Suggestions/Modifications for Entrenchment

Suggestions/Modifications for Entrenchment:

 

1. Siege Frigates

- All Siege Frigate supply points decreased from 14 to 12.

- All Siege Frigate hull & shields increased by 10%.

- All Siege Frigate planetary bombing damage increased by 10%.

- TEC Siege Frigate’s Fallout upgrade MUST be auto-cast (on/off).

(These changes could bring new life to Siege Frigates, one more thing, I want my Siege Frigates to automatically go to the edge of the gravity well when they are done bombing a planet, remove the Laser Cannon if you have to, but make them stop heading into combat, they are NOT design to take punishment & they cost a buttload to build, if Colony ships can do it, why can’t siege frigate do it, make the planet bombardment a special ability (on/off) of the frigate if you have to, just like the colonize ability of colony ships, but please make them stop going head first into a missile turret)

 

2. Anti-Structure Cruisers

- They should not be able to target ships, I know they could not in beta1 and that this was changed because it was problematic (thank you Annatar for the answer), but I am still hoping they can change this. (It’s not the 1% damage that bugs me; it’s just that it looks & feels wrong!).

 

3. Carrier Cruisers

- All Carrier Cruiser hull & shields decreased by 20%.

(In a previous post, I suggested dropping them by 40%, but now that Carriers have been modified in beta3, 20% would be a good place to start)

 

4. Advent Deliverance Engine

- This ultimate weapon should be granted an additional benefit, a new role, something, anything; it just pales in comparison to the other 2. I have no idea what could be done to make it better.

 

5. Defensive Upgrades

- TEC Catastrophe Recovery upgrade be transferred from the Civilian/Policy tree to the Defense research tree.

- Advent Augmented Defense Grid upgrade be transferred from the Harmony/PsiTech tree to the Security research tree.

(Those are DEFENSIVE upgrades; do I need to say more?)

 

6. Limited Starbase Deployment

- Limiting the number of starbases to the Capital Ship upgrades (you start with 1 point and if you want to build more; you have to research Capital ship supply points, this would limit the number of starbases to 16, and players could not build them everywhere, one would have ask himself, do I really need one in that system, or is there a more strategic position elsewhere)

 

7. Upgrade Modifications

- TEC Civilian Ship Safety Act upgrade: do we really need 2 levels of upgrades for this, one level would be more than enough, plus the price is just astronomical, I would ratter upgrade anything else before spending that much time/resources for those upgrades.

 

- Vasari Charged Missile upgrade: like I said in a previous post, this ability sounds nice on paper, but its hell when playing, I hate when my Assailants/Sentinels gets left behind when I have to retreat, I would suggest making this upgrade a PASSIVE one for both Sentinels & Assailants, but the Increased Weapon Range upgrade could be only for the Assailant & the Area of Effect Attack only for the Sentinel.

 

- Basic Crew Training upgrade for all three races: instead of giving you to option to upgrade your Capital Ships from level 3 to 4; I would suggest changing the upgrade to make it more useful by granting a +20% increased in combat experience (allowing Capital ships to level up a bit faster). This would make the upgrade much more valuable, and Capital Ships would still benefit in a much better way.

 

- Mass Transcendence upgrade: already does this for the Advent; what my suggestion is that the Mass Transcendence upgrades ADD to the Basic Crew Training upgrade;

Basic Crew Training: +20%
Mass Transcendence 1: +15%
Mass Transcendence 2: +15% (total: +50% to combat experience for Advent Cap Ships)

            (That way you don’t even have to research one to get the other, they are completely different abilities, and they can compliment each other; BTW, dropping the Basic Crew training for TEC from 6 Civilian structures to 3 would be necessary for balance)

 

- Vasari Gravity Mine research: Evan James had a brilliant idea when he suggested that this upgrade be just that, an upgrade to the explosive mines of the Vasari, not a different type of mine, but a bonus to the explosive ones. Thank you Evan James, I hope your idea gets implemented!


