A simple solution would be to make a ship with warheads on it or docked to it unable to cloak.
A fun solution would be to make warheads detonate a scanner breaks cloak.
Captain_Boroski is permabanned. However, if I remember correctly, his comment about beams being broken related to the fact that they don't work cross-sector, only inside their current sector.
Having the hostile ships near spawn be easy kills makes sense. Having NPC ships in the heart of enemy territory be weak does not. Those should be minmaxed with the intent of killing players and driving them away.
The problem with docked thrust BEFORE was that it was hilariously overpowered, providing more thrust for less energy. Now it's underpowered, as it provides less than thrust just on the main ship. What we need is for it to be the same, whether it's on the main ship or docked.
I think it would be extremely beneficial to you (and the rest of schine) if, after you built the initial designs, let the council and players chosen by the council keep the designs up to date through the many balance changes that are bound to occur. This will free up a lot of time for you to do...
What? Changing out a blueprint doesn't reset the efficiency thing. Efficiency is based on that blueprint (or something very close to that blueprint) in that shipyard, and would go back to normal if you used the shipyard to produce a different ship for a single time and then switched back.
I would suggest that there be some sort of counter to people simply making a ship and then scrapping it repeatedly to build up Shipyard Efficiency. Maybe a loss of blocks when scrapping a ship?
Arbitrary buffs are immersion breaking. They'll make players ask, "why does this faction get special buffs when their ships are identical and their crew is human like mine?"
Zero-point tech further skews the game balance in favor of more established players, who can more easily obtain the...
Myself and some others were discussing this in chat. It'd be hilariously easy to tie up an entire faction's miners and low-rank combat vessels. There NEEDS to be an option for higher ranks to prevent personal locking of a ship.
Sensible recruiting only gets you so far. Anyone who cares enough...
Hilariously overpowered instantly charging JDs that were immune to standard inhibitor methods. As broken as they were, it was REALLY NICE not having to spend 20 minutes to get around your local galactic section.
Factiontech is primarily grey area semi-exploits and strange meshings of systems that weren't meant to be combined, resulting in powerful and bizarrely operating craft. And that's on top of superb system balancing built on tons of tests and math.
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