Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español – España (spanska – Spanien)
Español – Latinoamérica (spanska – Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (portugisiska – Portugal)
Português – Brasil (portugisiska – Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (ukrainska)
Rapportera problem med översättningen
Ideas:
Sensor boosters for large type ships. Titans in vanilla, larger for NSC: Range / Cloak Detection (don't know if that's possible) with trading off shield/armor cap/regen . Two words: Recon fleets. My friends and I play without Sentry array (disabled through Giga).
Star Base shield nullification modules: Tradeoff with attack range/damage/firerate fx.
An additional version of afterburners that goes faster but causes cutbacks on overall effective hitpoints.
I actually had an idea of reducing cloaking detection of sensor arrays from 1 to 0.5, because at current state is way to easy to counter any cloaking even in early game. (I might do a mod focusing on rebalancing cloaking, cause I dont like the vanilla take on it, its too costly for too little)
Full shield nullification protection can be a good buff to an Ancient Shield Overcharger.
Afterburners trading some survivability for speeeeeeeed sounds kinda fun, though I think it needs more thought on it.