
November 9th, 2003, 07:50 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
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Re: Share your opinions
Have fun modding! Here are a few quick responses:
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Originally posted by Admiral Wunderbar:
- Anti-Matter Stream Weapons. Requires Physics 4. The
Mean Gun, long range and enormous damage.
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How will this be different from the Wave Motion Gun?
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- Quantum Reactor. It's no more, there's a new engine
with no supply consumption, yet you still have
to worry about supplies for your weapons or other
components. Req Propulsion 10 and Resupply 5.
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Great idea!
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- Capital Ship Missile. No longer the god of weapons,
had its reaload increased and seeker speed
diminished. It's still a good weapon.
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General concensus is that cap ship missiles are already too weak after the early game. I suggest beefing them up rather than toning them down. Depends greatly, of course, on what you do the Point Defense Cannons, if anything.
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- Fighters. It's now a bit more expensive to build
swarms of it.
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Same here as with cap ships. Fighters are (mostly) inneffective except as a surprise tactic.
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- Mines. Damage diminished to half.
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You might want to try cutting their damage by 1/10, but increase the amount you can have in a sector by 5. Just a thought...
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- Advanced Traits. Costs have been balanced out.
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See PVK's balance mod for a great balancing of characteristics and traits.
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- Religious Technology. No changes, never played with it.
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The Religious Talisman is viewed by many as being over-powered, though in a game with experienced players, it can be a liability since everyone will try to kill you before you research it.
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- Organic Technology. Research costs lowered, Replicant
facility improved and extended. Lost all weapons.
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All the weapons? Seems extreme.
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