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报告翻译问题









-Bring the hull:mass ratio of the storage block down to that of the hull blocks, and have the thrust:mass ratio of the thrusters not scale with thruster size (they're already more P-efficient, no need to favour big ships even more)
-A dumbfire torpedo T1 weapon and a dumbfire rocket T2 weapon, both nonturreted and slow-firing with lots of damage, would be a good way to make smaller ships less underwhelming than bigger ships of the same tier
-Have the T3 plasma gatling use only 5k energy instead of 10k a shot, since it doesn't scale well as it is now
-The T2 PD is pretty useless (I just assign shotgun as PD instead); a repulsor beam might be an interesting thing to change it to as a 'selfish' option for protecting mainly the high-tech ships of the fleet.
-The drones and their projectiles could do with being a little bit bigger
And I *love* the tiering system. I've always hated that most games of this type force progression and ship size to be linked together, but with Binary you've got the choice between going bigger or going more advanced. Or you can even just pack the functional modules in at a higher density.
And when building a fleet, it's definitely worth it to have a mix of tiers; T1 ships don't have the weaponry to make a decent impact, but padding out the numbers will help protect the T2 ships.
Example: While regenerating basic shields, Energy is stuck at 97/100 (assuming no bonus capacity). Which means no weapons can fire, Because they all take exactly 100 energy.
Same goes for 2nd tier shields, But stuck at about 6767/10100, Meaning that tier weapons cannot fire.
(I have yet to unlock highest tier shields. But problem probably persists)