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Topic Summary

Posted by: Malanthor
« on: February 10, 2016, 05:56:26 AM »

Great to hear abouth the military bases. :)
And I do see your point abouth the skipray, but would it not make more sense to make it into a higher tier bomber to accurately represent it? As far as I understand the team do strive to accurately represent ships. But in any case its a small thing. :)
Also when I play remnant I feel like I pretty much only have tie defenders but maybe that is mostly due to my trend to mass build isd2's. :D
Posted by: tlmiller
« on: February 09, 2016, 09:55:45 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.

I like this idea, and think this is what Corey was saying he eventually will be going for something similar.

Quote
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.

This is entirely true, but the Defender is the IR's ELITE bomber, the Skipray is going to be the PA's STANDARD bomber.  So given that almost every vessel can build them, giving them their true damage potential would require them to only be able to build PATHETICALLY weak ships for balancing.
Posted by: Malanthor
« 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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