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increase module cap with ship size
http://galaxylegion.com/forum/viewtopic.php?f=6&t=42393
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Author:  Spock for Captain [ Mon Dec 22, 2014 12:02 am ]
Post subject:  increase module cap with ship size

1. SSB's have a minimal negative but huge upside in a meta where mining is practically worthless. This is hugely beneficial for players, especially resets, who have planned since day 1, and theres no way to remove decks (there should be, but thats not the point).

2. As such, i would suggest that the researched module limits scale up with size, e.g. from scout to titan, 6cannons Max. From titan to star destroyer, 8. Star destroyer+ 12max or something like that. Obviously not just with cannons.

That would give a more realistic SSB/MSB/LSB trade-off and add another strategy element which could be interesting.

Author:  TrinityThree [ Mon Dec 22, 2014 3:35 am ]
Post subject:  Re: increase module cap with ship size

The modules become redundant either way in the late game. SSBs benefit the most due to damage cap. No amount of weapons can change that. Also mining is not useless, as due to LMs there is now a huge demand for EM since nearly a year ago and still ongoing.

Author:  DarkMar [ Mon Dec 22, 2014 4:46 am ]
Post subject:  Re: increase module cap with ship size

-1
problem is, even if you could install say 20 Heavy Quasi-Chaotic Blaster, that is still only 20 * 430 = 8.600 attack for a 18 bil upkeep pr day

once you have 40K+ Tactical Officers the stats you gain from cannons start to matter less and less
I proberly add 1 to 2 Heavy Quasi-Chaotic Blaster worth of attack per week in Tactical Officers, depending on how I spendt my rank points

Author:  Uy23e [ Mon Dec 22, 2014 4:54 am ]
Post subject:  Re: increase module cap with ship size

The only thing that might make a difference in the long run would be scan and for those who actually want to rank, relays.
Cloak to an extend apply too but that's relatively minor, hull/shield/def/atk... you just need AP, eventually you don't really need any of them except the % boost units.

And frankly, for anyone who can afford the $ (or CTP), they don't even need the scan, they can just buy the planets they need.

Author:  Spock for Captain [ Mon Dec 22, 2014 11:39 am ]
Post subject:  Re: increase module cap with ship size

For the vast majority of players, an extra 4000 attack is very beneficial, and would help even the playing field a bit. Personally, my attackk goes up by around 350-400 a week, so it would not be particularly for me, but for many others, weaker players perhaps, it would be a huge benefit.

The energy and relays too, would be of great help to large builds who want to fast/auto-rank. The defences are also relelvant as it counteracts the inherent defences of the SSB - currently they do not match up even moderately equally

scan and cloak would be interesting too

Author:  Deigobene [ Mon Dec 22, 2014 11:50 am ]
Post subject:  Re: increase module cap with ship size

Spock for Captain wrote:
For the vast majority of players, an extra 4000 attack is very beneficial, and would help even the playing field a bit. Personally, my attackk goes up by around 350-400 a week, so it would not be particularly for me, but for many others, weaker players perhaps, it would be a huge benefit.

The energy and relays too, would be of great help to large builds who want to fast/auto-rank. The defences are also relelvant as it counteracts the inherent defences of the SSB - currently they do not match up even moderately equally

scan and cloak would be interesting too

Adding extra weapons or defenses - that need extra decks - will do exactly the opposite of helping. In the 750+ ranges, the extra decks will just kill you that much quicker, for an almost imperceptible increase in attack and/or defense.

Author:  Uy23e [ Mon Dec 22, 2014 6:58 pm ]
Post subject:  Re: increase module cap with ship size

Spock for Captain wrote:
For the vast majority of players, an extra 4000 attack is very beneficial, and would help even the playing field a bit. Personally, my attackk goes up by around 350-400 a week, so it would not be particularly for me, but for many others, weaker players perhaps, it would be a huge benefit.

The energy and relays too, would be of great help to large builds who want to fast/auto-rank. The defences are also relelvant as it counteracts the inherent defences of the SSB - currently they do not match up even moderately equally

scan and cloak would be interesting too


For anyone who can afford the upkeep, not really.

