ENDLESS™ Space 2

ENDLESS™ Space 2

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Enhanced Fleet Accelerators
   
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TYPE: Extension
CONTENT: Gameplay
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227.302 KB
16 aout 2019 à 21h54
2 sept. 2019 à 15h18
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Enhanced Fleet Accelerators

Description
Changes fleet accelerators to increase fleet starlane movement speed and adjusts resource costs.

NOTE - This mod is a temporary fix for the current weak state of fleet accelerators. Hopefully it won't need to stay up after the next balance patch.

Credit for the idea goes to PangolinAdvisor.
21 commentaires
Gaia plz accept 2 aout à 11h03 
Does this mod still work? I can't seem to notice a difference
Truzzle 1 déc. 2019 à 14h48 
This really needs a diminishing returns calculation to prevent it from being insanely compound stacking or extremely wasteful.
ProPAIN!  [créateur] 3 sept. 2019 à 12h03 
Just released the branch version! I was hoping hidden visibility would just unlist the mod so I could link it here, but it seems like it makes it totally private, so friends only is the only way I can avoid spamming the workshop. Just add me if you want to give it a try.
Ragna 3 sept. 2019 à 11h16 
Looking forward to it!
ProPAIN!  [créateur] 3 sept. 2019 à 10h06 
It would be possible to limit how many modules per fleet will be effective, but I think it would be a strangely unique mechanic, not to mention awkward to implement in the tooltip. I'll see if there's a better way to balance it first.

Actually, I think can make a branch mod linked from here if I set it to hidden - I have an idea to try out to make the accelerators work on Protector/Coordinator ships again.
Ragna 3 sept. 2019 à 1h52 
Thank you for the response!

Is there a way to limit the amount of stacking? I feel that while taxi fleets were really broken, having to have a hero assigned to a fleet just to get it anywhere in a reasonable amount of time is kinda bad as well.
Let's say it could only stack up to 3 or 4 times in a fleet (the most balanced number would probably need to be tested) it would avoid both extremes. Just a thought.

Another possibility would be to have the low (and maybe mid) tier be available for non-heroes and the high (and maybe mid) hero-exclusive. Again this would probably need some testing. That way your offensive fleet could go places since you'll have a hero on them, but you wouldn't necessarily need one for a quick reactionary defensive one.
ProPAIN!  [créateur] 2 sept. 2019 à 15h29 
Alright, I just dropped a pretty big nerf on the accelerators, sorry it took so long for me to get around to. Strategic and dust cost are much higher, and the previous speed bonus was halved. This should make getting an accelerator on your admiral an investment you'll have to plan ahead for, while still being really good.

It's totally possible to revert the hero-only change; I actually planned to do that initially. The only problem is that doing so would mark the full return of dedicated taxi fleets, which seems like something a lot of the community wants to avoid. I can go ahead with that change anyways if there's any interest in it.
Ragna 30 aout 2019 à 10h54 
I don't really know if it's possible, but I would go for removing the hero-only thing, so you can build them on support ships for example. But keep star lane only trait.
If this is possible then I would say go for the lowered speed bonus AND increased cost.
That way you don't necessarily need hero fleets for offence and defence, but it's not as OP as it was before the patch.
ProPAIN!  [créateur] 30 aout 2019 à 9h06 
I didn't really intend for many people to play with this mod, since it was supposed to be a quick proof of concept for the idea mentioned in that video. However, as long as someone is playing with it, I feel like it''s fair to retune the balance.

To anyone still interested in playing with this mod, should I lower the speed bonus and increase the resource cost? Say, +50%, +100%, +150% for speed, and 15 strategic + higher dust cost for resources.

Thanks in advance for your input!
ProPAIN!  [créateur] 30 aout 2019 à 8h53 
Glad you enjoy it!