JohnBWatson wrote:
The nanoforged armor could be made more worthwhile, to compensate for the effort required to obtain it. I believe this would best be done by nerfing existing armor in the rework, and leaving it as - is.
ED missiles need to be made useful in some way. They definitely need a capship - killer weapon, and some of the missiles could fill this role, but the other missiles could be given effects like EMP, blinding, or device disruption to make them unique relative to the myriad other brands of missiles.
Baseline armor does not need to be weakened just so nanoforged can be useful, and not everyone will play Eternity Port. That is like lowering all standard weapons' DPS by half for the sake of a few crafted weapons.
For Archura bolts, they do have one capship killer, but it is a high-level top-of-the-line missile. We definitely need more basic bolts with some WMD so that they are effective against stations or capships. For ion effects, blinding is only anti-player (NPCs ignore blinding); EMP is good, but cannot kill (only one bolt should use this); disruption would be good. Other effects like passthrough, armor-penetrator, or shield-buster could be useful.
JohnBWatson wrote:
The Dreaming Raiders are cool, but nearly impossible to kill fairly at their current level. Nerfing their equipment a bit in exchange for a speed increase would even things out.
Those shields are strong, supposedly balanced that they do bad things when brought down. Still does not make the raiders easier to take down initially.
JohnBWatson wrote:
The final battle in the APD campaign is somewhat underwhelming, given that it's supposed to be in endgame territory. Particle weapons like the ones fielded against the player have long been obsolete.
I am not sure about that. Particle may be useless against some enemies and players with anti-energy defenses. Against a player with underleveled or even balanced defenses, those bolts hurt, and the capship you need to kill before it gates out has ion weaponry to back those mostly invisible gunships. Those stealth gunships are a pain to find and kill, and they hurt. When I played the mission, I won, but it was not easy.
Advanced stealth armor, despite low hp, is overpowered for the player if he can loot enough segments (highly unlikely). It is a good thing advanced stealth armor is a notrandom, one-of-a-kind item. Most things have perception less than 6, and will ignore the player unless he is dumb enough to move over them. Stealth of 8 and perception of 4 means stealthed target needs to be within about range 6 before it can get targeted.
JohnBWatson wrote:
The new Luminous ships and stations sort of show up out of nowhere, and then disappear back into the ether when they're done with their part in the game. Integrating them into the faction as a whole could solve issues like the Hunter - killers being extremely powerful yet never actually fighting the player directly(which is a bit of a waste, in my opinion, given that they're very cool ships), and Luminous soldiers being completely unexplained when they appear for one mission. Could also help with Luminous being a pushover outside of its home system despite the plot treating it as the primary threat to humanity.
I only noticed Luminous in the final system. I expected more Luminous ships beyond the drones; that is, I expected Luminous assemblers to crank out more than just drones. I only saw them in a few missions and in the final system. As far as I am concerned, the cold war between Asian Pacific and Eurasian Diarchy is the primary event of the game, not CDM or Luminous.
It would also be nice if NAU and UAS have endgame missions and rewards. Currently, only APD and ED are worth pursuing.
One more thing: Please add a Eurasian Diarchy ship, either Demir or Evren, to the starter ship lineup. APD has Raijin, NAU has Spartan, and UAS has Hercules. ED offers nothing.