bridgeburner18
Chieftain
- Joined
- May 26, 2008
- Messages
- 10
Ive been watching the dev of this mod for some time now and am pleased with its progress. I would like to offer some humble suggestions that i think will add some flavor and depth to the game. (lets turn it into chess instead of checkers)
1. Bombardment. As it is now stations are near impossible to take. they should be difficult not more difficult to take than a star system.
SUGGESTION= code star ships to be able to fire with +1 range in 360 axis at half strength. like artillery bombardment. If that is undisired a built in flanking should come standard on more advanced vessels (with a higher return perhaps 35-65% retreat chance)
2. Early Tech. it feels that advacement moves to quickly with ships, after 1 tech you move into another era.
SUGGESTION= I think if you combine a bit of your early earth scenarios into the main mod that might alleviate some strain on the small tech tree.
3. Tech and Promotions. So far so good, but it moves too fast, and overall the improvments arent that exciting. yes you can unlock cool new promotions but most ships don't survive long enough to get them.
SUGGESTION=Take a page out of the FFH modders and their "weapon equipment promotion" instead of researching "Phasers" and getting some combat promotion unlocked it should provide a passive +1 attack to all ships.
4. Barbarians. these guys should be considered an annoyance not a real threat. they should be able to smash up probes for sure but if i roll in with a constitution it should win hands down.
SUGGESTION= lower their spawn rate, but ultimatly that will do little. I think instead lower their strengths or give a passive ability to all light I, II, III etc to have +attack vs barbs. OR another page out of FFH they have hard coded a "fear" concept that causes enemies to flee from you, that could add a fun flavor as you become a "Pirate hunter"
5. Civs. So far you have alot of content as far as number of civs but what really makes them different? they all are relativly the same with different skins.
SUGGESTION= completly unique units, including strengths and weaknesses, not just a generic template with light I, II etc that all ships follow. Give the bird of prey a + to attack but - to defense. things to that nature.
6. Keep on truckin. so far your work is impressive and i am a fan of your progress since the first betas.
SUGGESTION= take time to enjoy your work and value it. know that you have fans out there that appreciate your efforts in bringing us the gift of Star Trek to Civ and keep on coding we are counting on you.
-cordially
-me
1. Bombardment. As it is now stations are near impossible to take. they should be difficult not more difficult to take than a star system.
SUGGESTION= code star ships to be able to fire with +1 range in 360 axis at half strength. like artillery bombardment. If that is undisired a built in flanking should come standard on more advanced vessels (with a higher return perhaps 35-65% retreat chance)
2. Early Tech. it feels that advacement moves to quickly with ships, after 1 tech you move into another era.
SUGGESTION= I think if you combine a bit of your early earth scenarios into the main mod that might alleviate some strain on the small tech tree.
3. Tech and Promotions. So far so good, but it moves too fast, and overall the improvments arent that exciting. yes you can unlock cool new promotions but most ships don't survive long enough to get them.
SUGGESTION=Take a page out of the FFH modders and their "weapon equipment promotion" instead of researching "Phasers" and getting some combat promotion unlocked it should provide a passive +1 attack to all ships.
4. Barbarians. these guys should be considered an annoyance not a real threat. they should be able to smash up probes for sure but if i roll in with a constitution it should win hands down.
SUGGESTION= lower their spawn rate, but ultimatly that will do little. I think instead lower their strengths or give a passive ability to all light I, II, III etc to have +attack vs barbs. OR another page out of FFH they have hard coded a "fear" concept that causes enemies to flee from you, that could add a fun flavor as you become a "Pirate hunter"
5. Civs. So far you have alot of content as far as number of civs but what really makes them different? they all are relativly the same with different skins.
SUGGESTION= completly unique units, including strengths and weaknesses, not just a generic template with light I, II etc that all ships follow. Give the bird of prey a + to attack but - to defense. things to that nature.
6. Keep on truckin. so far your work is impressive and i am a fan of your progress since the first betas.
SUGGESTION= take time to enjoy your work and value it. know that you have fans out there that appreciate your efforts in bringing us the gift of Star Trek to Civ and keep on coding we are counting on you.
-cordially
-me