Stellaris

Stellaris

Naval Capacity Rebalanced (4.0 Phoenix Update)
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TeronMer  [开发者] 2023 年 10 月 10 日 下午 11:01
Upcoming Features / Changes & Dev's To-Do List
TeronMer's To-Do Maybe-Do List
(These could be anywhere in the process from 'a thought' to 'oops forgot to move it to the top list, rolling out tomorrow'. History suggests these are more likely utopian pipe dreams unlikely to materially exist for several years.)
  1. Do not forget about the To-Do List Didn't say on what timescale so technically still on-track?

  2. Rebalance Alloys & Research at the level of the entire economy
    --- PROGRESS: Something I've found myself leaning ever more strongly towards is psuedo-reducing the overall reliance of an empires economy on Alloys and Research. Specifically by making both of them far more dependent on basic resources than they currently are. Here's what that has looked like on my back-end version of NCR:
    • Giving un-upgraded ship hull types a small minerals build cost & upkeep to reflect new & imperfect engineering methods, shifting those minerals costs back into alloys costs after researching the "hull improvement" techs for ship types.
    • Adding small energy, mineral, & food upkeep to Researcher jobs to make Research a bit less single-mindedly min-maxable (because after all; they need to use electrically-powered equipment; test-subjects / guinea-pigs to be compensated / fed; and basic construction materials to build prototypes & proofs-of-concept)

  3. Figure out if I like the current [balance / imbalance] of Starbases

  4. Rework vanilla techs for:
    --- Command Limit Doctrines (maybe repeatables, too)
    --- Ship types
    --- Ship type upgrades

  5. Create new ship 'upgrade' techs similar to Vanilla's that target different aspects of ship usage, upkeep, effectiveness, buildspeed/cost, etc.

  6. Fleet Doctrine rework to introduce "Eras" of interstellar combat. "Interstellar Dogfighting" -> "Formation Fighters" -> (something Cruiser-y, don't have a name yet) -> "Dreadnought Dominance" -> "Carrier Battle Groups". Interstellar Dogfighting for example will provide large buffs to corvettes and large *debuffs* to other ship types and combat styles. Each tech tier will reverse the benefits of the previous tier and apply it's own set of buffs.
最后由 TeronMer 编辑于; 5 月 30 日 上午 4:45
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TeronMer  [开发者] 2023 年 10 月 10 日 下午 11:47 
So as part of 3, 4, & 5 I'm toying around with a few wild ideas (mostly independent of each other)... What're your thoughts about:

- Making Solar Panels available to all empires (+ reducing the energy they give), not just Gestalts. 4.0: This is in vanilla now.

- Reworking anchorages. No longer gives Naval Cap, instead buffs the local starbase's Crew Quarter's building to grant larger upkeep reductions on docked fleets.

- Reworking Naval Logistics Offices. Make them give the Naval Cap boost like Anchorages currently do (thinking +16)
最后由 TeronMer 编辑于; 5 月 31 日 上午 5:48
Nyx (She/Her) 5 月 24 日 下午 4:40 
[he forgot about the to-do list]
TeronMer  [开发者] 5 月 27 日 上午 4:36 
Less forgot about, more "my Stellaris phase ended and I haven't properly played the game for over a year"
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