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I think a good start is to work up a chart and classify the ships and homogenize the damage across classes. create classes of ships where some fall short. Then, you can work out unique differences.
I would strongly suggest the differences are not centered around total damage output or hit-points, but things like weapon types, combat computer styles, empire aggression (changes to make some strong at raiding planets or strong at ship to ship).
and at least one needs to be the ships you see killing kittens (tiyanki) and generally it gets benefits from being a part of the global community but being in violation of galactic law lol ...
I like this mod idea and I am totally going to make a sub mod for mine to work with yours.
also, do you use the crisis levels to unlock ships? it seems like you are just using research and not the menace system.
I mean that ships of some crises are superior to ships of others. Which spoils the idea of development in different branches. Now I do not have free time to sit down and play on all the branches of development. Therefore, I am interested in the opinion of others.
In any case, as soon as I have time, I plan to rebalance and add a new one.
My mod uses both technology and menace system. For example large ships require 4 menace level. Technology at the moment is more like a plug for the balance curve.
Thanks, I will be glad to try your mod!
I'll start with the fact that the Nanites are like leviathans-the ships are strong in themselves, but with all this, a swarm of corvettes will easily destroy them. the Nanites have a lot of fighters-but against a bunch of ships that just have time to destroy them before they release at least half of them, they are weak. nanite ships are very weak against Praetorian ships, missiles and fighters have armor damage bonuses, but let's be honest, but the problem of large numbers applies here.
1) number>quality, fleets of 1 combat power vary greatly in actual strength, if 1 of the fleets is a strong single ship and the other fleet is a swarm of corvettes
2) it is much easier to bypass shields than armor, unbidden ships are the weakest of the ships provided
3)you should put a limit on nanite shipyards, with their cost and speed of construction there is absolutely no problem to create 4 such
However, this is approximately how it was conceived. Nanite ships are easier to keep in numbers, but Praetorian ships are more efficient on the same path.
As a workaround, I will make an upgrade for extradimensional ships by increasing their shields. I don't want to limit the nano shipyard in quantity, so for now I will just increase the cost and time for construction.
Thanks for the info!
No matter how you get out of it, Unbidden ships will always be the weakest, as it is very easy to bypass the shields of ships without air defense, using fighters or missiles.
Praetorian ships are cheap, at the same time they are quickly built, I was initially surprised by the low skin indicators of the Swarmling, but it does not matter.
The ships of the contingent cost minerals, are built for a relatively short time, there are no disadvantages in armor and weapons