...probably at TARGET_POPULATION_OVERRIDE_PRIORITY
https://freeorion.org/index.php/Effects ... ard_Values
Moderator: Oberlus
...probably at TARGET_POPULATION_OVERRIDE_PRIORITY
Bump.Oberlus wrote: ↑Fri Sep 16, 2022 12:20 pm I'm working on two new species traits (already suggested and discussed in other threads):
Engineers (ship structure).
Speed (ships speed), or maybe other name, like Engines, but too similar to Engineers.
There is also an idea from Daybreak for a great engineers new species based on Ankylosaurus (which means "twisted lizard"). I'm thinking of calling them Thoraspis (aprox. "armored shield" in ancient greek).
I'd like to hear suggestions on what species could get some bad or good structure/speed traits.
I think Egassem could be good engineers bad speed.
Misiorla could be great speed and bad engineers.
Mu Ursh good speed and bad engineers.
Yes, that would make all native good/great pilots also fast and fragile.
I think that making that kind of statements require careful thinking. Could you share your reasoning of why?And I maintain that having Ultimate pilots also fast is a bad idea.
Especially since Misiorias are the only Species with Ultimate pilot trait.
I like this one. Combined with their good detection and good shields it makes Trith an all round good ship while still being likely weaker then the good pilots.
I'd be more tempted by good speed on Scyllor, which is a bad fuel race.
Dislike bad speed for laenfa. Using fast symbiots combined with the detection range is a nice way to ambush people. Gives a sneaky method for non-stealth path laenfa. If you changed them I'd prefer fast and fragile, but they are also ok staying at average.
Cray need a small nerf, not a buff.
I would not do anything here. Also if this goes through https://github.com/freeorion/freeorion/pull/4103 , they'll have speed through starting with an energy shipyard.
Something to make happybirthday and gis guf interesting is something I support. Unsure of actual details.
They are bad troopers and bad pilots. Nerfing the ships doesn't change the fact they are already bad ships. Good fuel and bad speed could be interesting if you wanted a use case for Tae Ghris ships, or you could do nothing here.
You didn't mention Ugmor but you did mention Egassem. I'd like Ugmor on a different pattern to Egassem to differentiate the 2 good trooper ships, though keeping Ugmor average and changing Egassem achieves that.
I remember a recent report of Scylior a bit OP. Maybe good speed plus bad structure and leave Fulver as is.
Ok, then bad speed because they are too happy to haste.
Ok.
Ok.Edit: George could be a candidate for bad structure
Yeah I'd also be worried about buffing Scylior. My main perspective here is: Outside of early game when I have Scylior and nothing else, why do I ever build a Scylior ship?
That's way too powerful, uncounterable in many situations, and this mostly because of luck (having or finding the right Species).
That's basically why I proposed to make all ship-building species have a ship-related trait (the Human trait being being average on everything).
I remember. I still disagree. I'll quote myself.
Great stealth +20 is not two powerful (specially if it is only for Sly, who are bad pilots): detector needs same detection tech than the stealth tech of the hiding ship (which costs less RP than the stealth techs), plus Continuous scanning, and for the most stealthy hulls that tip the balance to the hidden ship, add a Lighthouse.Oberlus wrote: ↑Tue May 25, 2021 9:46 pm Detection strength levels go by 20 per step. +5 is negligible, not worth it. +10 is seldom useful, for very specific hulls for a short time. +20 just allows you to stay one stealth tech level behind average players. It's the same as with planetary stealth.
Either it can be balanced with the values I recommend or the whole trait is useless, the solution is not to limit it to +5 and +10.