I have some questions about the missions taken from contacts. It seems that the bounty missions are much easier than those which have similar reward from Intel.
The contact bounties get harder as you do them!
Another interesting thing is the deserters of Lion Gurad seem to have no giga cannons and kinetic blasters. Does it make sense? I am a fan of these weapons, but without the help of mods, they do not appear in the markets. I tried to gain them by destroying deserters' fleets or by using the nanoforge of Diktat but failed as a result. It seems that I can only gain some by destroying Lion Guard's fleets. I wonder why the exclusive weapons of Diktat are so rare while the exclusive weapons of Persean League (DEM) can be gotten easily?
There's no such thing as a Lion's Guard deserter bounty, is there? It's just Diktat ones, and those don't have access to the shiny, exclusive Lion's Guard toys.
For rarity, it's something that makes sense story-wise. The KB/Gigacannon are also more "special", so I think it makes sense to make them harder to get gameplay-wise, too.
Wait... is that bonus also doubled near a cap and not just a cruiser? I hadn't thought of that. 40% shield would be way too much, I agree.
No, 20% is the near-capital bonus for shields. 40% would be... something, hah.
Open to the possibility that it ends up being overtuned, though! I think a certain amount of complexity in using this may be a mitigating factor, but will definitely keep an eye on it. It'd be interesting to see how it does on something like the Medusa, I didn't spend much time with that. Or, honestly, with massing a bunch of destroyers; I was mostly playing around with more balanced fleet comps here. Using Support Doctrine (and maybe DO) for a swarm of these, with some cheap caps for support, could end up quite scary, hmm. Well, it'll be fun to see, regardless
And, the thing is.. if this playstyle "works" - that'd still be a good thing, right? Unless it just completely dominated in terms of effectiveness, and that's pretty hard to do given the downsides in terms of officer slots, destroyer peak time, and so on. Plus, hopefully it's something that would not be too hard to fine-tune, since there are a bunch of numbers here to adjust.
It might be obvious to some but just to point out, it's very unfair to make calculations as if you're going to have 100% uptime on the bonuses. We all know how AI has a mind of its own. So depending on the willingness of destroyers to stick to bigger ships, and the formula for bonus falloffs, it can either be broken good, balanced, or very meh. It's impossible to estimate at this point.
I think a lot of it will come down to figuring out how to get the most out of it in terms of ship behavior, yeah. Most things generally do.