Sleeper Service wrote:IMO cloak missiles are already more useful because they cause full system damage and can cause fires/fire hard to dodge bursts. The lack in shield piercing for swarms mostly devalues them in late game and makes them less useful. *shrug*
Yes you are right about that. I'm not too big a fan of "missiles" having less than max shield piercing capability. It just doesn't seem right. I wish you could make cloak missiles completely invulnerable to defense drones in that case though. Maybe in AE?
Sleeper Service wrote:I really just slapped this all together yesterday, had no idea that everyone would freak out so much over this. So I'm barely scratching the surface of what could be done with this addon, although I want to focus on main CE as well.
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Everyone's been wanting this for like months. I can't believe nobody else made a mod like this though. I mean it obviously wasn't too hard really, but it's like one of the mot high demand things. I never would have thought of a way to make it work like you did though, i guess that's why. Congratulations on making it work even better than normal Infinite Space.
Sleeper Service wrote:But yeah, beefing the boss up further is definately considered. I left the drone system where it is cause this more clearly telegraphs that the boss looses its offence drone after that part of the ship breaks off.
Aaaah, I see about the drone system, that makes sense. You could beef up the boss with events too. Enemy's can't have more than 3 augments either?
Sleeper Service wrote:Yep, there could be the chance to encounter guard ships at the entrances of deep space sector. Bosses on the exit are not rally possible, cause fleeing from them would allow you to jump to a regular sector, unless you make you choice before the fight. There should also be a reason for them to exist. There is no reason to hand out free weapons to the player after each boss fight, the player has all the time in the world to gather gear. But right now, you can just race through the sectors without a hassle, possible boss encounter on deep space entry beacons could force the player to remain in one sector longer, bringing the fleet danger back into play a little more.
Yeah you don't need it to be like Infinite Space where you get free weapons. Scrap could be a possibility though. Entry beacons or middle of the sector make more sense than exit anyway. Would it be possible to make beating a boss necessary before traveling to the net sector? One thing that could motivate people to stay an beat the boss is speeding up the Rebel Pursuit maybe to "normal" speed?
Sleeper Service wrote:I'd rather keep things unpredictable. The difference between home worlds and controlled sectors is marginal at best, but this could be done.
You're quite right about there not being much of a difference. That's actually kind of why I suggested this... I would like if both core CE and Infinite CE could fix this issue. In Rock Sectors you should expect to fight Rock ironclads %90 of the time. In Mantis Homeworlds you should expect to fight Mantis hive ships with an insane amount of boarders. But really they aren't much different than any other sector.
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I think the Homeworlds should have as much uniqueness as the Hazard, Quarantine, AI, and Industrial Sectors you have added.
![Wink ;)](./images/smilies/icon_e_wink.gif)
Those sectors are so distinctive and different that I will often choose to go there even if the other choice would have been more strategically viable.
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The fact that you've made the different faction ships more unique is awesome, making each of the Homeworld sectors even more unique would be epic.
Sleeper Service wrote:Yeah, this was designed to give you some kind of secondary objective in deep space. Due to your normal travel cost and the scarcity of shops this is actually a huge price IMO. I don't want the player to be stuck in deep space too much if he/she wants to return to normal sectors, but I want to keep the economic pressure up and prevent the player from racing through the sector progression too fast.
Maybe I need to play this a bit more, I always have plenty of fuel. And in infinite Space I would hardly ever run out of fuel. Have you lowered the number of stores as well? That was a very good idea.
Sleeper Service wrote:Also considered: CE Endless Loot
I've read about this idea before that would be a great addon for RPG fans. Seems like A LOT of work for you though... What's interesting about this is you could actually implement a crafting system based on Engineering. You could aiugment a weapon you had to gain a certain ability. Although, there is no way to take away the old weapon...