I think this is the right place to put this but I have been doing some thinking about the game and would like to offer my feedback and suggestions.
I have tried to keep this concise but there is a lot to get through I would really appreciate if you would read this and offer your comments.
Bug-fixes - There aren't a lot of these that I am aware of that haven't already been fixed but:
1 Ashdar Destroyers have cruiser armour, Ashdar Missile Cruisers have destroyer armour, Ashdar Light Cruisers have destroyer armour
2 Yoral Escort Cruisers are completely wrong, they are named and look like a cruiser but have destroyer stats
Balance - Stuff that could be done without messing around with too many new systems.
I suggest weapons have damage and range balanced according to tiers e.g. coilguns are tier 1 kinetics
For example 10 damage for M coilguns, 5 damage (1/2) for L coilguns and 20 (2x) for H coilguns as rough guidelines
I suggest giving weapons 10, 20 and 30 damage for each tier 1, 2 and 3
This would give for example Primary Beams around 30 damage or around 15 for PD Primary Beams.
I would suggest giving beams better damage and kinetics worse damage to compensate for kinetics long range/beams damage fall-off
2 Weapon Tech There are a lot of obvious missing weapons in the tech tree right now
T2 Kinetics could be expanded with L and M Railguns, T3 Kinetics could be expanded with L and H Force weapons e.g. L Shard H Spike H Lance
Beams are mostly complete except for T3 H Primary Beams
I would suggest combining T1 Ion (Emp) weapons, T2 Disruptors (Lethal) weapons and T3 Plasma (En) weapons into a Particles tree
A L Lethal weapon and L and H Plasma weapon would complete the Particle Tree.
I suggest adding a T2 Launcher between Viper and Pulson
I suggest adding an EMP torpedo and removing Leech Missile and adding Neutron (Lethal) Missile and Torpedo
3 Weapon Modifiers Making weapons feel special
I suggest a penetration re-balance e.g lowering AP and SP to 50% penetration and making them innate to kinetic and beam weapons
I suggest adding Armour Negation (AN) 100% armour penetration and Shield Negation (SN) 100% shield penetration
I suggest giving primary beams AN and giving force weapons SN
I suggest changing EMP damage to damage shields
I suggest Beam Focusing should be changed to make beams high damage short range weapons
I suggest adding armour hardness (H) with T1, T2, T3 and T4 armour having 0, 25, 50 and either 75 or 100 hardness.
Armour hardness should reduce armour penetration
I suggest adding Shield resistance (R) with T1, T2, T3 and T4 shields having 0, 25, 50 and either 75 or 100 resistance
Shield resistance should reduce shield penetration.
I believe PD weapons are well balanced right now.
5 Ground Combat
I suggest making dedicated infantry stronger (+2) over militia
I suggest giving armour an extra +1 perhaps from personal shields
This would give a 4:2:1 ratio for 4 strength militia:6 strength infantry:12 strength armour in the late game
I suggest swapping the names of military transports and troopships
I suggest dedicated troopships and carriers should have space for ground units as well as strikecraft
I suggest light/escort/assault carriers have 1 ground unit slot troopships/carriers have 2 and heavy/fleet carriers have 3
I suggest giving strike craft air strength to help in invasions e.g. fighters 0.5 bombers 0.75 strike fighters 1
This would give an early game light carrier 2 or 4 ground strength and 3 air strength
This would give a late game fleet carrier 18 or 36 ground strength and 18 air strength
6 Tech Specialisations I think each faction should have 2 (usually 1 + 1 weapon) also specialisations should be nerfed to 50% discounts
Ashdar Imperial - Information (Ancient Archives) + Beams
Ashdar colonial - Construction (Shipyard Ruins) + Beams
Phidid Combine - Sociology (peaceful merchants) + Planetology (not weapons, coral bloom)
Gremak Empire - Information (Ancient Archives) + Particles (Weapons Cache)
Orthin Conference - Physics (SCIENCE) + Particles (Applied Science)
Yoral Khaganate - Planetology (Ice Age, Hardy Yoral) + Kinetics (flak cannons when?)
Tinkers - Construction (Tireless Cyborgs) + Missiles
Humanity - Military (Spess Mahrens) + Kinetics (not pew pew lasers) + missiles (macross missile mayhem)
I'm suggesting to give humans a leg up with weapons because they will need all the advantages they can get against superior foes
7 Tech Tree
I suggest consolidating many of the techs, weapons techs especially, and having all techs confer multiple effects/bonuses to help clean up
the tech tree and make current weak techs more useful
I saw this elsewhere but I would also suggest giving the strategic speed increase techs trade capacity increases as well
e.g. 50% per tech (1.5, 3 and 4) would give 200% along with containment so 15 per transport or 30 per armed merchant.
8 Stations Stations should be buffed, right now they are useful but orbital slots are too limited.
I suggest arming space stations to =cruisers in strength and buffing starbases to =carriers/battleships and fleetbases to =super-dreads
I also suggest making station cost about half the metal and/or production of ships to really tempt people to build them
I suggest making stronger stations, more station types and possibly removing the asteroid debris restriction for asteroid bases and replacing it with
orbital mines or something else that makes sense for a debris field building.
Future Suggestions Stuff that would be really awesome
1 Planetary Defences Split
I suggest ground defences that represent everything on the planet = armour + bunkers + garrison + hangars
Armour should determine the planet's resistance to bombing
Bunkers should allow pops to hide in safety
Garrisons should automatically build infantry for ground defence/riots
Hangars should automatically build strike craft for air defence
I suggest orbital defences that represent everything around the planet = shields + weapons
Planetary shields must be defeated before a planet can be invaded
A planet should create small weapons platforms on the tactical map that defend against attackers
2 Planetary Invasion
Combining my suggestions would make planet invasion more intresting/worthwhile for both attackers and defenders
Of course once you have defeated the orbital defences you can still just bomb everything
Planetary hull should be invincible to everything except my next suggestion
3 Siege Weapon Split I suggest splitting siege weapons into artillery (A) and devastation (D) weapons
I suggest a railgun artillery and a turbolaser artillery to go along with ion artillery as T2 artillery
I suggest a force spire to go with the primary artillery and the hellbore cannon as T3 artillery
I suggest making D weapons unique to the super-dreadnought and dread-star
I suggest buffing the D stellar surge beam to 600 damage and 60 range and changing it to AH, En, D
I suggest changing the AH modifier so the Stellar Surge Beam can hit everything between it and its target (wave motion cannon)
I suggest adding a Devastation (D) modifier for devastation weapons allowing them to blow up planets
I would like the game to have more unique techs e.g. Orthin Atmospheric condensation or Phidi Coral Blooming
I would like tech trading/gifting to be a more regular thing
I would like to see alliances come with some sort of regular/unique tech sharing benefit e.g. phidi ally allows temporary use of coral blooming
5 I almost forgot
I suggest roughly halving the number of weapons in each slot currently in the game and doubling their damage so weapons line up better with
The yoral torpedo destroyer especially needs nerfed, 800 damage in a destroyer is just laughably good.
I would suggest changing most torpedo slots to be 2x torpedoes and reducing the yoral torpedo destroyer to 4 torps
That's all folks, feel free to ask for clarification for anything that isn't clear.
Last edited by Alimaeus
on Fri Mar 15, 2019 3:23 pm, edited 7 times in total.