Nah, i will upload a little update in a few hours, wat i did with the phasers in the end was, keep the lenght as minimum as possible (it must be greater than 5 anyways, if not, the phaser will shot at a anormal speed) but, since the phasers has not the multiple room hit ability anymore, they will always do a breach in the hull. The damage is the same, but in adittion to the damage, the phasers will do a breach everytime they hit (well, i suposse 10 breach chance will mean always.. or almost). I dont think i will add more effects, since the phasers are now more or less balanced. If i add as well fire chance and system-crew damage, they will really op and a room will be destroyed in 2 seconds, no matter how may crew members are in there trying to make repair tasks lol.
So the phasers stay as -> normal damage (hull/system) + breach (always) + decreased cooldown. Besides, the phasers are actually , or almost they shoudnt be too dangerous , except for the heavy phaser of course. In the tv shows the phasers usually are useless...
But, then u look at the glaive beam , and phasers are just almost nerfed compared with that weapon lol. I never thought phasers were op, but well, someone did, so i did check again and changed em.
Next update incoming - > Added the klingon bird of prey (the oldie version, since there is already a bird of prey in the mod community), added 2 klingon weapons (more to come), the disruptor and the klingon torpedo. Added the NCC-Cousteau (the captain's yacht) as a drone for the Enterprise. But dont be so happy since it requires 4 power and u need to upgrade the drones bay first. Still i think i need to do more balance updates, maybe for the start of the game and the power issues. But, feedback is welcome for that
Btw, someone knows wat means the "dogde" thing on the drone blueprint?? maybe the chance of the drone to dogde?? dogde wat??..