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Showing content with the highest reputation on 05/18/2024 in all areas

  1. On this iteration of the game, I'm busily crafting and then equipping my newest ship to the fold, the Gemini Interceptor ... I'm stoked as I see the payload is 15, so I've calculated I can arm it with 2 fusion torpedoes and then 2 Gauss cannons., making it more effective than my Phantoms. 5+5+2+2 = 14 Payload, which I couldn't do with the Phantoms since they had the 13 Payload limit. So it was a rather sad situation when I heard the 'brrrp!' error and realized I had a hardpoint issue. While the bump up from Angel to Phantom feels like a solid reward, the move from Phantom to Gemini feels ... much less. As we're still saddled with the same restrictive 4 hardpoints, bumping the payload up to 15 seems hardly worthwhile. It already comes with 20 armor, doesn't need anymore fuel than it already has, either, and neither of those attachments would seem like a reason to bother with increasing the payload, as even with a Laser Lance I wouldn't go over the 13 Payload threshold of the Phantom. My argument would be to bring the hardpoint total for the Gemini to 6. $1,200,000 is a rather fantastical sum to shell out for her. I'd hope to be able to equip her better than the $800,000 Phantom.
    1 point
  2. -Strategic camera height: close/medium/far/dynamic -Strategic HUD scale: 5-300% (or whatever is suitable) -damage numbers: on/off -ufo crew multiplier: 0.5-2.0 (or whatever is suitable) -night visibility range: 0.5-1 (or whatever is suitable)
    1 point
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