Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Sunflower Corporation
Primarily Galvanic Armour feedback
I've tried a number of times to get the galvanic armor to play nice as an offensive weapon, but I can't seem to get it functional. There's a couple of problems that, combined, lead to it being pretty close to unusable. Maybe I'm just bad though - I'd love corroboration.

1: You need to be close, very close, to deal damage - that's part of the weapon design, and should stay, but is worth noting.

2: When very close, they are basically unable to shoot down projectiles as enemy projectiles spend nearly no time in the air. This means you must choose between the high damage and letting them defend themselves. It means they can't prevent damage if you want to deal damage with them.

3: The energy draw is extreme. Like, insane. They basically require the arc transformer to work, and that arc transformer must be adjacent to a med+ reactor if you have 2 of them attached. With 2 adjacent to an arc transformer and an arc transformer next to a medium reactor they were still running out of energy, with crew dedicated to running energy into the arc reactor. This means they cost lots of crew. Doing a set up like this also means that small shields can be difficult to fit in, to cover the galvanic armor, which leads to the next point.

4: They're expensive. Compared to point defense, the most applicable alternative, they have far higher repair costs. In combination with the above 2 points, they also deal less damage per crew member.

The above points together mean that I'm finding building around galvanic armor is both difficult and unrewarding, costing large amounts of crew and resources that I could use notably more efficiently in a different setup.

I'd recommend some combination of the following:

1: Greatly raise the arc transformers normal energy storage capacity (like, double). This means that while the amount of crew needed is the same, you won't suddenly have them turn off all the time no matter your crew count.
2: Reduce the energy cost of the galvanic armour, by like half. Or maybe 3/4s. Maybe play around with this a little and see.
3: Make the repair cost not include hypercoils. See chainguns - they only need tristeel to build, not to repair. If you get them destroyed though, you'll still be on your own.

The other parts of the mod I've found pretty well balanced. The only other suggestions I'd have is to allow the ionic armour to be more efficient with your own ion beams, and perhaps mirror the feedback about the shield destruction from the laser beam.

Very good mod, and overall pretty well balanced - Thanks!
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albiescrazycurls 22 Oct, 2023 @ 1:50am 
Sorry, I am an idiot and missed there was a specific dev created thread for this!
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