Kitkun's suggestion is simple and elegant, I like it. Also, culture bonuses can sort of stand in for supply since your fleet can get different bonuses like AM (TEC), shield mitigation (Advent), and weapon damage (Vasari) and it requires your fleet to be near your own planets. Perhaps a broadcast center can double as a supply depot? I've made some raids into enemy territory and noticed my AM wasn't regenerating as fast as usual (as TEC). Who says the factions' culture aren't diff
stein220
so...an initial pirate raid with a guarded threat-level with a bounty of 250 credits is... 5 Corsairs (heavy), 10 cutthroats (medium), and 11 Rogues (light frigates). I like where the patch is going overall but this seems a little high to me but I haven't played with pirates in a while. maybe it would be better to use the threat-levels to double as tech-levels (in terms of ship classes they use for raids) so low raids only have light frigates, guarded have flak and siege, and yo
In an effort to tone down the pirates, i replaced pirate armor with the normal equivalent for each ship class to make them more killable (i.e. lf - medium, flak - heavy... cutthroats have no equivalent so I just picked very heavy for them). I also lowered the corsairs incendiary round damage and increased cooldown for the ability. I should probably lower the experience to compensate but I honestly don't play with pirates as much.
If you want to challenge yourself, give him your expansion strategy so he can try it out one time (will force you to adapt). if you have AI players on, maybe agree to attack them first so he can experiment with the idea.
[quote who="ZombiesRus5" reply="1" id="2696379"] [question] Tech Missile Pact - An oddly self serving pact between TECH and Vasari that gives a 15% damage (MISSILE), 15% ignore shields (PHASEMISSILE). I'm not sure what they shared exactly, plus Advent is left with nothing. Combined with the phase missile topic this seems to have some issues. What can be done to fix it and include Advent? [/quote] 2 suggestions: 1. This pact
long-range frigate armor is pretty thin, similar to strikecraft armor, since fighters also counter lrf pretty well... in Sins anyway.
I don't think some kind of slight hull and/or shield boost for the Radiance would be out-of-line. Or if Energy Absorption also increased shield regeneration somewhat.
I believe standard light frigates (i.e. skirmishers) are best against anti-sc frigates.
1. Sova 2. Transcencia 3. Hoshiko
I think if you reduce amounts by percentages and not by percentage points, then amounts will never go negative; a 50% reduction of accuracy (or whatever) after a 70% decrease from a previous debuff would not equal -20% of the original value. Say accuracy is 100% normally and you take 70% accuracy off from the first debuff (asteroids and whatnot) so you're down to 30%. Half (50%) of that new accuracy value would be 15% of the original. Half of that
That's a good point. The ability does last a while as well, i think, so using it as preparation for a normal assault for both the buff and the intel could work (I always send scouts to planets I'm about to attack to find out about defenses).
p.s. i like the TEC changes made so far.
The thing with clairvoyance is, it's an ability to be used on a planet where you have no visibility, rather than where your forces are. Suppose it reduced credit/resource/build rates on the planet it reveals, like Sova's embargo, but not as powerful since it can be used from a distance (and it doesn't steal what's lost). Something that would be equivalent to say a 5/10/15 percentage point reduction in allegiance (if I understand allegiance correctly, and obviously, the num
Percherons are cheaper to build than Aeria Drone Hosts and require fewer supply points. Combine that with large amounts of credits and resources and you should be able to field a lot of strikecraft if that's your style. The akkan's a good way to quickly expand your empire to get a good trade route going.
I think it might be interesting to have some sort of variable pirate raid strength as a game setup option so you could modify the starting strength and disposition of raiding forces (but still modified by the bounty in-game as well). For example, have heavy, medium, light or inactive pirates (like how you modify the speeds for income, research, etc.). The pirate base could still be heavily defended. As an example, light raids might have more Rogues and be an inconvenience,