Transfer upgrades worth it?

Discuss the balance of things already implemented in Cruiser Command.
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Red-Rocket
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Re: Transfer upgrades worth it?

Post by Red-Rocket »

i think the only one that should be reduced is the explosive one, 100 100 100 instead of 150
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DumbMarine
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Re: Transfer upgrades worth it?

Post by DumbMarine »

Don't know about others but I'm still in games where we're banking some serious kermiculite. It's the only guaranteed resource in the game though, the non-kerm prices are harder to meet, especially in some games where a color ends up being scarce. I guess the overall prices could be reduced to something like 20/20/35, 30/30/70, and 75/75/100.

I think the base power transfer is good where it is. I think the cooldown on everything is good where it is right now.

As far as the healing amount goes, it was originally proposed to be higher, but I think where it's at now it still serves its purpose, 25 hp/s is nothing to sneer at. We should change the price/duration first, then if it's still underpowered we can up the healing rate.

Making the explosion upgrade last forever is probably a good call.

I don't like putting negatives on any of these blasts, because the negative is already "you can only pick one". Also, it really limits what you can do with them, and the intention is not to turn a ship into an nigh-invulnerable coffin. There's also a bit of a soft counter circle in each of these going on, the explosion counters the regenerate, the regenerate counters the speed, and the speed counters the explosion, if that makes sense.
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Red-Rocket
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Re: Transfer upgrades worth it?

Post by Red-Rocket »

DumbMarine wrote: The repairing (nanite) transfer makes a small ship extremely tough. You heal faster than a wraith can do damage. Put this on your wraith before it attacks, go kill all the enemy miners by ramming into them, come back to the BC with full health. What more do you want?
Thing is you can just dock instead, since the transfers are such a short range, the other two are nice, its like a jumpstart and i can see why close range is ok with them. nanite just heals and since the range is so low the ship can just dock instead.

Also can we have an unlock camera for science? it would help to have someone viewing other things and communicating what that person is seeing since the weps guy is focused on combat only
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Racism
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Re: Transfer upgrades worth it?

Post by Racism »

I like self-destruct, pair it with all those useless starting miners you get and it could probably complement broadside trishot rushes really well.
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Caladbolg
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Re: Transfer upgrades worth it?

Post by Caladbolg »

hard to afford on a broadside-trishot rush

and sacrificing your miners before knowing if the rush will work sounds like a bad idea to me
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LordDragon
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Re: Transfer upgrades worth it?

Post by LordDragon »

I have a lot of thoughts on this, but I'll leave it simple for now - - I'm tired.

Kamikaze ship at 1200 damage means one miner could turbo at the enemy BC who is just chillin out, pinging away with 200 shields, and suddenly BANG 1k hull damage! Oh wait, two of those crazy bastards just flew up our port engine. DAMMIT! THERES HULL FIRE'S AND DEBRIS EVERYWHEEEEEERE!!!

Ok, got a little carried away there, but the point is that these suicide ships make a brilliant precurser to full-on-assault. Shields offline, crew potentially incapacitated and blocked from stations, that cruiser just became a sitting duck. Playing with a full house, you could send 3 kamikazes in short order and still have a fully manned combat team on deck.

I do like where you're going with the ideas on this though - still, 60hp/s might be a little high. I know you think it low, but nothing - - NOTHING - - should be able to 'tank' the BC other than the other BC. Even at 30 hp/s, you could easily negate random damage from astroids as well as anything short of a destroyer. Obviously there's some room for debate on what that number will eventually be.

Great posts here.
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Red-Rocket
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Re: Transfer upgrades worth it?

Post by Red-Rocket »

I think the enemy would know what is coming, besides the energy transfer has like a CD of 45 seconds, and the upgrade is also very expensive, the enemy BC would most likely have about 1K sheilds at this point since they have energy completely upgraded and weps energy full so they can afford to put some in sheilds. and yes kamikazee is suicidal, if you get shot down before you get to it you wast about 75 Y 75 B (which isnt much at that point) you waste time and money, plus 3 at once sounds awesome and requires coordination to pull off, it reminds me of WW2 where the japanese would sacrafice an aircraft and a person to try and take down an American ship, they would swarm them. And 2K hull damage isnt really that insane, A BC would have about 10K at that point and would have a pretty easy time cleaning up although you can follow up the miners with a BC which can prove efficiently deadly which should be another strategy that people can use to win.
LordDragon wrote:I have a lot of thoughts on this, but I'll leave it simple for now - - I'm tired.

Kamikaze ship at 1200 damage means one miner could turbo at the enemy BC who is just chillin out, pinging away with 200 shields, and suddenly BANG 1k hull damage! Oh wait, two of those crazy bastards just flew up our port engine. DAMMIT! THERES HULL FIRE'S AND DEBRIS EVERYWHEEEEEERE!!!

Ok, got a little carried away there, but the point is that these suicide ships make a brilliant precurser to full-on-assault. Shields offline, crew potentially incapacitated and blocked from stations, that cruiser just became a sitting duck. Playing with a full house, you could send 3 kamikazes in short order and still have a fully manned combat team on deck.

I do like where you're going with the ideas on this though - still, 60hp/s might be a little high. I know you think it low, but nothing - - NOTHING - - should be able to 'tank' the BC other than the other BC. Even at 30 hp/s, you could easily negate random damage from astroids as well as anything short of a destroyer. Obviously there's some room for debate on what that number will eventually be.

Great posts here.
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Re: Transfer upgrades worth it?

Post by Weyoun »

I got speed boosted in a game last night, it was great fun flying around in a thruster upgraded + speed boosted wraith, it should last longer however, especially given the steep price.

Is there an energy-drain beam? It would be cool if energy drain also removed positive buffs to help counter. Just a thought.
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