Enemies that need rebalancing

Post ideas & suggestions you have pertaining to the game here.
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Aury
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Actually, it is still able to take out sandstorms, like the RK15; though the RK15 is arguably better, given its broken power use & independance of ammo.

Smartcannon ammo can't even be sold. That's just sad.
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Androgeos
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Well, given that each round costs 1 credit, and the way I look at the buy-sell ratio ... you can't really sell it back for less than 1 credit, right? Jettisoning it is more or less the same as selling it, since it won't matter (unless if your number of SmartCannon Rounds number in the thousands).

The SmartCannon could really use an optimiser that increases its fire rate to the maximum 30/s ... that'll leave a mark on a lot of things AND make better use of SmartCannon ammo. :twisted:
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Ttech
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Which often happens when your moving on from the early systems.
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The biggest problem with the Gaians is the other stations, usually the Ringers, fry them to a crisp before the player encounters one. This means free loot. In addition, it is easy to lure Gaians to their demise with a trail of crates leading to a Ringer station.
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Song
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Giving them their own armor would help with that.

I had an idea for helping them work out better, just this minute.

1. The Gaian Demo Cannon gets charges doubled.
2. Damage of the cannon gets boosted to a high level (as in, heavier than fusionfire)
3. Gaians gain a virtual item, vtGaianPowersource (or something like that), that recharges their cannons when necessary. This would allow the gaians to use it effectively, while still keeping the 'Unknown powersource' description as truth.
4. Armor tweaking.
5. They work fairly well with those thermo cannons, but they're seriously low on ammo (you actually cannot get through some shields at all with 100% hits, using all the ammo)...so they could do with more ammo, perhaps.
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Gaians could manufacture and replicate ammo for thermo cannons as needed.

Of course, that still will not help the Gaians escape premature death by Ringer station. Maybe Gaians and Ringers can have mutual neutral relations to give the Gaians a chance.
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Aury
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When the gaians use it, their cannons do not use charges.
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Song
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Wolfy wrote:When the gaians use it, their cannons do not use charges.
Ah.

Scratch the virtual then. :P

They still need a bit more power.
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Androgeos
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Yeah, the Gaians need their own armour. As of 1.01, they're using Worldship armour. :lol:
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Song
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Androgeos wrote:Yeah, the Gaians need their own armour. As of 1.01, they're using Worldship armour. :lol:
They've always used it. And that's bad, because Worldship largely relies on resistance, rather than masses of HP.
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Xenophobe worldships are also extremely overpowered. I mean, I can't even kill one of them unless I cheat.
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One fix short of removing device damage entirely would be to make some device damage resistant armor device damage immune.
Or make a "failsafe" true/false attribute for weapons that if True will make the weapon invulnerable to damage.

EDIT: Make that attribute for shield generators too. Damaging patch spiders is OK inasmuch as they aren't exactly "installed" on the ship. Matter of fact, even device-protect armors should let the device damage leak through to patch spiders.
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