- Auxiliary Government/Enforced Loyalty/Enduring Devotion: those upgrades should be PASSIVE, once researched, all starbases should have them, and it should do more that it does; for example, it could protect your planets by granting the population & the infrastructures a defensive bonus of 20% against bombardment, making it very hard to raid or destroy.

 

Well that’s about it for now, no much really, but please, feel free to comment! I would really like to know if someone from SD/IC is gonna read this, I just hope I’m not wasting my time & yours!

43,412 views 22 replies
Reply #1 Top

Please feel free to comment!

Reply #2 Top

Please do not buff the siege frigate.  Siege frigates should be made of paper.  If anything, they are still too tough (they shouldn't be any tougher than a scout).  If they are buffed, any "reasonable" defenses around a planet will not stop them.  The game will be broken, just like it was when it first came out.

Reply #3 Top

I understand that sisge frigates should be weak/fragile, I just want them to be more useful, for the price & the number of supplies they require, they should be more usefull, maybe a secondary ability?

Reply #4 Top

Siege frigs and carriers should be fine the way they are now.

The deliverance engine is the second strongest ultimate weapon, behind the Vasari. The extra mitigation and other bonuses are well worth it. It may not be as tangible, but trust me, the benefit is there.

Starbases already have a limit, they cost a crapload. A limit is not really needed. One per planet is fine.

The civilian defense act could use a buff, yes.

The Vasari charged missile ability can be turned off, if you need to run that badly... atleast, Im pretty sure it can.

Basic crew training is useful in the begining to get those caps into their prime usefulness range, or to improve a newly built one late game. Otherwise it takes even longer to level up. 20% increase is too much, anyway. Mass Trans. is fine the way it is as well. Perhaps it could be buffed slightly, but otherwise it is fine. 

The vasari mine idea might be too overpowered... damage and slowdown? But it could work.

I disagree with the Aux Gov,  etc, starbase improvements. While it needs to actually prevent the loss of control of a planet, it should cost much more than just a mere passive ability.

Reply #5 Top

Sorry, still disagree with you Karma.  Siege frigates need a substantial boost.  As I've said before, it should be one of cost, hit points, or damage that is dramatically improved.  If they cost less, they can be spammed like suicide weapons, but they'll still be easily dispatched by a couple of light frigates or a few strike craft before they do any real harm.  If their damage is increased, they actually become competant clean-up crews for after a big fight, but remain too weak/expensive to deploy during the battle.  If their health is improved, then they become useful in battle, but remain highly expensive and are more useful for killing population than actually bringing down the planet.  On the same note, I think the planet hit point upgrade should also get a buff along with siege frigates, either to cost less or offer more hit points.

 

- TEC Catastrophe Recovery upgrade be transferred from the Civilian/Policy tree to the Defense research tree.

- Advent Augmented Defense Grid upgrade be transferred from the Harmony/PsiTech tree to the Security research tree.

(Those are DEFENSIVE upgrades; do I need to say more?)

End of quote

Don't see the need for this.  Conceptually they're plantary logistical upgrades, so it's not like they're totally out of place in the civvy tech tree.

 

 

- TEC Civilian Ship Safety Act upgrade: do we really need 2 levels of upgrades for this, one level would be more than enough, plus the price is just astronomical, I would ratter upgrade anything else before spending that much time/resources for those upgrades.

End of quote

There are more than a few upgrades that have some wickedly high prices and offer relatively little benefit.  I certainly agree that many of them should be re-evaluated.

 

With that said, I disagree with you on the note of mass transcendance and basic crew training.  They aren't exactly first pick technologies that you plot down labs and rush to, but they're easily in the second tier of upgrades that you pick up as soon as resources and opportunity allows. 

Reply #6 Top

Quoting Silfarion, reply 4
Siege frigs and carriers should be fine the way they are now.

