earlton / stargate-invasion

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Things I've noticed #126

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Great Mod. Ship visuals/fighting/movements are terrific! I'm just going to 
point out easy things that will correct small issues.

All stats are just plain guesses, closer to what would have better balance but 
still very rough.

Emergency Assualt:
transposed, should be "Assault"
Very underpowered. Not to mention on nearly every Tau'ri ship. Would like to 
see more variation, with some ships tougher or faster or more offensive than 
others. Would like to split this in to two abilities, perhaps "Expert Damage 
Control" (Hull repair 100/200/300 per second-buffed considerably] Shield 
Mitigation +10% and weapon cooldown increased- slower rate of fire) on some 
capitals and "Critical Mission" on others, where it increases weapons 
fire/engines/chance and decreases ability cooldown.

Plasma Beams:
Can make the graphic longer? The Asgard Plasma Beams were long more like the 
Advent beam. Good hyperdrive disable effect. Can lower the dmg slightly and add 
shield penetration? Or reduce shield mit on the target? The beams used multiple 
frequencies to penetrate shields in the lore.

Destiny Class:
Good abilities. Nerf the Omega maneuver, to have no weapon cooldown, and no 
naquadria removal from the target. Each of its 4 abilities can lvl 3 times, 
leaving 2 unused once at lvl 10.

Achilles Class:
Named for the ship that transported the gate across the Atlantic to the U.S.? 
(SG-1 Continuum) "EMP" is an ability leftover from the Dunov. Change 
Disintegration, although it is unfinished and I do not know what it is supposed 
to be.

Cerberus Class:
Horizon Platform is awesome! Missile Barrage looks funny when fired (coming 
from the center of the ship instead of a particular weapon placement). 
Radiation Bomb is a leftover from the Marza.

Poseidon Class:
Change title from "Shield Restore" to something like "Shield Expert Teams."

Scorpion Class:
Has only a total of 8 ability lvls, meaning its stuck with +2 once leveled to 
10.

Concordia Class:
Drop the acc/speed effects from the Stargate ability. The ships look great 
speeding around like fighters, but the Stargate goes a little absurd. The close 
in gravity well and charge up bonus is enough. This ship had no research of its 
own to do, rather it seems to become unlocked with the Excalibur Research. I 
would like to see some ships faster sublight than others, i.e. a quick strike 
ship, specialize things a little. This would be a good one to make faster then 
the others -- but I do not know from where the ship names/designs/lore comes 
from.

Excalibur:
Move Lagrangia research to require the Excalibur first. Why have a weapon you 
can't use until you have the ship?

Asgard Core Overload is the ultimate ability on several caps. I would like 
different abilities, like the Lagrangia be the ultimate on the Excalibur. 
Perhaps one specializing in Asgard Tech could have a time dilation machine, 
speeding up time aboard the ship for higher weapon/ability/regen rates. 
(Thinking of the Odyssey when it was nearly destroyed by the Ori Mothership 
beam).

Daedalus Heavy Cruiser:
The Beam Mark VI ability needs a serious nerf, for both gameplay and keeping 
with lore. Target must not have shields (or shields <% if needed), and the "no 
abilities, no repair," all that absolutely has to be taken off, as packs of 30 
of these will freeze any ship to death. Just have it give its straight massive 
damage. And must not target Capitals, as they likely have countermeasures in 
addition to shields (The Wraith had EM fields for instance).

Capturable ships and Replicators:
Awesome I didn't know you could mod that lol. The AI never captures, just blows 
them up, giving a human player a large advantage. Easy to see how humans would 
rush for these things, making interesting fights here, though a lot of luck 
factors in. One note, because the Aurora is not a "capital" it can be 
replicated, and have the replicate ability, leading to infinite number of 
Aurora Battleships if you have the resources, which is cheap for getting 3-5 
Auroras each time for several minutes. Replicate Forces should probably be 
changed, and I would take it off the Aurora entirely, while leaving it on the 
other Asuran ships. 

It would be interesting if the Asurans later in the game did not use factories 
at all, instead "replicating" for permanent ships. Cloak needs to drain more 
Naquadria (AM) then it does (either that or somehow change to amount of time 
the ship can be cloaked), to easy to be invulnerable and penetrate deep in 
enemy lines and take out a Homeworld.

Atlantis City Ship:
Has a leftover from the old Egg, which had 20% increase in build time in the 
vanilla sins but gives extra constructors (which is way better) in diplo. One 
ability could be "Long Range Sensors" perhaps a passive ability able to detect 
a jump from 2-3 planets away. Also would like the Stargate ability moved from 
the Nemesis class to the Atlantis ship. That and the Enhance ZPMs would give it 
all 4 abilities.

Carrier:
Cant recall its name. Could change the "antifighter drone frenzy" to "micro 
drones" i.e. like the small type discovered on Harmony's Planet (lol the humans 
name a capital after her in the game roflol).

The Ultimate:
Also don't remember its name, however this ship looks awesome! Lagrangia is 
insanely powerful, would change to the ultimate ability, and be of the same 
power as the Excalibur's (albeit while this ship is still much tougher). Also 
it currently does not work against SBs for some reason, while the Excalibur's 
does.

Wraith Hive ships:
Still a work in progress. Is a little confusing when they all look alike except 
for one. The "Activate Culling Procedures" could be shortened to just "Cull" or 
"Culling," and I think it would be awesome if it did no planet dmg, just kill 
population for hull regen of itself (like 1k per second) and all nearby 
frigates/cruisers (like 5k per second), without effecting other hives, since 
they like to operate independently when possible. Target must have population 
naturally, so dead asteroids would have a valuable anti-wraith purpose now. 
Could also have a weapons cooldown effect. Some hives could do more pop 
kill/repair/weapon cooldown than others for variation, and in addition, the 
ability could target friendly planets! Thus as the wraith, you have to balance 
short term gain (ship repair/boost) with long term loss (reduced tax from 
planet for a time) along with motivation to move out of your territory into 
another Wraith's. And value Terran planets above all.

Other notes:
Capturing ships is screwy. Replicators are very good at it since the drones 
have a chance to bypass shields and hit the hull directly, thus allowing a 
hostile takeover way too early. Also should not be able to steal capitals with 
this (I have had it happen)--they have way to many people for such a mission to 
be successful.

I see new planet types, would be neat if some sides could colonize planets no 
one else could, such as replicators colonizing a gas giant (still able to be 
bombed off, but little motivation for anyone to do so other than extermination).

Could change the current wormhole graphic with a supergate? Change "Modular 
Architecture" to "Indigenous Assistance" and delete the quick time calculation 
from the TEC civ tree leftover on the Tau'ri, lots of stuff like that. Also 
"There" many, many times in the game should be "Their." "There's a place" 
"That's their place" and "That's where they're going." :)

5 star mod guys.

Original issue reported on code.google.com by LaRue....@gmail.com on 10 Jul 2012 at 8:37

GoogleCodeExporter commented 9 years ago
Got into modding Sins and made a ridiculous number of changes. I've added 
scores of new capital ship abilities for Tau'ri and Wraith, and a few for the 
Replicators, adjusted stats on Tau'ri and Wraith for better balance, and 
overhauled the Tau'ri research (combat and civilian) trees. Added an Attero 
Device as well.

Original comment by LaRue....@gmail.com on 10 Aug 2012 at 7:13