.....the Enhanced Duranium Hull (36AR), and only 30 mass heavier than the Duranium Hull (32AR).
I just noticed this in my current game for the first time. Cory Trese , is this deliberate?
I'm not complaining, mind you. I don't think it's at all unrealistic. In the real world stronger can be lighter, if you're willing to pay the price for the higher technology, and the Advanced Duranium Hullis significantly more expensive. The only reason I'm asking is that in almost every other instance I can recall in this game, stronger and more powerful ship upgrades are heavier than the weaker and less powerful ones. The only other example I can think of is the Panther Autocannon, which gets superseded by the more powerful and much lighter VM Whirlwind Mark II.
Actually I kind of like it and wouldn't mind seeing a few more breakthrough technologies which work that way.
That is intentional, Advanced Duranium Hull is supposed to be one of the lightest armors in that class. Maybe it is too light, but these types of variations make the design and research metagames more interesting.
So many aspects of this game are done so well and work so beautifully together, that it's impossible to say which one is the best or most important. That said, the flexibility that this game gives me to direct my research strategically toward the particular techs needed to design the ships I want, and forge an economy strong enough to build and maintain them, is definitely one of the highlights of the game.
Star Traders RPG Elite
Star Traders 4X Elite
Great Clans Expansion Pack
Alta Mesa Ship Skin Pack
Hyperion Ship Skin Pack
-Cosmetics, like more backgrounds ( ), ship colors, and grid/overall color scheme customization -Full explanations of anything that hasn't been yet (Radiation, exactly what each of the ship components do-- ESPECIALLY how Sensors affect Exploration/Combat roles, as well as how Evasion and similar components affect Combat. Apologies if these have already been rectified-- I haven't been into the Library in a while...) -Canned Ship Designs for *every* class of ship unlock-able, regardless of research level. Even if it's the most basic of all the possible components. -Greater variation of Anomaly results -Better System rolls-- at least in the early game. I'll explain; for the newer players, who don't know how to develop lower Quality systems, rolling a 6-9 *appears* like it will be a useless system. This perceived loss, whether or not it will adversely affect the player, can be enough to frustrate the player to the point of restarting the game and trying it again. Even being an experienced player, I refuse to play a game where my first new wave of colonies are poor (Under 10...). My last game's first colonization effort resulted in a 2-- Sold to the Independents, and an 8. I understand the necessity to have low rolls- RNG are pretty ubiquitous, but it isn't FUN. ----I would suggest that these rolls be improved for at least the first wave of colonies. Past that leave it up to the RNG monster, but for lower levels of difficulty, help the player out, eh?
Don't give up on it yet, It's one of my favorites you've put out-- It just needs some help
Since other people seem to be talking about what they would like to see in updates here...
Personally I think the game can get boring after the Xenos start being pushed back and it is clear they will not win. The game just isn't challenging towards the end, in my opinion. Maybe adding Narvidians into the game that randomly appear, with increasing frequency and strength in late game, would keep it challenging. The way I imagine it, the Narvidians would spawn at the edge of the map, and, if they don't get "distracted", would move towards the other edge of the map to despawn, but they will attack any humans near their path, and perhaps even invade worlds and leave them desolate.
But what do I know? I don't even play ST4X very often. I haven't even tried it on Impossible yet.
Last Edit: Dec 6, 2015 21:52:17 GMT -5 by resistor
May your death be remembered by all... and stop confusing me with Zer0winds!