Right now, there are a few traits boosting a champion's capabilities with certain weapons, but they're just damage boosts - they don't really accentuate the unique properties of each weapon type. So I came up with a few example traits demonstrate what I'm thinking - these traits would require that the champion have a weapon of that type equipped to be available, and would NOT require a certain path to be selected (with the possible exception of staffs)
Tohron
Not entirely sure, but perhaps you could group select them and assign a hotkey, then use Tab to cycle selection while Q-clicking to fire? Haven't actually tried it myself.
Just once, I want to play a 5v5 where my team is all Vasari Rebels and our primary mode of assault is to jump 5 starbases into the same gravwell. [e digicons]XD[/e] Regarding your suggestions, I proposed a few new Advent Loyalist techs here ( https://forums.sinsofasolarempire.com/427587 ) - people seemed to think the level cap removal would go to far, but appeared to like the other 2 ideas.
The problem of ensuring that the right number of Orkuli work in a gravwell has been a recurring issue - the release version made progress, but still runs into problems regarding stars - so here's a solution: Whenever an orkulus tries to jump to gravwell, it adds together the number of active (owned) starbases at the destination, the number of building starbases, and the number of starbases already jumping to that destination. If it is a normal well and the total is more than
Just added a different option for Strip to the Core duration - basing the time on current allegiance. I suppose it might work as a standalone from the current patch, if the devs are interested in that.
Of course, this is made worse by the fact that it doesn't reduce the sovreign's HP like it says it does. To me, it seems that if they let the xp scalars apply, then the cost should go up to at least 250 mana or so like the other champion-boosting spells - with henchman bard/trainers, trainer champs, and a General sov, I've been able to acheive 4 levels/casting with this (and with the upcoming upgradeable shard shrines + arcane monoliths + master scouts, even that mana limita
[quote who="Volt_Cruelerz" reply="1" id="3183287"]Holistic Mastery: No. [/quote] So what's your thought process behind that? On second thought, the shield mitigation for level 11+ AL capitals would be rather ridiculous (and would need be be capped at the Level 10 value in the unlikely event the devs are interested), but considering that it would take ever-larger amounts of xp to achieve levels past ten, and that if 2+ caps are killed (probably by bomber spam) in quick s
[quote quoting="post"] Hello I'm new player and there are several things I don't understand: -Damage points: How the game calculates the damage? DPS -Average Damage: Is the same as the damage points? [/quote] The displayed damage values are the base dps (the number includes boosts from techs). These values are adjusted based on the damage type of the weapon and the type of the ship targeted - (f
Since people have been talking about the Advent Loyalists being relatively short on goodies, here are three new techs that would help make them more unique and powerful. Holistic Mastery(Tier 8 Hostility): Removes the level cap for Titan and Capitals Unity's Guidance(Tier 6 Harmony, 2-level): Increases xp gain in friendly culture by 15%-->30% Directed Assimilation(Tier 5 Harmony): Each capital boosts
Disabling phase engines might work - your opponent could still run around the gravwell, though Repulsion could give them enough trouble to make the ability OP. Seems like a simple fix would be to allow manual activation before the titan reaches 0HP (it would still die at the end). That way, you opponent can't turn around and finish it off with bombers after they're safely away. However, I'm still inclined to favor a weaker version that either requires the tit
Looking at the discussion of corvette rush issues, it sounds like the main problem is that the ships which perform best against corvettes are slower than corvettes, thus, the corvettes can just run past your ships, killing assembly drones etc., until you throw up your hands and try to build more corvettes. This gave me an idea. Make ships leaving a gravwell with a hostile starbase take 250-300 hull damage (exact number could be adjusted) instead of the 33% hull damage they take
I take it this was a vasari-banned game? And then to cap it off, nobody picks the TEC or Advent loyalists. Rather funny.
