Thanks for the blogpost Alex. I love the nod to the Orion project! Uniquifying the faction is a worthwhile goal, looking forward to it. Will it only apply to combat, or are also changes outside combat planned? The dialogs with the various generic commanders and fleets of each faction seem like a relatively easy way to show more of each faction's flavor, for example. Some variation in fleet behavior might also be interesting, like the TTs sending out tech mining fleets, or the church missionaries to other faction's planets, or the league having occasional in-fighting.
There's some stuff we're very much looking at that's along these lines! But, it's not something I want to commit to ahead of time, and it's not really part of this effort at least as far as development goes, even if it would be part of it conceptually.
We can't forget Invictus gets 100 OP refund from Heavy Ballistic Integration.
(Not sure what aspect of this you're getting at here, but, just to make it very clear: it having HBI is a straight up nerf compared to it *not* having HBI; it started out minus HBI and plus 100 OP.)
The 1 nitpick I have is Invictus basically being a bunch of rule exceptions stacked on each other: Distributed fire control, LIDAR, Ablative armor, Vast hangar beyond the shield/canister flak switch.
Fine enough if that's what's needed to make the concept work, just seems like a minor usability problem similar to Ballistic rangefinder's arcane rules.
I get what you're saying, yeah. I try to be conservative with built-in hullmods in particular for this reason. The nice thing in this case is that some of the hullmods, at least, you don't need to really know the fine details of - they just smooth the rough edges so the ship "works". And it's a major combatant, so learning about it is more worth it.
Also wanted to mention the Orion drive on the Retribution, just a "go forward" system but it was worth every second of development time.
Looks really cool.
Cool! I wasa little on the fence about it for just that reason, but, just had to do it
I'm mostly curious about the problem Invictus could have:
it needs support for blocking/against flankers, but it's also a clumsy ship with forward mounts and burst firing windows in which it really, REALLY doesn't want allies to get in the way.
Will have to wait and see how that works out.
I think the improvements to ship AI - that are already in the current release, as far as ships trying harder not to get in your way - will help here. I'm sure it'll happen *some*, but just out of curiosity, I did a quick simulator test. An Invictor plus 8 or so frigates, with a "defend" order on it, vs a bunch of cruisers and other support ships. Just in this one test, it didn't get its firing lanes blocked even once.