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Post by Cory Trese on Aug 10, 2013 0:09:26 GMT -5
Did you guys nerf the easy pickings of the Javat Mining Camp planet? I just went there with a explorer rating of 12 on Demanding and got practically nothing. Nope ... possible that Captain killed Javat Mining Camp?
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Post by joshelite on Aug 10, 2013 8:36:16 GMT -5
Did you guys nerf the easy pickings of the Javat Mining Camp planet? I just went there with a explorer rating of 12 on Demanding and got practically nothing. Nope ... possible that Captain killed Javat Mining Camp? Hmm, I guess I'll start a new game and see what happens. I figured if you nerfed it, I was going to have to find alternate was to irritate Rychart. Either way, its all good here
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Post by Deleted on Aug 12, 2013 18:57:06 GMT -5
Can you make the decriptions of what each upgrade does more black and white? Its confused as to what combat hull does exactly, how xeno crew helps vs aliens (board transitions or zero range boarding). Predator Array and Null Void however have filter with what they do for gameplay after the filter, so those upgrade descriptions aren't confusing. Maybe you can add the gameplay bonuses in black and white after the fiter for combat hull, Xeno crew and medical bay like null field and predator array. For example: Combat Hull (+4 Hull, +2 Armor) - intalls a set of self-contained combat and command decks within the Ship' inner Hull. Void sealed and protected with bulk heads and heavy airlocks, these decks extend the life of the Ship facing extreme damage. Increases hull by 4, armour by 2. Provides a major bonus for preventing hull breaches (assuming that's what the upgrade does) Crew Xeno Suits - Arms the crew with advanced combat suits providing significant bonuses when entering a Xeno ship or repelling Xeno boarding parties. Significantly increases board attack and resistance vs board when fighting aliens. Medical Bay - Provides the ship with an advanced on-board medical bay capable of dealing with minor injuries to the Captain and Crew. Includes 5 Cargo space and 5 Dedicated crew. Slightly decreases crew deaths and captain HP loss for all operations (exploring, deep-space, combat) Sorry for quoting myself. I just wanted to say that now that I'm looking at the new upgrades, medical bay, null void and array all state their gameplay bonuses pretty clearly. I realize that your trying to put the gameplay bonuses into the filler, to satisfy players like me who want the bonuses of upgrades stated cut and dry so you don't have to guess while satisfying players like yourself who enjoys the filler. It's a good idea and you seemed to balance out and mix the two together pretty smoothly! It's somewhat clear that the crew xeno suits helps for board and resist vs board based on its description. Its just not clear how it helps for board exactly (transitions, zero range, damage etc). The only upgrade where what it does is completely unclear is the Combat Hull upgrade. Based on the description, I don't know if it increases resistance vs damage, provides a bonus vs extreme damage, provides a bonus vs hull breach, provides a combat bonus for certain attacks or defense vs certain attacks etc. Could you consider maybe making the description for Combat Hull a little clearer about what it does exactly for gameplay?
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Post by Deleted on Aug 12, 2013 19:01:40 GMT -5
Ah the irony of it all. Found me a Slayernz Cruiser on my lunch break kitted it out with all the new Alien fighting stuff and this is what I get. I can't say I felt the Crew Xeno Suits making a difference. View AttachmentI have an idea. What about the reactor superstructure increasing resistance vs engine damage? That would help vs aliens with an escape shuttle as hull breach vs aliens = escape while engine breach = executed, as well as for boarding as engine breaches are much more common for board than hull breaches. It would also help a lot for ships with lots of hull and armor but low engines, making them more vulnerable to engine damage.
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