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December 16th, 2005, 08:49 PM
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Shrapnel Fanatic
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Re: New Game: Gritty Galaxy
Easy fix.
Anything else?
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December 16th, 2005, 09:56 PM
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Re: New Game: Gritty Galaxy
Well I was going to complain about the 200kT and 400kT ship hulls using the same pic, but I guess you had no choice there, seeing as you have 10 ship hulls and only 8 stock pics! 
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December 16th, 2005, 11:33 PM
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Re: New Game: Gritty Galaxy
Well, for neostandard shipsets, you'll get the scout picture on the 200kt ships.
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January 9th, 2006, 11:19 AM
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Re: New Game: Gritty Galaxy
Some thoughts for your up-coming mod:
Emissive Armor: My initial thoughts on the Emissive armor is that it was top heavy on cost for the amount of gain you get for it. Maybe that re-balances better toward the top end of its development, but on the low side of the tech scale it is pretty costly and large for its modest combat contribution.
Intel (Shipbombs): Another thought I've had is whether or not you want to continue with shipbombs as a intel project. The crushing difficulty of repair makes an intel-attack that gives your ship damage very difficult to respond to. Though there are counter-intel projects, this aspect of the game is processed player by player in sequence...so the guy at the top of the queue has a VERY large advantage in this area throughout the game.
I'd recommend that the small ship-bomb be increased to the price of the "standard" ship bomb (50k), the standard ship-bomb be increased in price to 100k, and the large one get increased to 300k in order to tone-down their effect on play.
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January 9th, 2006, 06:01 PM
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Re: New Game: Gritty Galaxy
Even level 1 emissive armor will increase your survivability against beam weapons by 5-20%
It is true that the low to medium tech EA is only much use on the larger ships, but that's ok.
Grit Econ needs to encourage larger ships anyways.
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As far as I can see, shipbombs are pretty underpowered as is, but you've clearly had a different experience.
Small ship bomb costs 20k points for 100 damage, which is enough to break two armor components... if you're lucky or the enemy forgot to add armor to their support ships, you might just blow out a critical component too.
Regular ship bomb is 50k for 500 damage. Stands a modest chance of crippling an otherwise-average warship that dosen't have auxiliary control and other backup systems. Unless you've really concentrated on building intel facilities, you're not likely to be able to send too many of these per turn.
Typical warships (that I design at least) have 5k to 10k hitpoints, so these attacks do very little damage in the big picture. The medium ship bomb is a bit weaker than a single CSM hit.
That said, the counter intel does need some work... or maybe just removal.
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January 9th, 2006, 06:58 PM
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Re: New Game: Gritty Galaxy
What, even leaky intel isn't enough for you??? 
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January 10th, 2006, 12:44 PM
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Re: New Game: Gritty Galaxy
Quote:
Suicide Junkie said:
As far as I can see, shipbombs are pretty underpowered as is, but you've clearly had a different experience.
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Fair point: I can only judge by what I've seen, and our game is still working on the lower end of the tech scale with not much infrastructure built up, so smaller ships rule the day and they are hurt badly by ship bombs. I'm sure I'd have a different view if our current game were more advanced and we had a mid-game look.
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January 10th, 2006, 03:26 PM
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Re: New Game: Gritty Galaxy
Talking with Darkant, it seems the three homeworld start is the big influence.
Too much intel production for the amount of infrastructure you've built up.
You will definitely want to work on building up your BSYs.
The more construction infrastructure you've got, the bigger you can make your warships without falling behind in numbers.
Definitely try to get a SYS to your warppoints... Use it to build a small BSY, then have the small BSY to build a bigger BSY, and so on. Soon you'll have the constuction power to build a hearty array of awesome defense bases.
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