@guy, on Nov 25 2007, 11:34 PM, said in rEV 1.1:
Here are some of things the rEV Data changes which I'm interested in people's opinions on:
- Alien Cruiser's Heavy Fusion Beam is turreted, though the Cruiser has a blind spot to the rear. The Fighter has been reworked with less shields but faster regen. The Cruiser will obviously be harder but the Fighter probably depends on your weapons.
- Fake ID's price is dependent on ship mass. There was supposedly a reason for this but I forget what it was and I've always thought it rather odd.
- Most items can be sold anywhere. This sorta makes sense but is really annoying and confusing, IMO.
- Haven't gotten to the alien missions yet, but it'll just make it harder, which is fine.
- Fake ID's I never really use, but a high price doesn't hurt.
- Being able to sell items at places you can't buy them makes sense to me.
@guy, on Nov 25 2007, 11:34 PM, said in rEV 1.1:
- Various items can only be bought for 'small' ships (smaller than a Corvette). This includes Cargo Pod, External Fuel Tank and Flare Launcher, all of which have alternatives that can be bought for large ships, but also includes the Afterburner for which there is no alternative.
- Armor comes in 3 different levels of increasing value, depending on your ship size. Small ships cannot buy Tritanium and large ships cannot buy Armaplast. Price and mass are equal across all levels but they are dependant on ship mass. This is a nice idea, I just hope it's all reasonably balanced.
- I haven't gotten a capital ship yet, but no afterburner for the larger ships really does change things for the harder, I'm not sure I agree with this though. I really don't see any reason why you shouldn't be able to get cargo pods or external fuel tanks for larger ships though.
- From what I see in the outfitter, (at least for small ships), the Armaplast is 2 tons each, the durasteel is 8 tons each, and they both say they'll add 50 armor which is at odds with what you're saying here.
@guy, on Nov 25 2007, 11:34 PM, said in rEV 1.1:
- Javelins are quite different, firing in rapid volleys of 18 shots. The fire faster and ships come with more of them but damage and price are reduced.
- Space Bombs are also quite different, exploding with a large, expanding blast. Unfortunately this fails if the bomb directly impacts a ships (ie, if you drop it directly on top of a ship) but I think its still cool regardless.
- Neutron Cannon and Mass Driver have doubled speed and thus doubled range. I think this is reasonably fair, both these weapons were pretty pathetic previously. Also, Confed Cruisers come with swivel neutron cannons.
- This is just a point of interest: There are two unused landing included with rEV, both depicting some sort of rail system. I have no idea what they're supposed to be for.
- Javelins, nice.
- Space bombs, not sure what you mean by it failing in that case. There's a delay after it's released before it can even go off it seems. In any case I haven't seen it fail in the way you describe.
- Neutron Cannons, nice, it was much needed.
- As for the landing pictures, there were unused pictures in the original EV too just to make people ask about them.
@guy, on Nov 25 2007, 11:34 PM, said in rEV 1.1:
I'm also open to new suggestions. I've been thinking about making each javelin outfit good for an entire volley and take up one ton (ie, one ton per 18 shots) - what do you think?
It might work, but I wouldn't make the actual ammo take up space. If you do that you might as well just get missiles. You could limit the amount of ammo each launcher can carry though. The more launchers you have, the more ammo you can carry.
Also could you make the selection box stand out more in the outfitter/shipyard, it's hard to tell what is selected.
Cham