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ship system rebalance

Posted: Thu Dec 13, 2012 12:53 pm
by TJJ
Transporter: 80 -> 200
Cloak: 150 -> 80
Drone Control: 80 -> 100

I think these price changes would better reflect the utility of the systems.

Re: ship system rebalance

Posted: Thu Dec 13, 2012 1:23 pm
by UltraMantis
TJJ wrote:Transporter: 80 -> 200
Cloak: 150 -> 80
Drone Control: 80 -> 100

I think these price changes would better reflect the utility of the systems.
I would say:
Transporter: 80 -> 200
Cloak: 150 -> 100
Drone Control: 80 -> 100

Pretty much agree.

Re: ship system rebalance

Posted: Thu Dec 13, 2012 2:23 pm
by BKT
On the Telepad, I would argue for the current shop price but increase upgrade cost instead.

And, more importantly, vastly increase its power usage ... Minimum = 3 or 4 for first level, and +1 for each subsequent level.

Another thing is to x1.5 to x2 the cooldown time after recalling your crews back to your ship before you can send them oer again; something need to be done to the effectiveness of the repeated use of "send people over > call them back > run to medbay > run to telepad > go to step 1 until PROFIT!" sequence. Currently it has absolutely no drawback for this strats... This also make the Healing Burst more appealing to use.

To be fair, an augmentation that reduce/negate this drawbacks, akin to the weapons augmentation, can be made available as well.


I think the Cloak and Drone Control are fine as it is.

Re: ship system rebalance

Posted: Thu Dec 13, 2012 10:39 pm
by neolae
I do love the teleporter, but I think there is a greater risk of crew loss. Like it might have an inherent cost of sorts? It may reduce to near zero with prudent use though. I'll let more experienced players chime in on the certainty of that.

I did, in fact, finally score the 'No Red Shirts Here' achievement when using the teleporter because I was so paranoid about micromanaging it and always pulling my mantis and rock boarder crewmen back. I won for the first time in that game (on easy mode... haven't succeeded at normal just yet).

I've convinced myself while writing this. The teleporter is pretty darned good. I'd say up it to maybe 150 or so?

Re: ship system rebalance

Posted: Thu Dec 13, 2012 11:14 pm
by spacecadet13
Thing about the teleporter is that it needs crew - the right crew - to be worth anything, so it already comes with its own additional costs - you have to buy or obtain boarders to go with it. Which is why the ships that start with mantis/rocks/crystals and/or a teleporter are OP'd and generally easier to play than weapons only ships.

I don't know if the teleporter needs to cost more; there was an earlier thread where someone suggested that the teleporter should be capable of 'missing' - not being able to get your crew on board, and requring a recharge to try again - and also occassionally landing your crew in a different room to the one targetted - just to make it unpredictable (other weapons miss, and the teleporter is a weapon) and less Op'd.

Re: ship system rebalance

Posted: Fri Dec 14, 2012 11:03 am
by Mataza
I definitely agree that cloak is overpriced right now.
Before putting a blind pricetag on things, but if Cloak was say 1, then Drone control without defense drone would be 1.25 and teleporter would be 2. Drone control with defense drone would easily score 1.75 with me.

So maybe 70 cloak, 105 drone control, 140 telepad.
200 scrap for a telepad is prohibitively huge amount. Many events use teleporter and you could never reliably afford one before sector 3-4, unless you go all in and don“t spend on anything else.