I really wonder why no one picked up the
improve AI point. IMO that is the biggest one of all and the one that will solve most problems.
Lets be honest: the current AI sometimes acts really 'bad ass' but that's juts luck, most time they just dump as hell. e.g. firing beams when shields are still(or again) up; and not waiting for cool-downs to use weapons effectively!
Apart form that I think we can agree of promoting the following changes:
-Teleporters have a chance to 'fail' teleports according to enemies dodge-rate
--failed teleports mean the teleport does not target the room that was selected by the player
--further it can also happen that the teleported crew takes some damage; only on boarding(not on retreat) and can't drop below 1hp
-Rewards for destroying and successfully boarding should be different:
--boarding: less scrap but more useful things: fuel, missiles, drone-parts, chance of crew-members, chance of weapons, chance of augmentations
--destroying: more scrap but less of the other stuff and maybe no chance of getting crew or weapons or augmentations
-More blue options, especially for humans, and maybe the buff I suggested for humans (they need less EXP to get lvl up for all skills); also a more even spread of blue options across the races.
For the other changes I suggested:
I guess some would really like to see them and they are not changing the game so much, nor are they hard to implement (at least I think so

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leopardenthusiast wrote:AkantorJojo wrote:leopardenthusiast wrote:engi ability
They repair fast, but fast is not instantaneous.
True. More than one bar of instant repairs definitely seems too powerful to me, though.
True, also my suggestions are not finally balanced!
leopardenthusiast wrote:AkantorJojo wrote:leopardenthusiast wrote:rock ability
rock ability is dependent on the room the rock is in. If he is in a room that is under ion-influence he negates that ion influence with his ability. If the room he's in has not taken any ion damage he becomes 'a rock' for some seconds. When he is 'a rock' he cant attack (do dmg) or be attacked(take dmg) but he can be healed.
Is this more clear?
So the Rock ability would be to either remove ion damage from a room, or provide an indestructible target to draw some enemy attacks at the expense of losing the Rock's attack power. That would make them very good at defending.
you got the point!
leopardenthusiast wrote:AkantorJojo wrote:leopardenthusiast wrote:mantis ability
My other idea was that they can heal themselves or gain life-steal for some seconds
Instantly healing any useful amount of health would be too good. Over time depends on the exact speed and amount. Getting some health back when they do damage in return for losing their increased attack power (or at least some of it) sounds fair.
as said above: they are just suggestions and not finally balanced at all. but I feel like every race should have an ability that can be activated.
leopardenthusiast wrote:AkantorJojo wrote:leopardenthusiast wrote:human ability
Keep in mind this human special power goes along with the other changes I suggested for humans.
Yes, of course. Like I said, it'd mostly be useful as an emergency cloak-like ability in my opinion.
depending on the duration of the boost it can also be handy for weapon cool-downs.
leopardenthusiast wrote:AkantorJojo wrote:And about all, my goal is to make the different races feel even more different; this certainly leads to the feeling some abilities might be OP, but in fact they can easily be balanced and imo it adds a lot to the game if there are more decisions you can take. Obviously the AI will have to use the abilities as well in order for the changes not to just make the game easier but more challenging at all.
I agree with the goal of adding more variety to the game, however, it needs to be done carefully or you risk rendering content almost entirely pointless due to there almost always being a better choice availible.
Well imo this balance is not there at the moment and I hope to restore this balance in some way

So what I'm talking about is the fact, that boarding atm is so much stronger than destroying, so I find myself boarding all the time as soon as possible. And regards drones: I buy then every time just to get the one defensive drone for the boss and some ships that might have a missile system, even so I could just cloak through it as it will hit me only once before my boarders take down the weapons or the enemies. Regards weapons I'm a fan of lasers but also know the advantages of missiles (mostly for the boss to board his destroyed med-bay) or ion weapons (which I find only useful if you have at least two of them with low cool-down; otherwise you cant get past their shields and that makes ions useless; while if you get past the shields the perfectly support boarding)
So all in all: I agree, changes have to be made carefully. But there is more to be balanced than just boarding and destroying. I also feel drones/ions/missiles are much underestimated by most players, and that's maybe because they are harder to play than lasers, or because they are just not as powerful.
Other ideas I really support, and some of them are coming with the next update in some way:
-More manned systems: this makes it a much harder choice of where du distribute the eight man-forces you got!
-Multiple manned systems: systems that can be manned with more that one crewmember
-split systems: systems that are on the ship multiple times. e.g. two shield rooms. every room just offers shields lvl2 but that means you can get a total of lvl4 shields. There are some variations how this could be done, but imo its a good idea.
And last but most important:
again:
Improve the AI! Make them use their weapons more accurately! Make them use anti-boarding tactics like most players due: suffocation! And make then board more efficiently: trying to destroy my med-bay before boarding it.
That would for sure make the game more balanced, as you cant just always use the same tactic and it works fine.