civvver
Deity
- Joined
- Apr 24, 2007
- Messages
- 5,855
It's a little bloated in the sense that there are a lot of useless weapons. Well, they aren't useless on their own but they'll not be upgrades to your own weapons and thus not worth acquiring. But the variety is nice.
Brand new types are focused beams, which are like a beam mixed with a laser. They don't deplete shields or miss, like beams, but only hit one room, like a laser, but have some really high damage on some of them.
Artillery lasers, they bypass a certain amount of shields.
Anti personnel lasers, lasers that only hurt crew.
Effectors, which are beams that do ion damage.
Mines, which bypass shields but only damage hull, not systems.
Stealth drones, drones which stealth so defensive drones can't hit them.
Missile drones, drones that launch missiles. Really awesome!
The rest is mostly new events, ships, sectors. There are bases you can attack which are basically ships but they don't move so they can't dodge or jump away. There's also some outpost drones, which are bases but drones, no crew. There are more options too like you can attack civilians and such, or reengage enemies after they surrender, but doing so can make your crew mad and abandon you.
One feature that could be amazing is you can build stuff at empty beacons, just random augments that don't do anything but act as stuff you can sell. When you reach shops you can sell the items to them. So you can kind of be a trader, but the problem is you don't have enough augment slots to be very effective, as you usually have one or two occupied with gear you need, and selling stuff doubles the rebel fleets pursuit for a turn usually and the items aren't worth enough to give up visiting an extra node. So it needs to be re balanced, where the tradable goods are somehow stored on your ship differently, and then the value needs to go way up.
Brand new types are focused beams, which are like a beam mixed with a laser. They don't deplete shields or miss, like beams, but only hit one room, like a laser, but have some really high damage on some of them.
Artillery lasers, they bypass a certain amount of shields.
Anti personnel lasers, lasers that only hurt crew.
Effectors, which are beams that do ion damage.
Mines, which bypass shields but only damage hull, not systems.
Stealth drones, drones which stealth so defensive drones can't hit them.
Missile drones, drones that launch missiles. Really awesome!
The rest is mostly new events, ships, sectors. There are bases you can attack which are basically ships but they don't move so they can't dodge or jump away. There's also some outpost drones, which are bases but drones, no crew. There are more options too like you can attack civilians and such, or reengage enemies after they surrender, but doing so can make your crew mad and abandon you.
One feature that could be amazing is you can build stuff at empty beacons, just random augments that don't do anything but act as stuff you can sell. When you reach shops you can sell the items to them. So you can kind of be a trader, but the problem is you don't have enough augment slots to be very effective, as you usually have one or two occupied with gear you need, and selling stuff doubles the rebel fleets pursuit for a turn usually and the items aren't worth enough to give up visiting an extra node. So it needs to be re balanced, where the tradable goods are somehow stored on your ship differently, and then the value needs to go way up.