Author:  DarkMar [ Mon Dec 22, 2014 7:35 pm ]
Post subject:  Re: increase module cap with ship size

Spock for Captain wrote:
For the vast majority of players, an extra 4000 attack is very beneficial, and would help even the playing field a bit. Personally, my attackk goes up by around 350-400 a week, so it would not be particularly for me, but for many others, weaker players perhaps, it would be a huge benefit.


no it wouldnt

let me put it this way, I'm running a regular Spacehulk with 7100 decks
if we just look at weapon, the only standart weapons I have installed on it is Heavy Thetacron Cannon x3 + Heavy Null Ray
and when Dan gives us new ship systems from NPC's or a new mission Chain, the standart weapons will slowly be deleted to make room for those

even if I got the chance to install 50 Heavy Quasi-Chaotic Blaster I wouldnt bother doing that
as they dont realy give you anything you cant get by simply spending rankpoints on Tactical Officers

if you want to make recearched modules interesting for huge ships, DONT gives us the option to install more of them
instead scale them to ship size, a 10% bonus pr ship size you have might make them interesting again

Scout = +0%
Light Frigate = +10%
Frigate = +20%
Heavy Frigate = +30%
Light Cruiser = +40%
Cruiser = +50%
Heavy Cruiser = +60%
Light Battleship = +70%
Battleship = +80%
Heavy Battleship = +90%
Light Dreadnaught = +100%
Dreadnaught = +110%
Heavy Dreadnaught = +120%
Titan = +130%
Heavy Titan = +140%
Massive Titan = + 150%
Goliath = +160%
Heavy Goliath = +170%
Massive Goliath = +180%
Leviathan = +190%
Heavy Leviathan = +200%
Massive Leviathan = +210%
Star Destroyer = +220%
Heavy Star Destroyer = +230%
Massive Star Destroyer = +240%
Colossal Star Destroyer = +250%
Galaxy Destroyer = +260%
Heavy Galaxy Destroyer = +270%
Massive Galaxy Destroyer = +280%
Colossal Galaxy Destroyer = +290%

that would make
Heavy Quasi-Chaotic Blaster size 55, attack 430 * 3.9 = 1677 on a Colossal Galaxy Destroyer or a attack/deck ratio of 30
Heavy Thetacron Cannon size 51, attack 358 * 3.9 = 1396 on a Colossal Galaxy Destroyer or a attack/deck ratio of 37

that would make them better then Tri-Blaster and Twin-Blaster on huge ships

Dominion Tri-Blaster size 17, Attack +310 = a attack/deck ratio of 18
Korteth Twin-Blaster size 14, Attack +200 (100% Upgrade) = a attack/deck ratio of 14

even with this, you would basickly "only" gain 8 * 1.677 = 13.416 attack for a full set of H-quasis on a huge ship
(or 2* that if you upgrade them all to +100%)
again they would still be useless as some ships now have 200.000+ Tactical Officers

you cant fix recearched systems, unless you add a % bonus to them for having a full of them on ship they will always be useless once you get high enougth artifact production

Author:  juiceman [ Tue Dec 23, 2014 1:58 am ]
Post subject:  Re: increase module cap with ship size

How bout heavy quasi calibrates BASED on decks? mmmmmmmmmmmmmmmm
So they take up same space, which ssb wont use, cost the same, but the LSB gets extra benefit?
Seems to easy.

Author:  Tirrk [ Fri Dec 26, 2014 2:09 am ]
Post subject:  Re: increase module cap with ship size

I am of the opinion that no amount of nominal benefit could improve LSBs. It HAS to be multiplicative in some way such as the Velox Thrusters or some other method.

Author:  elerian [ Sat Dec 27, 2014 6:37 pm ]
Post subject:  Re: increase module cap with ship size

the only thing i can see this having a benefit for LSB over MSB / SSB - for ships before rank 2k cause after that things start to even out math wise. would be increased number of scanners, increased number of relays and increased number of engines ( if you dont do egineers ) and increased number of cloak mods ( if you really just like to mission / NPC and dont want to be bothered ) this could also solve the halc trap debate....

Author:  Kropotkin [ Sat Jan 03, 2015 1:45 pm ]
Post subject:  Re: increase module cap with ship size

elerian wrote:
increased number of relays


Can't do that - Adding just one more HyperChannel to a ship equipped with all the currently available relays would reduce the energy recharge period to -7 seconds ;)

Author:  juiceman [ Sat Jan 03, 2015 5:20 pm ]
Post subject:  Re: increase module cap with ship size

I heard someone say more cloak!!

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