The deliverance engine is the second strongest ultimate weapon, behind the Vasari. The extra mitigation and other bonuses are well worth it. It may not be as tangible, but trust me, the benefit is there.

Starbases already have a limit, they cost a crapload. A limit is not really needed. One per planet is fine.

The civilian defense act could use a buff, yes.

The Vasari charged missile ability can be turned off, if you need to run that badly... atleast, Im pretty sure it can.

Basic crew training is useful in the begining to get those caps into their prime usefulness range, or to improve a newly built one late game. Otherwise it takes even longer to level up. 20% increase is too much, anyway. Mass Trans. is fine the way it is as well. Perhaps it could be buffed slightly, but otherwise it is fine. 

The vasari mine idea might be too overpowered... damage and slowdown? But it could work.

I disagree with the Aux Gov,  etc, starbase improvements. While it needs to actually prevent the loss of control of a planet, it should cost much more than just a mere passive ability.
End of Silfarion's quote

Siege frigates are not fine the way they are now, they take a lot of supplies, they cost a lot of ressources, they are easy to destroy, they do very little damage & they are highly specialized. I understand the need to keep the game balance and not make them OP, but I would like them to do something more, a new upgrade?, a new ability?, a new role?

Carriers have an incredible amount of hull/shields, they are support units, just like siege frigates are, they rarely go into battle, standing far away from defensive structures and can jump out of a system the minute they see an enemy approching, and they should run if they see a large force approching them, that is fine, BUT, right now, they don't even have to run right away, they can actually stand their ground & take a beating before having to retreat. Carriers should be easier to destroy than they are right now. No to the level sisge frigates are, but easier nevertheless. No one can deny the impressive amount of hull/shields they have. I do think that the changes made in beta3 are great, it was a step in the right deriction.

The deliverance engine is not a bad thing, but they require more micro then the other 2, you have to pick a target, move your fleet choose a target, fire the weapon, wait until it its really close, has the weapon closes on the target, then you jump your ship in to take advantage of the bonuses. If you compare this to the level of micro a TEC superweapon needs, all you have to do is build 2 cannons, pick a target, et voila, one less planet to worry about. The Vasari weapon does require some micro, but the tactical advantages are just awesome!

I like starbases, its just that now, I feel like they have been cheapen, it feels like they are everywhere. Yes they do require a lot of $$$, but my suggestion was just to make them rare, can you imgine if they allowed Capital ships to be build without upgrading your Capital ship fleet supply. All you would need would be 50 supply points. They would cost a lot of money (just like starbases), but they would be everywhere (just like starbases). All I wanted to do is bring up the option of limiting the number of starbases, that would make their encounter much more memorable.

The Vasari charged missile upgrade is a good ability, but the drawback is just awful, once the ability has activated, you can't shut it down (can't move/retreat), but yes, you can set auto-cast off and thats what I do.

The basic crew training modifications I suggested could be good, if you feel that the % is too high, than maybe dropping it would do the trick.

The auxiliary government upgrade is the worst upgrade EVER, it requires changes/modifications to make it acceptable, right ow it's a joke, a bad one at that!.

Reply #7 Top

Sorry, still disagree with you Karma. Siege frigates need a substantial boost.
End of quote

"Substantial boost?!?!?"  You've got to be kidding!  Well if this is to happen, I want to know as soon as possible because I don't want to waste more of my time investing it into a game that will be unplayable for me in the future.  Period.

Sheesh, if you insist on such a change, at least ask the devs to place an option for just turning the damn things off so players like me can stick around.

Reply #8 Top

I disagree with you about Starbases limitation.

Ok they are powerful station but they can't navigate through solar system. Starbases can't bring you victory in contrary of capital ships. Moreover Starbases are awfully expensive, even if they are really efficient. And last point, a good fleet can destroy easily a maxed out starbase quite easily, even without using only strike craft.

