I really like the fact that you can now put in 4 points into an ability and 2 points into an ultimate but the scaling per level is now lower because you can level abilities to 4. It is only slight, but it does mean that abilities at level 2 and 3 are weaker now than they were before. It is fair but I do think it would be better if the scaling per level is restored to the way they are in Diplomacy. I haven't done extensive analysis on this for all capital ships but it is pretty distinctive on the Kol.
Thoughts?
The reason they didn't do that is because it would lead to the level 4 abilities being too powerful in most cases, and it would increase the gap further between good abilities and bad one. The Progenitor would heal 75 shields per second for example, while the Antorak's subversion is not going to be much better than it was at level 3.
That said I agree the particular numbers they picked are pretty funky.
Ya, the numbers are really funky, expecially on the lv 2 ults...
345% on the donov's flux field, is the first really odd number that comes to mind.
I would rather have kept the old level system, but have lvl 4 add some completely new affect to the power. Then, you would have the choice after maxing it out to add this new affect or use the points for something else.
For example (Sorry, I play advent so these are the random specific examples that jumps to mind): Radiance's lvl 4 absorption armor gains damage reduction. Malace lvl 4 reduces effectiveness of repair abilities on affected ships for duration of ability. Clairvoyance increases ship build times on affected planets for duration.
This would be cool because it takes a long time before you get any of these affects and it's like a reward... something new and different along the lines of what you already have.... but then it's not giving you more of what you already have either, (ie lvl 4 absorbtion armor wouldnt add another armor point or increase the AM received, it would just add the new affect to make it better). So, depending on the situation and what you think are good affects, you might get an ability to lvl 3 and not take lvl 4 or push something to lvl 4 when lvls 1-3 sucked...
I was thinking the same thing, AJ, but I'm disinclined to do it, if only because of the number of potentially problematic gameplay elements it could produce. Vanilla Sins had achieved only a tenuous balance of power between flak, LRFs, and bombers; Rebellion adds Titans and Corvettes, which means it's going to be a while before the ripples in the metagame subside.
TBH, I'd be more comfortable with an escalating level of power per level, a-la 1/2/3/5 or 2/4/6/10, to reward you for going that extra step.
Well I understand what lich1989 meant. If you level a capship like you did in diplomacy to 3/3/3/1 it is weaker than it was before the change, which isn't that nice actually. If you level the skills to 4 they are slightly stronger than before, but with going to 4/4/0/2 you will lose a whole skill on the ship.
So I'm really inclined to say, I liked the old system alot better. I have to get 2 caps for most types, to have every skill on a level where it's as useful as it was before.
So why were capships nerfed? ^^
the idea was to make it so all lvl 10 capital ships weren't the same. That was done on purpose.
I'm not sure making the old lvl 3 > the new lvl 3 was the way to go, but that's my opinion.
As had been said already they wanted not all level 10 capitalships to be identical. The reduction of earlier ranks of the skills was to prevent power creep. Let's face it, not all abilities are created equal, and a whole new rank an increment higher then the trinity level 3 values to all of your capitalship's important abilities(rather then blowing the point in the inevitable cruddy ability many cap ships have).
In essence they were trying to balance that one extra point of an important ability against the 1 point being removed from a cruddy ability. The result: the relative benefit of the 4th point as compared to trinity needs to be smaller then the early ranks. After that it was just a matter of creating a proper uniform progression, which resulted in lower rank 1-3 values.
Point is capitalships at higher levels are probably still a bit more powerful then before, but the powercreep was kept to a reasonable level.
honestly I think it was the right move- if certain ships lag behind because of a reduced mid-game, they can be addressed on a per-case basis.
Can we lift the limit of 10 lvl cap?
From 10 to 15?
no... that's like... the whole reason there's now extra ability levels.
lvl 10 ships are rare anyhow...
Well?
Remove that hardcode for modding... well?
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