lasers has effectively made energy storage blocks useless. It's not difficult at all to engineer a ship that can boost all the way across a sector on spare generator capacity alone, especially if you replace energy storage with generation or add an energy boost upgrade.
My suggestion to fix this would be to add beam cannons (y'all played Freespace, right? There's no way you didn't) that do absurd damage and consume absurd energy to fire but do not have a heat cycle, or only have a heat cycle as a soft cap on building a giant generator/beam cannon death machine. Another suggestion would be to allow us to dump energy storage into shields (at presumably a bad rate of return).
But do whatcha want.
2. While we're on the subject, lasers. They're totally useless now, even overpowered ones are only good to roleplay the Federation.
My suggestion would be to combine point defense and regular lasers to have a point defense weapon that can engage ships if necessary.
3. Also, absolute value cargo upgrades. These things are super depressing. The +400 cargo on a legendary one is a completely useless amount and when you research a bunch of +% and get a +#, it's like christmas was cancelled. +400 cargo could be marginally useful on a very small ship, but small ships have better uses for their upgrade slots. It's also far more effective to just staple a cargo box on in the ship editor for as long as you need it.
My suggestion to fix this would be a 10x buff. 4000 cargo would still not impress a big cargo ship, but it would be great for a small one.
4. The AI artefact is just not worth a slot, and is wildly out of alignment with the extreme utility of the other artefacts.
Suggestion: Make it a captain and a level 5 (three units) general in addition to replacing pilots/gunners. This is much cooler and being able to put a large battleship into commission with nothing but untrained crew would be very useful.
5. Boarding anything besides a cargo ship/station
Is a massive waste of resources. With the debuff to maximum health that comes after a boarding, there's no way to recover the full value of the monies and materials used to build it. If you don't need the cargo, or there is no cargo, shooting it and salvaging it is 600-800% more effective in terms of recovered resources than boarding and decommissioning it.
The only one scenario where boarding a non-cargo ship might not be retarded is if it had some amazing turrets, which you can't know unless you let it shoot you, and that's still not a good way to determine accuracy etc.
Suggestion: Allow the full value to be recovered by deleting it in the builder, or via a decommission option. This is not a huge advantage over simply salvaging it, but in the case of large stations or things using materials you need more of, it can be worth the tens of thousands of credits you'll pay for all the dead grunts.
Suggestion
deredere
1. First of all, the change to charge lasers has effectively made energy storage blocks useless. It's not difficult at all to engineer a ship that can boost all the way across a sector on spare generator capacity alone, especially if you replace energy storage with generation or add an energy boost upgrade.
My suggestion to fix this would be to add beam cannons (y'all played Freespace, right? There's no way you didn't) that do absurd damage and consume absurd energy to fire but do not have a heat cycle, or only have a heat cycle as a soft cap on building a giant generator/beam cannon death machine. Another suggestion would be to allow us to dump energy storage into shields (at presumably a bad rate of return).
But do whatcha want.
2. While we're on the subject, lasers. They're totally useless now, even overpowered ones are only good to roleplay the Federation.
My suggestion would be to combine point defense and regular lasers to have a point defense weapon that can engage ships if necessary.
3. Also, absolute value cargo upgrades. These things are super depressing. The +400 cargo on a legendary one is a completely useless amount and when you research a bunch of +% and get a +#, it's like christmas was cancelled. +400 cargo could be marginally useful on a very small ship, but small ships have better uses for their upgrade slots. It's also far more effective to just staple a cargo box on in the ship editor for as long as you need it.
My suggestion to fix this would be a 10x buff. 4000 cargo would still not impress a big cargo ship, but it would be great for a small one.
4. The AI artefact is just not worth a slot, and is wildly out of alignment with the extreme utility of the other artefacts.
Suggestion: Make it a captain and a level 5 (three units) general in addition to replacing pilots/gunners. This is much cooler and being able to put a large battleship into commission with nothing but untrained crew would be very useful.
5. Boarding anything besides a cargo ship/station
Is a massive waste of resources. With the debuff to maximum health that comes after a boarding, there's no way to recover the full value of the monies and materials used to build it. If you don't need the cargo, or there is no cargo, shooting it and salvaging it is 600-800% more effective in terms of recovered resources than boarding and decommissioning it.
The only one scenario where boarding a non-cargo ship might not be retarded is if it had some amazing turrets, which you can't know unless you let it shoot you, and that's still not a good way to determine accuracy etc.
Suggestion: Allow the full value to be recovered by deleting it in the builder, or via a decommission option. This is not a huge advantage over simply salvaging it, but in the case of large stations or things using materials you need more of, it can be worth the tens of thousands of credits you'll pay for all the dead grunts.
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