Things and stuff and things.

Hi everyone!

I know that there were more questions on the 3/23 stream than we had time to answer. Please feel free to ask them here, along with any new ones you may have. I'll do my best to prep them for next week's stream or get them answered in the meanwhile.

Thanks, have an awesome day!

~Kristy

"Tatiora"


Comments (Page 3)
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on Apr 26, 2017

Go4Celerity

The missile cooldown thing will be simple enough to mod when there's only 1 tech tree to work on instead of a dozen or more.

It's even easy in the current game, because you only need to mod one component. Replacing the -50% attack cooldown with a +50% attack damage, might just do the trick actually. But that's not my point. I play with a modded AI I made loosely based on Horemvores. If I thought this was personal preference, I wouldn't argue.

My point is, that I really don't see any good reason why it remained unchanged for all this time. It is obscenely overpowered, it should be easy to fix and it was reported on multiple occasions (in multiple forum threads).

on May 02, 2017

Can we now build modules on starbases to give them more HP?

When designing starbases can we determine the weapon layout (number and strength of weapons)?

Do starbase weapons also fire individually like ship weapons?

on May 02, 2017

Seeing that weapon and defense modules for starbases need all the resources for all three weapon types, wouldn't it be a better idea to break up those modules into three seperate ones so that you can upgrade all starbase weapons and defenses individually, according to the availabiliy of resources?

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