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Ascendancy Discussion / Re: .95 Feedback and minor bugs
« on: March 24, 2015, 11:19:53 PM »
I certainly don't MIND being able to get all the benefits of both stations on a planet when playing with locked teams; my friends and I usually wind up playing what essentially amounts to space-based trench warfare in base Sins; we love our stations. I just thought, for balance reasons, it was something to consider. But there being not much to do about it... well, I'm not complaining. =)
Re: Defection rate: sorry. I need to remember that values are still being tweaked. Good to know that it's static, and will probably be a lower number on final release. Too bad about Fleet Commander auras, but I kinda figured that idea would be too complicated to work. Thank you!
Re: ability research: interesting. That might explain why I had two or three ships with boarding party but no captured enemy vessels until very late-game. Sorry for the confusion on the Assault Frigate.
Hubby: It took me a while to figure out how to use the Endurance, but oh, man, once I did, it was wonderful. Pali's right: they don't need a buff, they're fine just the way they are. The debuff they can lay on enemy strike craft is incredible, and I had three of them spaced through my formation throwing that out by turns (My formation included nearly twenty capital ships and a Viscount, just to give you some idea of scale). It let my strike craft just WIN fighter duels and kept my weaker cruisers safe(-ish) from enemy bombers. In the fight I went into where they were most effective, the Empire had perhaps a 3-2 or 2-1 edge on me in TIES, but those TIES barely had enough time to scuff the paint on a Bothan Assault Cruiser before my A-Wings, V-Wings and X-Wings caught them. Most of the ship abilities for the Republic are fantastic, and I love having them. I agree that the Nebula could use some love, though.
Was there a theme to the Nebula's ability design, or even to the ship class itself in Star Wars literature? I didn't read many stories that featured them, so I don't know what it might be a good idea to make them capable of. I'm not a huge fan of Overwhelm (I'd always rather keep my shields and fire at lower power), though "Target Hangar" is nifty in long fights. I'd say give them Ion Bolt, but almost all the Mon Cal ships have that anyway, and (as hilarious as watching my fleet stun the entire enemy fleet might be) that'd probably be bad for balance. Perhaps something similar to the Kol Battleship might be suitable? Rename its Railgun ability as "Bombardment Turbolasers" and just give them a really high-damage shot with a cooldown? That sounds kinda boring, though... I'd say something to improve shield block rating or recharge efficiency, but again the Mon Cal ships have that in spades. The Unity battleship's abilities are no help, and I don't know the Vasari ship abilities at all.
Hmmm. How about a tractor beam? Blase, I know, but it is technically a variety of Star Destroyer. A debuff with a moderate duration that reduces the target ship's speed and maneuvering power (like, but less crippling than, the Gravity Screw ability from the Unity starbases in base Sins) might do the trick. In the movies, tractor beams are invisible, so you wouldn't have to worry about a visual.
Oh! Rescue teams! Nebula-class cruisers can send out shuttle teams to pick up nearby escape pods. (They don't actually have to send out shuttles; they just draw the Escape Pods to them, or even just give all nearby Escape Pods a buff to increase their speed.) If you want to make it a basic ability, give it a relatively short range and scale that up as it levels. If you want to make it a capstone ability, give it a long range to start and have it increase the normal bonus from gathering escape pods. Either way lets Republic players feel like good people for picking it and makes retrieval in chaotic battles a little easier.
I forgot to mention in my original post: the new UI is beautiful and intuitive. Props to the designer(s). I kept getting a little freaked out looking for the "bribe the pirates" button and not finding it (any time my credits get over about 5k in base Sins I look for Bribe), but I'll get over that eventually.
Re: Defection rate: sorry. I need to remember that values are still being tweaked. Good to know that it's static, and will probably be a lower number on final release. Too bad about Fleet Commander auras, but I kinda figured that idea would be too complicated to work. Thank you!
Re: ability research: interesting. That might explain why I had two or three ships with boarding party but no captured enemy vessels until very late-game. Sorry for the confusion on the Assault Frigate.
Hubby: It took me a while to figure out how to use the Endurance, but oh, man, once I did, it was wonderful. Pali's right: they don't need a buff, they're fine just the way they are. The debuff they can lay on enemy strike craft is incredible, and I had three of them spaced through my formation throwing that out by turns (My formation included nearly twenty capital ships and a Viscount, just to give you some idea of scale). It let my strike craft just WIN fighter duels and kept my weaker cruisers safe(-ish) from enemy bombers. In the fight I went into where they were most effective, the Empire had perhaps a 3-2 or 2-1 edge on me in TIES, but those TIES barely had enough time to scuff the paint on a Bothan Assault Cruiser before my A-Wings, V-Wings and X-Wings caught them. Most of the ship abilities for the Republic are fantastic, and I love having them. I agree that the Nebula could use some love, though.
Was there a theme to the Nebula's ability design, or even to the ship class itself in Star Wars literature? I didn't read many stories that featured them, so I don't know what it might be a good idea to make them capable of. I'm not a huge fan of Overwhelm (I'd always rather keep my shields and fire at lower power), though "Target Hangar" is nifty in long fights. I'd say give them Ion Bolt, but almost all the Mon Cal ships have that anyway, and (as hilarious as watching my fleet stun the entire enemy fleet might be) that'd probably be bad for balance. Perhaps something similar to the Kol Battleship might be suitable? Rename its Railgun ability as "Bombardment Turbolasers" and just give them a really high-damage shot with a cooldown? That sounds kinda boring, though... I'd say something to improve shield block rating or recharge efficiency, but again the Mon Cal ships have that in spades. The Unity battleship's abilities are no help, and I don't know the Vasari ship abilities at all.
Hmmm. How about a tractor beam? Blase, I know, but it is technically a variety of Star Destroyer. A debuff with a moderate duration that reduces the target ship's speed and maneuvering power (like, but less crippling than, the Gravity Screw ability from the Unity starbases in base Sins) might do the trick. In the movies, tractor beams are invisible, so you wouldn't have to worry about a visual.
Oh! Rescue teams! Nebula-class cruisers can send out shuttle teams to pick up nearby escape pods. (They don't actually have to send out shuttles; they just draw the Escape Pods to them, or even just give all nearby Escape Pods a buff to increase their speed.) If you want to make it a basic ability, give it a relatively short range and scale that up as it levels. If you want to make it a capstone ability, give it a long range to start and have it increase the normal bonus from gathering escape pods. Either way lets Republic players feel like good people for picking it and makes retrieval in chaotic battles a little easier.
I forgot to mention in my original post: the new UI is beautiful and intuitive. Props to the designer(s). I kept getting a little freaked out looking for the "bribe the pirates" button and not finding it (any time my credits get over about 5k in base Sins I look for Bribe), but I'll get over that eventually.