nweismuller wrote:I assume that art for markets, mines, and farms will show up
zolobolo wrote:The combat value of the "colonists" also seemed odd, I think it was the default: 1 shield
Does the ground combat defense and offensive values need fine-tuning? Maybe display both and have us see some difference between the various races and troop types like: tank (good attach, bad defence), Raiders (same as tank, just less offence), ground units (low offennce, good defence); Power Armour of caourse should have great defense as well as offense
nweismuller wrote:My understanding of the design is that what you're calling 'ground troops' is meant to be representative of mass force levies, militia, and insurgents drawn from the civil population of a colony under attack. Tanks/hovertanks/battle mechs are a gloss for everything involved needed in a dedicated professional military force- it's probably safe to assume that there's actually combined arms doctrine involved.
zolobolo wrote:BTW: are the power armored troops a race speciifc perk of humans?
I was wonedring what their race specific advantage is, as the only thing I saw: that they do not start with a colony is more of a disadvantage then anything else. This is of course if the DEVs do not plan to make them space migrants who never actually settle a planet, just create temporary colonies to syphon out resources
Arioch wrote:Yes. Humans have a bonus to boarding actions, a special assault marine unit, and bonuses to converting captured ships for use.
Arioch wrote:We'll make a final pass to bring the descriptions up to date. As you can probably imagine, it's not a good idea to list perks that don't yet exist.
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