Posted by: Corey
« on: June 30, 2015, 02:30:05 PM »Btw, tech tree balance hasn't really been a focus point yet, has it? The Remnant has zero techs that increase the defense of its ships whereas the Republic has individually stronger ships later but also quite beefy shield upgrade techs and I'm not sure the damage upgrades from the Remnant can keep up with that.. Adding hull upgrade techs for the Remnant doesn't seem to make much sense lorewise, so how is it intended to keep it balanced? By having a larger fleet through the brutally powerful command/fleet capacity upgrades? Or is the Allegiance going to be the defensive cornerstone that allows the ISD 2's to survive a fleet of Nebula/BAC's? The Praetor right now is so sluggish that it can barely keep up with ISD's.
Most of the tech has not been balanced in terms of pure numbers yet, no. However our goal with balance is not faction x gets this and therefore faction y gets the exact same thing. The first 115 slots or so are being used to build up the more unique aspects for each faction, and then we'll use the rest to fill in any gaps each faction needs.
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I actually avoid using it however due to how quickly they die when using the ability, since it has nothing that mitigates damage.
Irrelevant now, but for the five seconds they were on the same faction Praetor Bulwark + Altor Protect was some next level shit... As it is, Bulwark will be getting a defensive boost as well on the PA.
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I'm only guessing, but since Asdroni, Quasar, and Escort Carrier all start with 2 fighters, then that's probably why the Acclamator starts with 2.
Pretty much this - the standard in the mod is 1 squad at a time for most ships that had fighters, 2 squads at a time for carriers. PA gets some increases, as do Ssi-Ruuvi ships. The Acclamator gets the option of having the third with some investment, but the investment part is somewhat important since the Acclamator is also theoretically the best carrier at direct combat, even if that isn't saying too much.