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Old 06-08-2013, 12:10 AM
Siveria Siveria is offline
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Default Any plans to have an offical change to..

Is there any plans to have an offical change to how much command is needed to upgrade your ships? there is a mod that has a pretty good balance, Atm it takes far to much command that even at max level there is virtually no way you could have the top ship and have decent gear on it.
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Old 06-08-2013, 06:27 AM
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Tuidjy Tuidjy is offline
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There was a time, I thought the same as you.

Now, I think that the best ship is a Brunt with 45 Tactics, and 460 Command. I am playing such a ship, and when it is level 100, I'll compare it to my other level 100 ship. I expect the 30 slot ship will be much more powerful.

If I am right, then it would not be in the interest of balance to decrease the cost of Command, would it?

----

This said, I'm playing hardcore, so The Juggernaut may never make it to level 100. It's level 45ish right now. Here's a snapshot. Compare it to your level 45 ships, and see whether it looks weak to you.

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Old 06-08-2013, 12:48 PM
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Tyrax Lightning Tyrax Lightning is offline
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Quote:
Originally Posted by Siveria View Post
Is there any plans to have an offical change to how much command is needed to upgrade your ships? there is a mod that has a pretty good balance, Atm it takes far to much command that even at max level there is virtually no way you could have the top ship and have decent gear on it.
I'm using the Balanced Command Mod & the 8 Crew Points per Level Mod, & I would love for them to become vanilla.
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Old 06-08-2013, 03:14 PM
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Tuidjy Tuidjy is offline
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I think that the game is too easy right now, if anything. That said, I also think that the whole Command stat must be reworked.

Right now, a bigger ship is just better. Maybe marginally so, but if you pay attention to selecting your crew, there is no passive component you cannot use to its full effect, and all you get from Helm, Engineering, and Structure pales compared from the extra components. Tactics is a bit better, but only because weapons are active components. Once you have 150 (from stats, crew, or Command bonuses) components are still more useful than extra Tactics.

I would really like to see fewer hulls, but ones that you could select when starting a sector, and change for a large fee. Those hulls should be SUBSTANTIALLY different. Very different component slot distribution (not one third each as it is now), different balance between thrust and turn radius, much lower max speed for bigger hulls, but also much fewer slots for smaller ones, and built-in shield/armor/hull regeneration for bigger ones.

The same should be for races: they should have exploration ships, escort ships, battleships, armed diplomatic couriers (or unarmed that do NOT get targeted by races) etc...

Drox Operatives has one major weakness right now, at least for me. I do not care about the races. They are not very different from each other, their ships are weaker by orders of magnitude than my ship, they are extremely easy to manipulate by rumors, they do not keep a grudge. Oh, and left on their own devices, most of them die to monsters in most sectors.

I would like to Drox Operative II where you actually ally with a particular race for the unique equipment and services they offer, and where getting a fear win by blowing up one planet every 20 seconds is not the easiest way to conquer a sector... where a group of five race ships is not something you casually brush away.

By the way, one thing I really hope for, in the extension, is a slider that lets us move the race ship penalty from 50%.
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Old 06-09-2013, 09:08 PM
norari1977 norari1977 is offline
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i think you are talking about the mod which is about 250 command stats limit. that mod will be ' better' solution at least now. we can spend more crew point on other stats after we use the mod. but i really hope stats has some rework in future patch. and problem is each races don't have much difference between each other. stats allocations will be almost same if we just make the better ships. i don't know this will be solutions but i would suggest one thing about items. each primary weapon should have different stats requirements( damage source), for exp, primary weapon type A require stracture stats and it has additional % damage from stracture stats... etc
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Old 06-10-2013, 02:16 AM
sbach2o sbach2o is offline
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Tuidji,

I think you're actually making a case for fixing the mechanic that allows us to use passive components without meeting their requirements (except during installation).

Your Juggernaut is only possible because of this.

Last edited by sbach2o : 06-10-2013 at 02:19 AM.
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Old 06-10-2013, 04:06 AM
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Tuidjy Tuidjy is offline
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Quote:
Originally Posted by sbach2o View Post
Tuidji,

I think you're actually making a case for fixing the mechanic that allows us to use passive components without meeting their requirements (except during installation).

Your Juggernaut is only possible because of this.
The mechanic has been designed into the game, so I think it makes more sense to use it rather than to clamor for the increase of skill points and the decrease of hulls' cost.

Yes, I do think that there should be more components with active functions. Maybe all components should take damage over time if you do not meet the requirements for them. Or maybe any damage would immediately break a component whose requirements are not met at the time the damage occurs.

But ability to crew our ships is a great feature of Drox Operative, and it would make little sense to get rid of it, just as it makes very little sense that once you have mounted armor on your spaceship, it 'goes bad' if the mechanic who installed it goes off-watch.

After all, I did not install the second intercooler in my car, and may not even have been able to do it myself, but I can still drive it just fine.
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