Just came up with another adjustment to the original list - instead of any siege damage cancelling the strip, have the initiation reduce planet HP by 75% and prevent it from regenerating. This seems like a fair way to allow players trying to block a strip rush from destroying future territory a chance to save it, while still giving the loyalists a bit of leeway to protect strip attempts when they have a significant numerical advantage.
It can always default toward locking around the ship/structure/planet at the top of your selection, or if nothing is selected, the gravwell you are zoomed in on (and just avoid locking if you're in system view with nothing selected). Would save a lot of trouble, and seems like it would produce the least amount of problems.
Just had a new idea regarding strip time - if you make the base time 8 minutes and have the Vorastra's desperation passively reduce the time by 1.5 minutes/level, it serves to allow defense against early-midgame planet denial while allowing lategame mobile play (3.5 minutes to strip at level 3 Desperation, and 2 minutes at level 4). I suppose the numbers could still be tweaked though.
Seems I was rather excessive with the time-to-strip proposal - the goal of all these requirements was mainly to give players who stand to lose planets that they would otherwise colonize a chance to prevent the planet from being destroyed the 10 minutes was just a seat-of-the pants estimate of how long it would take to cross 5-7 gravwells. Now that I think about it, it seems almost like the strip time should be proportional to map size - on a small map, it wouldn't take to long to
Given how powerful the ability is now, I've put together a list of changes that I think could make this ability work without being worthless: (edited 7/1) Make Mobile Rulership require Vorastra Prototype IV The Vorastra must be present for the full duration of Strip for it to work *Using Strip takes 8 minutes. The Vorastra's Desperation ability passively reduces this by 1.5 minutes/level (down to 2 minutes at level 4) *
You left out the Kultorask titan being able to sit in the middle of an enemy fleet and not die ever while its opponents are disintegrated en-masse.
[quote who="Mr_Book" reply="21" id="3174521"]Axxo2 have you ever actually played SoaSE?[/quote] Think he means the Vulkoras Desolator. Could work on his spelling though. Regarding the planet rewards, its definitely planet-dependent - I remember that a ice planet I stripped gave about 10K crystal and 10K credits.
I remember that SC2 gives teammates control of the units of an ally who quit - not sure if Ironclad has the resources to implement that feature though.
I noticed that steam had updated Rebellion, and the title screen says it's now version 1.02, so I went and checked the main balance issues that have been repeatedly hammered in almost since Beta 3 began. Nano leech? Same as before. Strip to the core? Research is in the same place as before, and still gives you insane resources if you can just ninja-colonize a planet and hold it for 40 seconds. Starbase mobilization and Unyielding Will seem to have remained as
[quote who="StevenAus" reply="11" id="3172679"]Let me guess. Your sov's profession was Beastlord. [/quote] General actually. Right now, XP boosters increase the Paragon rewards, so with Trainer champs & henchmen + General + Potential & Knowledge on the target champ, I was getting 3-4 levels per casting. Also, after abusing Enchanters+Master Scouts to take every shard I could, I had over 70 mana/turn (though this happened ov
[quote who="Pbhead" reply="1" id="3172372"]An idea that was floating around was: Give starbases a second level to the phase gate upgrade. It doesnt change the phase gate, but gives the starbase phase engines.[/quote] Further development: make that upgrade significantly costlier than other upgrades, to increase the cost of losing a SB with it.
Two other things that seriously need improvement: Nano Leech and Enduring Will Nano Leech is something I was very surprised to see unchanged - one would think an ability that makes most of the ships in the game worse than useless would be obviously OP, but it seems that a few numbers might help. Level 4 nano-leech gives 20 HP/s per ship. 67% shield mitigation increases this to an effective 60 HP/s per ship. 15 armor (research+armor ability) increases t
Basically what the title says - if I go to single player, click on Change Maps until I get to user-designed maps, and click Change Maps again(which would bring me to Galaxy Forge maps), the game crashes. Note that I have two maps I designed in the GalaxyForge folder (going from the My Games folder). Removing these maps eliminates the crashing problem.