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Suicide Junkie said:
- Vaccuum Breathers have a big advantage when taking Rock or Ice colony types, and still have a small advantage when all colony types are available. (23.6% resource rate and 24.3% population instead of an even 20% if all atmospheres were equal)
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I didn't look at the files - but are you saying they have an advantage even after you factor in Gas colonies?
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3) Race design.
The inability to decrease stats is an interesting change.
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Yeah, after you buy your colonization type, you have only 1000 pts (in a standard 2k game). I think it is a neat twist. However, how you have it set up will probably result in fairly generic race choices (the only things worth spending points on is maintenance, aggressiveness, and defensiveness -- so you will mostly just see variations on those.
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You may want to set the base maintenance rate to 100% instead of 25%, and adjust the hull maintenance modifiers to match.
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But be careful of doing this if you have components that reduce maintenance. I found it easier to just stick with the stock method, but to adjust the price of Maintenance Reduction upward (to like 200 pts per Maint Reduction point).
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-= Advanced traits =-
Woah! Up to +7 speed (Cost 3500) is extreme yet again...
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True, but racial points are scarce. If you take +7 speed, you are going to be very deficient elsewhere. Nice tradeoff. I also like how you broke it up into 3 categories: +1 speed, +2 speed, and +4 speed. Clever.
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Storage techniques is very underpowered, on the other hand. +20% for the same price as getting twice as many colonies (and thus twice as many facility slots/cargo space)
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I disagree. Colony types are researchable, and fairly cheaply at that(100k). I would consider taking storage techniques before I took an extra colony type (depending on starting bonus, perhaps).
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-= Ship Design =-
Propulsion:
I think you went overboard on speed.
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Even your worldships would be sailing along at speed 12 before racial traits.
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It is different from stock, to be sure, but I'm not sure super-high speeds are a bad thing. Makes the game play differently - might make for a nice change of pace. Or might not... Still, I would try it out before discounting it.
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Add the emergency propulsion and it just gets even more out of hand.
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Though I agree here - emergency propulsion was crazy-high.
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Planets:
The homeworld should start out with *some* basic amount of organics & rads production, even on low tech.
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Why? Puts the pressure on researching essential planetary development tech, making the early rush less feasible.
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Having your first orgs and rads facilities 25 turns up the tech tree is just too much.
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Though I agree to this point. These should probably be much cheaper.