Re: Mount Mod for v1.78
IMO-Fighters are a joke. The game has fighters as an afterthought. Its really about Big ships. I haven’t run into a situation yet against fighters that was threatening, unless I didn’t have enough defensive ships/units to defend with when attacked.
Drones are somewhat threatening, but easy to deal with.
As for Computer Virus/ Allegiance Subverter combination- I am not saying make a fleet with nothing but those weapons, that would be a recipe for losing.
A fleet has a better chance to survive with some variability in the tasks the ships perform.
However - From my own experience, 10-15 of these ships in a large fleet can devastate the opponent. I have seen it. In my Last Hseat game - I had a fleet of 55 ships that all moved 7 in combat. There was about 10 CompV/AllegianceSub ships in the fleet. Allot of the Opponents ships were taken over in the first 3 turns. Those that were not, got walloped by the rest of the normal ships in my fleet.
PVK-
so are you thinking that the mounts should be far less in the damage? Maybe keep them the same as the unmodded mounts but give size reduction advantages and other improvements beyond damage ?
One of the problems I ran into with making the mounts more expensive was that the AI cannot afford to build the ships.
When I started the mounts were allot more expensive and I found that the AI ceased to produce ships at the level needed to be competitive..
tech levels - I spread them out upon request - however it sounds like I went too far. Looks like making them difficult to research was the way to go in the first place. That way they don’t interfere with the early techs and overwhelm lower techs too early. I should have left them as I originally planned and made them become available as you move into the higher techs on the tree. Sounds like I should revert them back.
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AJC
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