Yes, I don't think cutlasses are OP because the aren't all that terribly durable nor are they fast (especially by melee unit standards). But yes, if you can actually get them to their destination, they can inflict massive pain.
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I think to "fix" champions, I think adding more nebula missions, possibly new types (like something that requires going out of the nebula at some point in the mission), balancing rewards, (including the module unlocks may not be compatible with hull unlocks that seems to crop up sometimes), and possibly adding someway to unlock stuff outside of nebulae missions, though possibly in a less "time effecient" manner. Nebula missions should remain the primary way to unlock stuff, but some sort of fallback just in case something goes wrong making nebulae too hard with the unlocks you got or something, or you want to reward helping out normal players more directly would be a great idea.
*fix is in quotes, as I'm not sure if there is something broken, just merely something lacking
Ah, oops, I assumed the boost was cumulative
Still, does that look like a reasonable number of flagships?
Before anyone asks: yes, we are aware that there are massively more efficient ways to do this, and in fact our later stuff is much more efficient, but this particular bit really doesn't need the optimization and the chance of breaking something outweighs the benefit
There is a thread somewhere with some info on the save game format, but I can't find it at the moment. The save format is pretty straight forward if I recall.
Considering the amount of work this is going to take, I think it is better that the values be lowered by 100, even if superweapons also need to be reduced by a smaller amount.
Keep in mind this whole thing was brought about because we are running out of ceiling for numbers. The advantage of reducing values by 100 over 20 or 25 is it gives 4 to 5 times the wiggle room for relative power.
Since the amount of work of going to 100 compared to 20 or 25, in the big picture, is about the same, better to do that value even if golems need their power reduced as well.
Would the player be able to survive a superweapon attack if those were buffed relative to the rest of the things?
I'm putting together a rework using 10,000 health for Fighters, and scaling everything to that. It's a touch more comprehensive than just a rescale, but hopefully I can have it sometime next week depending on how my weekend turns out.