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Post by elwoodps on Dec 4, 2015 7:52:53 GMT -5
.....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 Hull is 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 The only other example I can think of is the Panther Autocannon, which gets superseded by the more powerful and much lighter VM Whirlwind Mark II.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.
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Post by Cory Trese on Dec 4, 2015 10:05:35 GMT -5
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.
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Post by elwoodps on Dec 4, 2015 13:27:18 GMT -5
...... these types of variations make the design and research metagames more interesting. Thanks Cory Trese , I wholeheartedly agree. 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.
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Post by Cory Trese on Dec 4, 2015 13:42:28 GMT -5
The game definitely has potential. I wish it had been more successful.
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Post by CdrPlatypus on Dec 6, 2015 16:35:13 GMT -5
Cory Trese The game really needs some automation features for combat etc. The game is still a diamond in the rough and then there's the radiation thing.
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Post by En1gma on Dec 6, 2015 20:35:33 GMT -5
It seriously doesn't need too much, guys... -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
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Post by resistor on Dec 6, 2015 21:49:15 GMT -5
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.
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Post by En1gma on Dec 7, 2015 0:36:58 GMT -5
I wasn't wish-listing... Just trying to help realize the game's potential is all. Keep up the great work TB, you keep making em, we'll keep playing em. Shoot, nothing else came out to buy so I had to join Patreon
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