Re: Highliner Mod discussion thread
Some thoughts and observances I have made;
1)Colonizer Hostile is unusable without putting 2 colony modules on it due to 50% requirement. I figured a Colonizer Hostile would be a colony ship with weapons that can charge into a system and then colonize. This cannot be done and I see no use for 2 colony modules unless/until you have 2 different types (ie rock/gas etc.).
2)Gigant seems almost useless. Once you meet the requirements for fighter bays and give it enough engines for 4 MP's, your left with only enough room for 1 weapon, 1 PD, 1 shield, and then either 1 CS or 1 ECM but not both. (Perhaps by design, I am not sure) The end result is that my Archon costs less, moves more, and basically does the same thing. What's more, the Gigant design then takes 1.2 years to build with a SY 1.
3)Combat (at least in simulator) seems unbalanced towards riders. (Again, this may be by design.) Highliner PD does not target fighters, only standard weapons do and, again because of the offense/defense bonuses in favor of the rider, the Highliner cannot hit the rider. In my tests, I pitted 5 Gamma Riders against 10 Highliners of various design. The best outcome for the Highliners was to only lose 5, but without ever hitting the Riders.
That's it for now. I really like the concept here, but would like to see better combat balance and a little better build times. I agree that you should not be able to crank out a new ship every turn, but I don't think 1 every year is right either.
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