This is the current Acirema guardship:
This is my preferred Acirema guardship (with ultimate shields):
I'd also like to see acirema colonies start with an energy compressor.
Acirema and Acirema guardship proposal
Moderators: Oberlus, Committer
Re: Acirema and Acirema guardship proposal
You are decreasing its stregnth making it easie to capture,
and any guardship it pops out, can also be moved and used, meaning later it can pop out more, giving the owner a supply of ships, and for all intents and purposes, quite a powerful scout/warship early game.
why?
and any guardship it pops out, can also be moved and used, meaning later it can pop out more, giving the owner a supply of ships, and for all intents and purposes, quite a powerful scout/warship early game.
why?
Re: Acirema and Acirema guardship proposal
It has -17.5% structure but more damage and much higher shield, so only fleet of carriers will be able to kill it with few losses.
Arguably similar strength.
But armor part could be changed to xentronium, the plasma gun changed to another Arc Disruptor for better PD, and, if possible, the Arcs upped to level 2?
Owned Aciremas don't spawn anything.
Re: Acirema and Acirema guardship proposal
am I reading the same as you -Oberlus wrote: ↑Fri Jul 22, 2022 5:42 pmIt has -17.5% structure but more damage and much higher shield, so only fleet of carriers will be able to kill it with few losses.
Arguably similar strength.
But armor part could be changed to xentronium, the plasma gun changed to another Arc Disruptor for better PD, and, if possible, the Arcs upped to level 2?
Shields are same not higher
Structure reduced
Damage reduced
Total Fighter destruction reduced
my bad, wrong one
Still, that did not answer the question- why? I ma trying to understand what is the problem, requiring change.
Re: Acirema and Acirema guardship proposal
Daybreak, look at the whole second screenshot, not just the first line.
And why spawning a different monster? Cause it makes sense that acirema spawn an acirema-piloted ship (to get the trait bonus) and that it uses an energy hull.
And why spawning a different monster? Cause it makes sense that acirema spawn an acirema-piloted ship (to get the trait bonus) and that it uses an energy hull.
Re: Acirema and Acirema guardship proposal
Its a draft version to show the basic drift. The numbers displayed aren't necessarily the final numbers.
Partially to encourage more energy hulls. Acirema always have a blue star and the cost of building an energy compressor is the biggest barrier to going energy line.
Shields are higher. It's not clear in the top screenshot as it only has generic species not Acirema. The original acirema is 24 shield.
Roughly the same if you count the better shields. As Oberlus mentioned xentronium armour could be used if you want it exactly the same.
Guard hull has better plasma tech built in. I didn't bother to adjust the plasma tech in the mockup, as I wanted to look at it 1st before worrying about exact details.
Arc disruptors shoot less fighters then flaks. With the plasma tech uped it will be more ship damage, less fighter damage.
Mostly aesthetic.
Partially to encourage more energy hulls. Acirema always have a blue star and the cost of building an energy compressor is the biggest barrier to going energy line.
Re: Acirema and Acirema guardship proposal
I think I'll look at uping it to plasma 2 and arc disruptor 2 first.
There's a 2nd idea I had that can be considered. Natives with canproduceship + moderatetechnative could have a shipyard + frigate. Hightechnative could have drydock + robocarrier. With the idea of giving a bit of extra life to natives.
There's a 2nd idea I had that can be considered. Natives with canproduceship + moderatetechnative could have a shipyard + frigate. Hightechnative could have drydock + robocarrier. With the idea of giving a bit of extra life to natives.
Re: Acirema and Acirema guardship proposal
you can simply set the damage and number of shots as you like. no (real) need to stick to empire tech.
for a shield-centric defense there always needs to be anti fighter implementation. the most effective fighter defense are shot soaking ships (e.g. add some low structure acirema "shield orbs" or with flux lance "lance orbs"), secondary being fighters (as they able to soak shots by strikers and arc disruptors and flux lances). and to down fighters there are flaks, interceptors, grav pulse, flux lance, arc disruptors, fighters.
i like it. it also makes narrative sense with the indy policies (e.g. feudalism) - only after destroying the house force the natives accept the superiority of the empire. i suggest putting it the fleet to non-obstructive/defense.There's a 2nd idea I had that can be considered. Natives with canproduceship + moderatetechnative could have a shipyard + frigate. Hightechnative could have drydock + robocarrier. With the idea of giving a bit of extra life to natives.
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Look, ma... four combat bouts!
Look, ma... four combat bouts!