Sleeper Service wrote:ahmedoo wrote:BTW can u make some modification to the Slug A CE version?

I played like 40-50 games and my maximum result was 3700.

I'm open for sugestions.
First thing I can suggest is making Slug A dmg dealer again. Strong side of slugs is fact that they can try to break deals (they are also pirates!) which makes them the strongest ships in CE. With Slug C and good configuration I could pass 7000 points and break all my records.
https://zapodaj.net/179c722a8db17.png.htmlIn Slug A this option cannot be achieved because we won't deplete enemy hull enough to make him surrender. I like the idea of anti-personel ship but I think it should be different ship or slug A could be half anti personnel ship like vanilla one with anti-bio beam.
Second thing is fact that lanius, stealth, engi and kestrel are good ships but they cannot do anything when they meet civilians. They are from start on worse positions alongside the ships like rock, slug, mantis which are pirate. I'm not talking about all ships in game should be pirates. Maybe u could give kestrels some freighter specialization and give all of them cargo teleport and possibility to take for free from civilians some trade goods just to transport because they cannot afford to. Maybe lanius ship could be good at helping civilians in mining with random revenue or trade good.
BTW did you consider making some (only some of them or all) of trade goods not augs but weapons or drones. It could save for us some augments slot and use weapon/drone slot which is in 90% games used by 50%.
Also Zoltans are not so bad but with option to make better deals which is awesome sometimes with that scrap amount, when we go for score (everyone always goes for score) we are doomed. I had that with Zoltan A. I was making deals with almost everyone I met, but I lost many points by not killing enemy ships. When I decide to not make deals, it's just standard ship. Maybe we could use fact that they are scientist and in cooperation with civilians they could do for us or them smth useful.
Sometimes empty beacons are not so devastating (we could buy or get some augs we can use there, or socialize) like those crapy civilians. When I meet them too many times with ship other than mantis, rock or slug I just try to play and then just give up, because I'm so underdeveloped. That's why I avoid green sectors. This shouldn't be like that. I read some people complaining about lots of empty beacons. It's just random. Sometimes first sector is crucial. But when I meet 3 empty beacons, 2 civilians, giant spider and 2 stores, I just wanna cry and restart. Green sectors sometimes are so bad I choose to go to AI sector (It's so hard to pass that sector) and die with honor

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I feel like few races got huge boost by using pirating. With others, I feel like they are just ships with no chance to compete and without any race pros.
That's what I think after many hours of playing my favourite game and mod. I just hope you consider to make it more and more balanced without favourising some of races.
EDIT:
When I watched a movie from the link attached to your last post Sleeper I noticed that in some ships loadouts are really different from mines. I was disabling all mods one after another and it turns out that endless loot addon changes it very deeply. Example: Lanius A in CE - charge laser II, neural stunner, requisition licence, adaptive gel suits; in EL - chain laser, ion stunner, adaptive gel suits. Is that intended or just missed?
EDIT 2:
Is it possible to power up engines, weapons, artillery on ship from the beggining of the game instead of medbay in some ships?
Is it possible to move some crew to the teleporter from the beggining of the game? If not I have some suggestions:
Code: Select all
Engi A:
-human --> engines
-engi --> pilot
Engi B:
-laser = 1st slot
-effector = 2nd slot
Fed A:
-rock is slow --> shield room
-engi is fast --> weapon bay
Fed C:
-zoltan from weapons bay and mantis to the teleport. If it is not possible, at least mantis to the weapon bay, and zoltan to the shields. It's annoying when you move zoltan and your weapon is powered down.
Kestrel A:
-laser = 1st slot
-missile = 2nd slot
Kestrel B:
-zoltan --> engines
-human --> weapon bay
Kestrel C:
-lanius --> pilot, you can vent o2 from doors and sensors
-human --> engines
-kestrel C is really slow. You've taken ion weapon which could deplete one shield bubble and gave baton beam which cannot do that. I like the idea but it needs to be buffed.
Lanius B:
-two laniuses --> teleport, if cannot stays as well
Mantis A:
-engi --> engines
-mantises --> teleport, if cannot, one to the weapon bay, one to the shields
Mantis C:
-mantis --> sensors, if cannot stays
Rock A:
-cockatrice = 1st slot
-scatter missile = 2nd slot
Rock C:
-crystal --> pilot
-rock --> weapon bay
-why u've taken rock plating from rock C? now greebles is incosistent with augment and shows platings even if they are not there ;) . Maybe it should have both augs, but to not to make this ship to op, we can take one crystal gun, and nerf first one somehow, so it will be defensive power but in offensse not so much
Slug A:
-slug from engines --> weapon bay, it's better to shoot faster, if it has to be anti personnel ship
Slug B:
-two slugs to the teleport, if cannot, stays
Stealth A:
-scatter laser = 1st slot
-beam = 2nd slot
Stealth B:
-zoltan --> engines, why see Fed C
-human --> weapon bay
Zoltan B:
-bardiche beam = 1st slot
Zoltan C:
-zoltan from shields --> weapon bay (zoltan x2), it's better, you can power up all weapons from start
EDIT 3:
Why crystal weapons don't have prefixes? It would be cool to see crystal lockdown which pierces 2 shields or faulty lockdown 2 with 4 power bars to use, don't u think? Maybe they should have some unique crystal prefixes?