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'Advanced Propulsion' - Passively increases the maximum movement speed OR the acceleration/deacceleration rate of the Mothership.
'EMP Emitter' - Releases an Electromagnetic Pulse blast in a circular radius around the Mothership, disabling ALL nearby ships (Non-discriminate). In addition to a very long recharge time, the Mothership's weapons and hyperspace module are temporarily taken offline to prevent damaging feedback or overload of other systems.
'Expert Gunnery' - Passively improves the fire accuracy and/or damage output of the Mothership's point defense kinetic systems.
The above options you've listed meanwhile are all excellent ideas. All of them provide good incentives and have their value in a variety of a situations. In doing so, Kadeshi commanders will be able to assess their priorities and determine what will best suit their needs most. For instance, does he want to get a massive fleet built quickly? He can go for the engineering module and build like a madman. Does he want play risky and use the Mothership's offensive capabilities for tactical strikes? The Hyperspace inhibitor will suit such a purpose. Or is he paranoid about the unexpected? Proximity Sensors will help reduce that paranoia by preparing him against Stealth-orientated strikes.
Since I am nice and behind thanks to the ear infection, I will have the first batch of Kadeshi modules out this week with additional ones once they are done. No clue how I am going to rig the AI up to use them yet, maybe just build em at random? One hurdle at a time.
Ran a check earlier. Both the Mothership and Carrier currently have two module slots and one radar slot each. I would probably bump the Mothership up to 3 considering the options its likely to get but also so one has to carefully balance their options while also being able to possess the research module. I also thought of another module that might be carrier applicable as well:
'Distortion Systems' - Based off Sensor Distortion Probes. A distortion array is activated onbard the Mothership or a Carrier, temporarily blinding hostile long range sensors. This will allow for masking the approach of a Kadeshi taskforce in close proximity to the ship mounting the module. The effect should be brief and the cooldown time a long one to promote tactical use.
The damage boost one I held off on just for a bit as I settle on a number or two. It works for about oooh 20-30 seconds and gives you a 20% damage boost. Enough that your hull defense guns can shred up some fighters or that frontal ion cannon can fire off at least one painful burst of damage. But I just hate how useless it seems for the carrier.
The resource boost one I alternated into a 'increases the resource collection rate of nearby ships'. Seemed more useful than 'increases resource dropoff rate'. Not that we know much of Kadeshi harvesting since they make no canonical on screen collectors at any point. In fact, since they worshiped that nebula/garden odds are they would never harvest it and just salvaged scraps from their victims. Who knows though.
Meanwhile, I'm definitely with you on the damage inrease and resource modules. A damage boost isn't an easy thing to balance, but it will be excellent. I can also see how it might not be beneficial for the carrier; at least in its present state. But who knows though, maybe the Carrier will go places if you get my drift ;) And the resource one is a definite improvement over the original idea; much as I liked it, this new one is MUCH better from an efficiency and logical prespective. It'll be a worthwhile investment in the long haul for any ecnomy-driven commander.