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Post by Brutus Aurelius on May 4, 2014 20:39:33 GMT -5
I know in another thread fallen said Rychart gets a research bonus, but what do the others get?
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Post by johndramey on May 5, 2014 6:58:49 GMT -5
I, too, am curious abot this. Any inside info you want to share, Fallen or Cory?
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Post by fallen on May 5, 2014 9:38:17 GMT -5
The details will be listed clearly on the Factions pages. We'll get there!
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Post by Brutus Aurelius on May 5, 2014 15:08:51 GMT -5
So, going by the evasive answer, only Rychart has a bonus?
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Post by Cory Trese on May 5, 2014 20:34:01 GMT -5
All Factions have a bonus.
Cadar gains a CP bonus.
De Valtos a Credits bonus based on Population.
Rychart a RP bonus.
Each of them has a different % of being in conflicts (oh snap, I copied that directly from ST)
Same Percentages are inverted and applied as resistance to Treaties.
Houses have different bonuses.
All Factions also have Ship Bonuses, currently hidden.
All Factions also have unique Tech Trees, currently in development with Andrew.
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Post by Brutus Aurelius on May 5, 2014 21:22:59 GMT -5
So would the Cadar get better torps in their tree, Rychart better Spice Halls, and De Valtos better exchanges, in their tech trees? Or something similar in nature?
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Post by Officer Genious on May 5, 2014 21:31:06 GMT -5
Cadar constructs stuff faster, Rychart starts with more research points and population growth is tied to credits for Dr Valtos. I knew Cadar and Rychart bonuses, but not De Valtos.
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Post by ChocoCrowbar on May 5, 2014 22:24:43 GMT -5
Cadar constructs stuff faster, Rychart starts with more research points and population growth is tied to credits for Dr Valtos. I knew Cadar and Rychart bonuses, but not De Valtos. This is why my fleet is always Cadar. I've just never been able to get the torps in the tech tree.
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Post by nails on May 6, 2014 4:57:29 GMT -5
This info and being able to know planet specifics before colonization will be important.
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Post by Officer Genious on May 6, 2014 5:18:53 GMT -5
Cadar constructs stuff faster, Rychart starts with more research points and population growth is tied to credits for Dr Valtos. I knew Cadar and Rychart bonuses, but not De Valtos. This is why my fleet is always Cadar. I've just never been able to get the torps in the tech tree. Honestly I feel that torps aren't strong enough for their water fuel price. The Templar Defenders start with a slightly high torp skill than guns, but they're not particularly effective. They don't do much beyond soaked damage and that's when they actually hit...
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Post by Cory Trese on May 6, 2014 12:20:09 GMT -5
This info and being able to know planet specifics before colonization will be important. Click Team -> Faction List -> Tap Faction -> See Details
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Post by nails on May 6, 2014 12:43:21 GMT -5
This info and being able to know planet specifics before colonization will be important. Click Team -> Faction List -> Tap Faction -> See Details I have looked at that quite a few times, but there is nothing there about specific bonuses. that said, my original post wasn't a criticism, just stating what I hope is something that is obvious.
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Post by khearn on May 6, 2014 12:43:50 GMT -5
I've been having pretty good success with torps. I created a new class of ships called the "Torpy" that is a cruiser with just torps. Four of them plus the Templar Defenders were able to hold off everything the Aliens threw at me in my last game (on normal). They could take down an alien ship per turn, usually with a few shots left over for the next ship. Sometimes the aliens had to wait for their turn to die when they came in waves, but eventually my navy would catch up with the backlog.
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Post by Cory Trese on May 6, 2014 12:44:14 GMT -5
Click Team -> Faction List -> Tap Faction -> See Details I have looked at that quite a few times, but there is nothing there about specific bonuses. that said, my original post wasn't a criticism, just stating what I hope is something that is obvious. Yeah I bet it doesn't work in the phase 1 build. Wasn't thinking.
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Post by Cory Trese on May 6, 2014 12:45:53 GMT -5
I've been having pretty good success with torps. I created a new class of ships called the "Torpy" that is a cruiser with just torps. Four of them plus the Templar Defenders were able to hold off everything the Aliens threw at me in my last game (on normal). They could take down an alien ship per turn, usually with a few shots left over for the next ship. Sometimes the aliens had to wait for their turn to die when they came in waves, but eventually my navy would catch up with the backlog. The two viable strategies (in alpha phase 1) are fighters with Barrage and Carriers to support them (armed with torps) or higher AP cruisers using torpedoes. get a great return on investment for a 2AP torp attack, especially vs. Xeno ships that lack torps and cannot counter attack.
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