Search found 2246 matches

by Atarlost
Thu Dec 31, 2015 4:00 am
Forum: Ideas & Suggestions
Topic: We need to take a look at WMD balance across levels
Replies: 34
Views: 19841

Re: We need to take a look at WMD balance across levels

My inclination is to set WMD solely by the role of a weapon with level not factoring in at all.
by Atarlost
Wed Dec 23, 2015 10:39 pm
Forum: Ideas & Suggestions
Topic: Xenophobe Worldships should be a bit smarter
Replies: 15
Views: 8549

Re: Xenophobe Worldships should be a bit smarter

Your main complaint is that making the enemy smarter would make the game too hard. If, despite my counterpoints, this is so, the enemy's stats can be lowered to keep difficulty static. It is vastly more enjoyable to fight an enemy whose danger comes from intelligence than to fight one whose danger ...
by Atarlost
Wed Dec 23, 2015 6:24 am
Forum: Modding Reference
Topic: Official Weapons Guidelines [OUT OF DATE]
Replies: 16
Views: 12625

Re: Official Weapons Guidelines WIP(+ Shrike's Unofficial No

Shrike wrote:I've started adding in my own notes. Atarlost, do you mind if I take your points and edit them into the OP? I think they'd be a good counterpoint to my own stuff.
If you like. I just edited in a couple of entries that aren't on the table but seem pretty obvious to me. (multi-slot and secondary)
by Atarlost
Wed Dec 23, 2015 5:53 am
Forum: Ideas & Suggestions
Topic: Xenophobe Worldships should be a bit smarter
Replies: 15
Views: 8549

Re: Xenophobe Worldships should be a bit smarter

In addition, does anyone have an opinion on allowing all randomly spawned capital ships to turn tail after running low on health? At, say, 25 percent health, any capital ship that's patrolling or guarding a station would make a break for the nearest stargate. It'd make the game more realistic, and ...
by Atarlost
Tue Dec 22, 2015 1:51 am
Forum: Modding Reference
Topic: Official Weapons Guidelines [OUT OF DATE]
Replies: 16
Views: 12625

Re: Official Weapons Guidelines WIP(+ Shrike's Unofficial No

This is not exhaustive, only covering entries where I have something different to say than The Shrike. Level: 3 Mechanic: Fragmentation Damage Adjustment: X6 (For all fragments) Examples: KM110 Starburst Missile George's Notes from the Original (RegDev) table: Explodes into fragments, each of which ...
by Atarlost
Mon Dec 21, 2015 7:58 pm
Forum: Ideas & Suggestions
Topic: The great big balance alteration suggestion thread for 1.7
Replies: 91
Views: 43905

Re: The great big balance alteration suggestion thread for 1

Moskva 11 is fine. It's high type for its level. You just shouldn't use it on a freighter. Ion Flame is the only reasonably available high level broom. It needs to keep pace with any shot HP reforms, but it has an important role that doesn't require killer DPS and do require it to keep its current c...
by Atarlost
Sat Dec 19, 2015 3:27 am
Forum: Ideas & Suggestions
Topic: The great big balance alteration suggestion thread for 1.7
Replies: 91
Views: 43905

Re: The great big balance alteration suggestion thread for 1

Running away is central to the roguelike experience.

Corsairs, in particular, cannot be made faster because corsair IIs are already among the most dangerous ships for their level.
by Atarlost
Sat Dec 19, 2015 1:32 am
Forum: The Drawing Board
Topic: Project Renegade
Replies: 78
Views: 65887

Re: Project Renegade

I've always wanted to be able to dump something behind me which would destroy or damage ships that are chasing me. Something like a barrel of really powerful explosive or acid. But a power that leaves a gravity or temporal rift or something similar directly behind your ship as you flee that would t...
by Atarlost
Sat Dec 19, 2015 1:29 am
Forum: Ideas & Suggestions
Topic: The great big balance alteration suggestion thread for 1.7
Replies: 91
Views: 43905

Re: The great big balance alteration suggestion thread for 1

Boosting NPC speeds unless they're slower than 0.15c (or 0.2c if they're late enough you can be absolutely certain any freighter has been able to get the first drive upgrade) after the boost is a bad idea. You can't just pop into a shop and get 20 scrolls of teleport. and then count on the AI's 1980...
by Atarlost
Fri Dec 18, 2015 5:43 am
Forum: The Drawing Board
Topic: Project Renegade
Replies: 78
Views: 65887

Re: Project Renegade

I've always wanted to be able to dump something behind me which would destroy or damage ships that are chasing me. Something like a barrel of really powerful explosive or acid. But a power that leaves a gravity or temporal rift or something similar directly behind your ship as you flee that would t...
by Atarlost
Fri Dec 18, 2015 5:38 am
Forum: Ideas & Suggestions
Topic: The great big balance alteration suggestion thread for 1.7
Replies: 91
Views: 43905

Re: The great big balance alteration suggestion thread for 1

Deimos suffers from the slow projectile range bug. If the bug is fixed it will match the range of everything except the APA, and Ares and Rasiermesser missiles.
by Atarlost
Tue Dec 15, 2015 5:13 pm
Forum: Beginner's Luck
Topic: CSC TERRA Mission
Replies: 13
Views: 8668

Re: CSC TERRA Mission

The gem of sacrifice does now set internal HP to a random value from 1 to 10. It also lowers shields and damages each armor segment by 96 to 99 percent of its maximum HP. So it should be effective against the ICS, but don't use it if you have armor damage or are about to take damage. Even so, it tr...
by Atarlost
Tue Dec 15, 2015 9:41 am
Forum: Beginner's Luck
Topic: CSC TERRA Mission
Replies: 13
Views: 8668

Re: CSC TERRA Mission

The gem used to be useful before 1.0, but now the real reward is that there's an extra research station mission.
by Atarlost
Sun Dec 13, 2015 9:36 pm
Forum: The Drawing Board
Topic: Project Renegade
Replies: 78
Views: 65887

Re: Project Renegade

Even just mapping stargates would be better than the entire CDM power set and better than everything in the Domina set except nebular sight.
by Atarlost
Sun Dec 13, 2015 9:31 pm
Forum: Ideas & Suggestions
Topic: Rework disintegration into a nano perk
Replies: 17
Views: 10783

Re: Rework disintegration into a nano perk

PM wrote:All the more reason to leave it as it is.

I have no problem with antimatter's "magic disintegration effects".
Shrike, JohnBWatson, and I do. AssumedPseudonym appears to want it removed entirely. That's more reason to not leave it as is than you and GiantCabbage not minding are reason to keep it.