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Topics - Malanthor

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Ascendancy Discussion / Couple of suggestions.
« on: February 09, 2016, 07:37:54 PM »
1: Give the military base some upgrades that are actually usefull. Right now it is just an slightly tougher Golan3 with awful dps once fully upgraded and then it has cost you over 20k and a buttload of resources. The republic one is actually usefull due to the upgrade which resupply and repair but the others.. uhu...
I understand and applaud not wanting to make starbases into the super-defeat-a-whole fleet things they are in standard sins, however what abouth upgrades that give surrounding ships/stations more damage/longer range etc. It could be something like "High command", "Naval intelligence" "admiral staff" blah blah  "a centralized command structure lets naval assets work more effectively together" blah blah etc. 3% to weapon cooldown of military assets in a radius per lvl.

I think it would be better to do something like this instead of just beefing up dps. Also it would be a nice way to differentiate the two imperials factions even more by giving the starbases different upgrades.

2: Me thinks the skipray blastboat is too weak, its a huge bomber with loads of both concussion missiles and torpedos yet in game its torpedo dps is weaker than the tie defender which carry a lot less of said ammunition. Suggest beefing up its proton torpedo damage to 5.

3: a way to represent fighter shields would be to give them regeneration? Sure its not perfect but it is a slight representation of the regenerative qualities of a shield.

4: You prob know this but there may be some star wars sounds lying around on the net you can use for ship voices or other banter. Here is a link with a lot, I looked through em and found some that was quite nice. https://jkhub.org/files/file/1651-star-wars-sound-effects/

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Ascendancy Discussion / Some stuff.
« on: February 07, 2015, 07:54:30 AM »
Planet defenses: Planets go down like a lead balloon. I suggest upping the HP of planets quite a bit. Also when it comes to planetary shields some other mechanism should be used than the normal -build a orbital shield generator that lasts for 5 sec and then the planet is without a shield. Star wars have lot of effective planetary shields lorewise, and i think that the standard sins planetary shield method is somewhat lacking in this regard. One solution could be to make the shield generator invulnerable if it has to be built in orbit, in this case the shield would only stop a percent of incoming damage offcource.

In any case, my real issue with the mod is the HUGE number of ships in action.
Take the nebula for instance, only 10 existed in 17 ABY, with a projected 1 beeing built each year. They were hoarded in core sectors because they were valuable. In this mod i feel like im mass producing cheap plastic toys. Ships build fast, they are cheap and the biggest issue of all: they take up hardly any population cap. 16 worlds and 150 star destroyers! The low cap is linked to alot of other areas like planet vulnerability. The more ships you can field the faster a world goes down. Pretty logical. Reducing this amount would make worlds last longer, it would also help with lagg and memory issues. Not that i have them but im sure some must have. :D

Besides these issues i think the mod looks great. Thank you for making it, i am looking forward to many hours of fun playing it.

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