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Post by Space Borders on Dec 22, 2012 7:00:08 GMT -5
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Post by derezz619 on Dec 23, 2012 11:41:53 GMT -5
So far so good. Like the new ships and features.
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Post by Space Borders on Dec 23, 2012 14:41:21 GMT -5
Fantastic!
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Post by Clinkzbone on Dec 25, 2012 4:04:48 GMT -5
Pretty good. Only thing is that having 5 Capital Ships slots is a lot...massive firepower.
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Post by Space Borders on Dec 25, 2012 5:20:01 GMT -5
Yeah true. But you will have to work a bit to get five capital ships...
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Post by lockon777 on Dec 25, 2012 22:46:53 GMT -5
5 capital ships. That's awesome.
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Post by derezz619 on Dec 26, 2012 9:41:25 GMT -5
So far so good with the missions with V6 beta.
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Post by Space Borders on Dec 28, 2012 19:02:09 GMT -5
Glad to hear that you haven't discovered any problems yet.
Today I have deleted the game + data and played it from scratch, just to check for any problems with difficulty, etc. Unfortunately, I found the Crius to be way too powerful for the mission you can first unlock it in (The Offensive). You can take out a destroyer with a single attack command. That is ok for a Hydra, because you can lose fighters and the Cerberus will take damage because it has to be close to the destroyer in order to fight it, but the Crius can take it out without receiving any damage. The Crius is supposed to be the weakest capital ship. I have thought about decreasing the damage of each of its missiles, or to decrease the number of missiles it can store. What do you think about this problem?
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Post by Clinkzbone on Dec 28, 2012 20:20:50 GMT -5
I think increase the amount of time the Crius takes to reload and you're good.
Now it reloads pretty fast and so another volley can be on its way within seconds. But if you slowed down the reload then it wouldn't be as effective, and it would need to run away after every volley.
It's practically a nuke except it reloads a lot quicker. Slow down the reload and I think we'll be good.
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Post by Space Borders on Dec 29, 2012 4:33:44 GMT -5
Hm, interesting suggestion, but what still troubles me is the fact that it can take out a destroyer with a single attack, at great distance. If we increase the reload time, then perhaps it can only take out every second destroyer. Still though, I never intended for this ship to be a super weapon.
Here is an idea: - Add a powerful special mini gun to it. - Increase the reload time of its missiles (as you suggested). - Missiles will only be launched when fully reloaded (special function). - Missiles will be less powerful (like the secondary attack mode of comanche helicopters in C&C Generals). - Remove cloak (the cloak function would make more sense with a small scout ship). - Make it slightly faster.
What do you think?
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Post by Clinkzbone on Dec 29, 2012 8:25:21 GMT -5
I think that's all good except firing only when full. I think it should still be able to fire if not full, just very slowly.
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Post by Clinkzbone on Dec 29, 2012 8:26:25 GMT -5
Oh also how about when it dies it makes a big explosion that damages everything nearby? Then it will fit its description better.
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Post by Space Borders on Dec 29, 2012 10:11:13 GMT -5
Very interesting thought, would this include nearby friendly ships as well?
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Post by Clinkzbone on Dec 29, 2012 10:36:17 GMT -5
Yes. This will make the Crius riskier and harder to use, limiting its effectiveness.
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Post by lockon777 on Dec 29, 2012 11:54:59 GMT -5
I think the cruis should be able to calculate how any missles it would need to take out a ship at the time of fire and only fire that many.
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