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Vanilla difficulties are just lacking.
Now faction packs that make the AI use ships that are tougher, mixed with a little scaling, and some smarter AI (both yours and the NPC's)
At that point its just a matter of making sure subsystems are worth it.
(or removing them permanently from the game when they are NEVER worth it....Velocity control and unless your in a public/pvp server, Internal defense subs.)
Your mod does that, in a way, and Yes I used it on a Solo Game, which was fun, cause waiting like 12 mins (about 3-4 with high energy reserves) to jump like 70 sectors was annoying in Vanilla game play. In solo play that is. in a server I see no reason to remove this penalty but I do see reason to increase the range to double or even triple its base with the penalty still in place.
Some people don't care about details, they just don't like waiting in their run, and hence i made this for them.
Only reason you use the other drive now, is for fast interceptors/your main ship to escape more quickly from random encounters.
Only really possible on 8+ Slot ships
Using that one high CD jump drive or a Red/purple rarity of a non-relic one, which was 50%ish cd, I would then make sure the High jump subs had 70% Hyper drive COST Reduction easily.
With nearly no energy cost, High Energy Reserves, over 50 Jump range. I could just jump to safe point to safe point with using energy to speed up the CD time. While due to that being about to out run most enemies. ( using one energy subsystem.)
But lore wise that wouldnt make sense too, As a merchant Fleet I would just use High ranged jump systems, with high defenses/speed, you could outrun most ships unless they were lightly armed (low weapon sub system slots, to match your speed.)
It makes the subsystem just not worth it as you can simply jump 2-3 times in the space it causes you to jump once.
Its pure trash, so the CD hit definitely needed to go.
But,.. I feel like the reasons you give for making the mod kind of ignores the fact that not all jump boosters worked like that?
Just grab a -20% cooldown subsystem instead... still available early game.
Only if I let the AI fly the way to fly from A to B, and fly with me as a passenger, I see that the AI has a CD inside again :)
But OK, then AI has time.
I love mods that suppress useless things like CD time.
CD is the worst thing for exploration.
AT THE START OF A NEW RUN you have pittiful jump range and if you try to equip a hyperspace upgrade that increases it you will be met with extra 45-75 seconds increased hyperspace coodown, this slows down the first ~5 hours of your run significantly, it didn't used to be like that before v2.0, the change they did was met by lots of criticism as hyperspace upgrades were perfect as they were before being changed, this mode changes it back to how it was.
+It's not like you will only use a SINGLE Hyperspace upgrade through an entire run, Bottan artifact isn't good enough on it's own, you need to support it with another Drive upgrade with +25% reduced HS cooldown.
(hey, good on you though, you made a mod and it made some people happy, don't take my comment as a death threat or something, keep up the awesome work modding this epic game, I'm proud of you.)
Does it still match the current version?
i request a friend if he can find your mod, but.. he didnt find anything too..
i have no Idea where that problem is..
The devs think this is a good "balancing" idea but they are fucking wrong.
Right before you load a save, when the save is selected there is a nearly invisible button labeled "Override Galaxy Mods" This will change that saves mods to your current mod list. Its in the top right hand corner under the X close out button.
Thanks for making this mod