Search found 2246 matches
- Thu Dec 31, 2015 4:00 am
- Forum: Ideas & Suggestions
- Topic: We need to take a look at WMD balance across levels
- Replies: 34
- Views: 20113
Re: We need to take a look at WMD balance across levels
My inclination is to set WMD solely by the role of a weapon with level not factoring in at all.
- Wed Dec 23, 2015 10:39 pm
- Forum: Ideas & Suggestions
- Topic: Xenophobe Worldships should be a bit smarter
- Replies: 15
- Views: 8628
Re: Xenophobe Worldships should be a bit smarter
Your main complaint is that making the enemy smarter would make the game too hard. If, despite my counterpoints, this is so, the enemy's stats can be lowered to keep difficulty static. It is vastly more enjoyable to fight an enemy whose danger comes from intelligence than to fight one whose danger ...
- Wed Dec 23, 2015 6:24 am
- Forum: Modding Reference
- Topic: Official Weapons Guidelines [OUT OF DATE]
- Replies: 16
- Views: 12929
Re: Official Weapons Guidelines WIP(+ Shrike's Unofficial No
If you like. I just edited in a couple of entries that aren't on the table but seem pretty obvious to me. (multi-slot and secondary)Shrike wrote:I've started adding in my own notes. Atarlost, do you mind if I take your points and edit them into the OP? I think they'd be a good counterpoint to my own stuff.
- Wed Dec 23, 2015 5:53 am
- Forum: Ideas & Suggestions
- Topic: Xenophobe Worldships should be a bit smarter
- Replies: 15
- Views: 8628
Re: Xenophobe Worldships should be a bit smarter
In addition, does anyone have an opinion on allowing all randomly spawned capital ships to turn tail after running low on health? At, say, 25 percent health, any capital ship that's patrolling or guarding a station would make a break for the nearest stargate. It'd make the game more realistic, and ...
- Tue Dec 22, 2015 1:51 am
- Forum: Modding Reference
- Topic: Official Weapons Guidelines [OUT OF DATE]
- Replies: 16
- Views: 12929
Re: Official Weapons Guidelines WIP(+ Shrike's Unofficial No
This is not exhaustive, only covering entries where I have something different to say than The Shrike. Level: 3 Mechanic: Fragmentation Damage Adjustment: X6 (For all fragments) Examples: KM110 Starburst Missile George's Notes from the Original (RegDev) table: Explodes into fragments, each of which ...
- Mon Dec 21, 2015 7:58 pm
- Forum: Ideas & Suggestions
- Topic: The great big balance alteration suggestion thread for 1.7
- Replies: 91
- Views: 44273
Re: The great big balance alteration suggestion thread for 1
Moskva 11 is fine. It's high type for its level. You just shouldn't use it on a freighter. Ion Flame is the only reasonably available high level broom. It needs to keep pace with any shot HP reforms, but it has an important role that doesn't require killer DPS and do require it to keep its current c...
- Sat Dec 19, 2015 3:27 am
- Forum: Ideas & Suggestions
- Topic: The great big balance alteration suggestion thread for 1.7
- Replies: 91
- Views: 44273
Re: The great big balance alteration suggestion thread for 1
Running away is central to the roguelike experience.
Corsairs, in particular, cannot be made faster because corsair IIs are already among the most dangerous ships for their level.
Corsairs, in particular, cannot be made faster because corsair IIs are already among the most dangerous ships for their level.
- Sat Dec 19, 2015 1:32 am
- Forum: The Drawing Board
- Topic: Project Renegade
- Replies: 78
- Views: 66994
Re: Project Renegade
I've always wanted to be able to dump something behind me which would destroy or damage ships that are chasing me. Something like a barrel of really powerful explosive or acid. But a power that leaves a gravity or temporal rift or something similar directly behind your ship as you flee that would t...
- Sat Dec 19, 2015 1:29 am
- Forum: Ideas & Suggestions
- Topic: The great big balance alteration suggestion thread for 1.7
- Replies: 91
- Views: 44273
Re: The great big balance alteration suggestion thread for 1
Boosting NPC speeds unless they're slower than 0.15c (or 0.2c if they're late enough you can be absolutely certain any freighter has been able to get the first drive upgrade) after the boost is a bad idea. You can't just pop into a shop and get 20 scrolls of teleport. and then count on the AI's 1980...
- Fri Dec 18, 2015 5:43 am
- Forum: The Drawing Board
- Topic: Project Renegade
- Replies: 78
- Views: 66994
Re: Project Renegade
I've always wanted to be able to dump something behind me which would destroy or damage ships that are chasing me. Something like a barrel of really powerful explosive or acid. But a power that leaves a gravity or temporal rift or something similar directly behind your ship as you flee that would t...
- Fri Dec 18, 2015 5:38 am
- Forum: Ideas & Suggestions
- Topic: The great big balance alteration suggestion thread for 1.7
- Replies: 91
- Views: 44273
Re: The great big balance alteration suggestion thread for 1
Deimos suffers from the slow projectile range bug. If the bug is fixed it will match the range of everything except the APA, and Ares and Rasiermesser missiles.
- Tue Dec 15, 2015 5:13 pm
- Forum: Beginner's Luck
- Topic: CSC TERRA Mission
- Replies: 13
- Views: 8918
Re: CSC TERRA Mission
The gem of sacrifice does now set internal HP to a random value from 1 to 10. It also lowers shields and damages each armor segment by 96 to 99 percent of its maximum HP. So it should be effective against the ICS, but don't use it if you have armor damage or are about to take damage. Even so, it tr...
- Tue Dec 15, 2015 9:41 am
- Forum: Beginner's Luck
- Topic: CSC TERRA Mission
- Replies: 13
- Views: 8918
Re: CSC TERRA Mission
The gem used to be useful before 1.0, but now the real reward is that there's an extra research station mission.
- Sun Dec 13, 2015 9:36 pm
- Forum: The Drawing Board
- Topic: Project Renegade
- Replies: 78
- Views: 66994
Re: Project Renegade
Even just mapping stargates would be better than the entire CDM power set and better than everything in the Domina set except nebular sight.
- Sun Dec 13, 2015 9:31 pm
- Forum: Ideas & Suggestions
- Topic: Rework disintegration into a nano perk
- Replies: 17
- Views: 10907
Re: Rework disintegration into a nano perk
Shrike, JohnBWatson, and I do. AssumedPseudonym appears to want it removed entirely. That's more reason to not leave it as is than you and GiantCabbage not minding are reason to keep it.PM wrote:All the more reason to leave it as it is.
I have no problem with antimatter's "magic disintegration effects".