Would anyone like to see a new game out there? I plan on a few edits, including:
- Scout Mauraders reduced to 1 turn/warp so they can, you know, SCOUT.
- Battleship max figs increased to 20000 and shields to 2500. Their 4 turns/warp and small cargo capacity keeps them balanced at this level IMHO.
- Gave Colonial Transports access to density scanners. Making this ship fly blind seems too big a disadvantage when it's already a slow, defenseless barge.
- Increased CargoTran's defensive odds from 0.8 to 1.2. This should help balance it against the Mule.
- Decreased Constellation's odds from 1.4 to 1.3 to help balance it against the StarMaster.
- Gave the T'Khasi Orion holoscanners. (Turns out this was already done in the defaults in v3.05. Guess I wasn't the only one that felt this balance was necessary.)
- Increased Tholian Sentinel shield max to 15000 and decreased its fighter max to 500. May finally be useful as what it's supposed to do, protect planets. Low holds and not much else make it worthless in any other role even with the high shielding.
- New ship: Scout Orion. Fills the void in the game for a decent 2 turn combat ship. 2500 fighters and 500 shields, 1.3:1 odds, but only 30 holds make this ship decent for well-defended exploration and perhaps doing a little alien hunting but little else. It also gets combat scanners.
I also plan on some planet tweaks to make some of the currently useless planetary types useful in some way, and two new good-only ships which require ever-increasing amounts of experience to purchase. Good traders need a reason to gain XP, I'm kinda tired of seeing maxed ISS's with 999 experience sitting in Fedspace every night LOL
Lemme know!
- Scout Mauraders reduced to 1 turn/warp so they can, you know, SCOUT.
- Battleship max figs increased to 20000 and shields to 2500. Their 4 turns/warp and small cargo capacity keeps them balanced at this level IMHO.
- Gave Colonial Transports access to density scanners. Making this ship fly blind seems too big a disadvantage when it's already a slow, defenseless barge.
- Increased CargoTran's defensive odds from 0.8 to 1.2. This should help balance it against the Mule.
- Decreased Constellation's odds from 1.4 to 1.3 to help balance it against the StarMaster.
- Gave the T'Khasi Orion holoscanners. (Turns out this was already done in the defaults in v3.05. Guess I wasn't the only one that felt this balance was necessary.)
- Increased Tholian Sentinel shield max to 15000 and decreased its fighter max to 500. May finally be useful as what it's supposed to do, protect planets. Low holds and not much else make it worthless in any other role even with the high shielding.
- New ship: Scout Orion. Fills the void in the game for a decent 2 turn combat ship. 2500 fighters and 500 shields, 1.3:1 odds, but only 30 holds make this ship decent for well-defended exploration and perhaps doing a little alien hunting but little else. It also gets combat scanners.
I also plan on some planet tweaks to make some of the currently useless planetary types useful in some way, and two new good-only ships which require ever-increasing amounts of experience to purchase. Good traders need a reason to gain XP, I'm kinda tired of seeing maxed ISS's with 999 experience sitting in Fedspace every night LOL
Lemme know!

Comment