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So, lets move that idea further - Ancient Dropship (or old battlecruiser, im not sure about name).
Idea of using more Archaeo-related weapons. Even tho mods can them impore, like ESC, in vanilla they still can be good by own in T5 comparison with Rubricator (if player lucky enough) and perk.
First variant.
Require:
Archaeostudies in firstplace;
Any Archaeo-related weapon.
Ship contain modules:
2L-2H-2P-2M-2S weapon slots;
6M-1A defence slots.
Also have 1 special component, that reduce total damage and attack speed of weapons by 300%, but increase Archaeotech Weapons damage and attack speed by 350% and +20% range.
Ship heavy depends from minor-artifact output, but have similar role as Broadsider, but it sized as Cruiser, so can be researched earlier.
Second variant.
Require:
Archaeostudies in firstplace;
Any Archaeo-related weapon;
Titans.
Ship contain modules:
1T-1X-2L-3H-4P-4S weapon slots;
8L-2A defence slots.
Special component same.
Ship heavy depends from minor-artifact output, have same limit as titans, good overall, but vulturable to melee-bomb related ships or normal long-ranged ships, like 1X4L battleships (Archeo T-slot have only 125 range, even X-slots have 150).
Those ships is unique because it not one, but two separate.
They have similar modules:
5L-5M weapons
5L-5M defence
Sized as titans and limited by 2 per empire.
Both have special component:
One gain extra damage from Energy weapons, Other - from kinetic.
Both suffer if them have any other related weapons.
Thank you for your comment on lithoid Behemoth, and other ideas.
Ship have:
3L-1P-1H weapons
4M-2L-A1 defence
Require:
Cruisers;
Tier 2 strikecraft;
One of Tier 2 P-defence;
Sized as cruiser.
Have special module that increase Ship disengagement by +2 +25%.
Ship greatly increase tactic hit-run for attacking on multiple ways with not high cost (cheaper than battleship, aswell faster) to capture starbases or destroy enemy shields (ship prefer to use kinetic Artillery) and have some defence against smaller ships, but lacking of firepower overall and very weak against stronger cuisers and battleships.
So here's alternative - Praiser.
Ship have:
12G-4P weapons
12L-3A defence
Require:
Citadel;
Neutron torpedos and devastator torpedoes;
Juggernaut.
Sized as, well, Juggernaut.
Limited by 2 per empire.
Ship have 2 special components that replace each other for 2 different playstyle's:
1. Increase ship hull, armor, shields by 400%, give armor and shield regeneration 10% and speed 30%, but decrease energy weapon damage by 90%, force players use melee-type torpedoes. Change ship behavior to maintain 30 range (if possible).
2. Increase hull, armor, shields by 100%, shield regenereation by 15%, no bonus to speed, increase attack speed by 20% and increase range by 50%, force players to use range-type torpedos. Use standart long-range behavior (120 range).
Ships quite expencive (by 75%, or even more, alloys than stock weaponless juggernaut for normal non-genocide type empire), and have disadvantage in both cases - range or shields - but give extreme firepower against large ships and starbases, and small defence against strikecraft or S-M rockets.
Maybe better reverse tech requirement for T4 Laser aswell making even weaker version of X-lance?
First things first, this mod is a great addition toward enhanced gameplay and diversification. Thx for the hard work going into it.
Thoughts:
It always felt as if I have to do the second step before the first, when I have to choose the CSS path for my empire. Later, when I have alien refugees in my empire, I get other CSS plans for free...I do not really understand why?
Idea:
Is there a way to not choose CSS at start, but to do learning-by-doing during the first ~100 battles in space probably? To fund a CSS tradition would be more natural to me, then to simply chose it.
Those CSS directions should work like paper-cissor-stone play and should be exclusive and prevent to build the opposite ship style as for different tradition and style. Possibly one could give up a CSS style and then chose another in favor, that would be natural.
Position all CSS styles on a star-like grid, with clear opposing designs. You should not be able to build the designs of the opposing half, while you might adopt minor designs from the neighboring styles, which implements different grades for the CSS blueprints.
To hear or learn from other empires about different CSS styles should open up covered operations to steal intel about it, but not to simply build them yourself, no, to find out about and work out better defenses against them, while upgrading your own CSS style to cover that up.
Conclusion:
CSS could get more 'layers' for in-depth development and counter-messures against different CSS styles.