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Mods / Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Lore update 1/20
« on: April 16, 2020, 05:54:37 AM »Quote
Interesting. I would have thought the Radiant was ridiculous due to its system. Any more details you can provide for this would be helpful in this case so I can better understand. Does tanky mean shields or overall defenses, for instance? You already said it should have more DP (thanks for the specifics there!) but why is it scarier than a teleporting Radiant with capital weaponry? (I assume this is considering the effectiveness as a DP group for the comparison)I fought them every so often in a high danger sector when no one trying to invade my planet. Mostly approaching the end of the combat, AI will deploy all of the remaining Brilliants it has which usually 2 times the numbers of my capital ship if I don't have a fleet size advantage. Its shield flux is very OP when one ship flux is full it can simply teleport back and immediately another ship can replace its position. So, in 2 vs 1 situation, this Brilliant can really shine as its name implied. Consider its superior flux, speed, and fighter capacity about 3 Brilliants should be equal to a Radiant. Or on another hand, if you want players to suffer, you can consider lowering the deployment cost of Radiant instead. I feel that the first half of the battle, where Radiants are present, is considerably easier than the second half, where only Brilliants remain. I don't think you have to low the difficulty in any way. The way it has access to some Archean Order and Andamantine weapon also feels strange a bit.
I'll try and get a mock-mission going for test purposes and see how the synergy works. I haven't fought Remnants en masse very often and so I need some kind of way to test these considerations before I can reliably make any changes. This may be pushed back to a further update if I'm honest. There is a lot of changes yet to be made first.
PS. If you want my save file to test stuff just tell me
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Thanks this is helpful. (I always ask questions to get a better perspective if you haven't noticedI think. Because the rest of the bomber lines are all crappy that I feel this Phantom is the best option. LOL. It's not good against a capital ship target as the bombs hit the thick back armor while your capital shoot the front and the damage is quite spread out. But everything else below a capital, it's very effective against. Its bomb can effectively bypass any unraised shield target. If you want to nerf it a bit then consider made the bomb hit the front instead so AI can raise shield in time. But first, you should buff the rest of the bombers before that.) Is the engine homing aspect of the Phantom the issue- or is it the phase defense + projectile hitpoints that cause more reliability in the strike?
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Not really sure what you mean by this. As in the faction stations that periodically spawn and harass (like pirates/luddic path) make the Adamantine Consortium too strong? What are you specifically observing? It could be that setting pirate behavior has an overall effect in Nex, for instance, that I'm unaware of.It's the aspect of them be able to colonise new planets where Luddic path and Pirate can't. It's NEX related, so, all other factions treat them as a pirate-like faction. There will be no raid or invasion against a pirate entity, hostility will never change so I can use agents to make them permanently hostile to any faction the same as Pirate/LuddP. No one will be interested in attacking them so they can keep all their newly found planets without worry.
You can keep asking more questions as I'm not native English and I don't know what to type.