And I love Vasari Starbases that deals damage and fully depleted antimatter of fleeing ships..:):)

Reply #9 Top

Quoting Agent, reply 2
Please do not buff the siege frigate.  Siege frigates should be made of paper.  If anything, they are still too tough (they shouldn't be any tougher than a scout).  If they are buffed, any "reasonable" defenses around a planet will not stop them.  The game will be broken, just like it was when it first came out.
End of Agent's quote

Still too tough???, your kidding, right?

Quoting Agent, reply 7

Sorry, still disagree with you Karma. Siege frigates need a substantial boost.


"Substantial boost?!?!?"  You've got to be kidding!  Well if this is to happen, I want to know as soon as possible because I don't want to waste more of my time investing it into a game that will be unplayable for me in the future.  Period.

Sheesh, if you insist on such a change, at least ask the devs to place an option for just turning the damn things off so players like me can stick around.
End of Agent's quote

The goal is not to make them OP, but more useful, any suggestion is welcome at this point! But turning a type of ship off is not the way to go.

Quoting MarcParis, reply 8
I disagree with you about Starbases limitation.

Ok they are powerful station but they can't navigate through solar system. Starbases can't bring you victory in contrary of capital ships. Moreover Starbases are awfully expensive, even if they are really efficient. And last point, a good fleet can destroy easily a maxed out starbase quite easily, even without using only strike craft.

And I love Vasari Starbases that deals damage and fully depleted antimatter of fleeing ships..
End of MarcParis's quote

I dont understand, last time checked, they all did this!

Darvin3 said:

Don't see the need for this.  Conceptually they're plantary logistical upgrades, so it's not like they're totally out of place in the civvy tech tree.

 

Now that we have a new defense tree, they would fit BETTER in it, and the defense tree is quite empty right now! (75% of the upgrades in it are for starbases)

Reply #10 Top

well i like the advent cannon better that the other 2 when its working at least

in never played vasari but it was a pain when i when to colonize a planet that had be longrange bombarder only to have it blown up again by other shots that were enroute from several starsystems away...well uless they changed that recently it just seems to troublesome

seige frigets are fine the way they are i think

atleast i dont have a problem keeping them alive AND with my fleet as long as i have some Guardians and Radiance battleships using uhh what was it caled again? the ability that makes AI prioritize the battle ship instead of other targets... well whatever

tho i think that the on other caps induced hysteria needs a little buff  i mean its great untill you realize that using it prevents the ship from using its normal planet bombardment weapons and that the normal planet bombardmet usually does more

Reply #12 Top

but what if the starbase is on an uncolonizibale "planet"

Reply #13 Top

Quoting Dargoon999, reply 9

Quoting MarcParis, reply 8I disagree with you about Starbases limitation.

Ok they are powerful station but they can't navigate through solar system. Starbases can't bring you victory in contrary of capital ships. Moreover Starbases are awfully expensive, even if they are really efficient. And last point, a good fleet can destroy easily a maxed out starbase quite easily, even without using only strike craft.

And I love Vasari Starbases that deals damage and fully depleted antimatter of fleeing ships..

I dont understand, last time checked, they all did this!

Darvin3 said:

Don't see the need for this.  Conceptually they're plantary logistical upgrades, so it's not like they're totally out of place in the civvy tech tree.
 

Now that we have a new defense tree, they would fit BETTER in it, and the defense tree is quite empty right now! (75% of the upgrades in it are for starbases)
End of Dargoon999's quote

Yes I guess they all do that...I didn't check on tec/advent starbase. If you say so, I believe you. This power is awesome..:)

Defense tree is 50% for starbase. You've got mines for all, but Tec defense is the most complete.
I like the way TEC can upgrade their gauss canon, they become quite powerful, since fully upgraded. Moreover Tec has planet shield. I must admit that advent and vasari defense tree are a bit empty.

Reply #14 Top

well in the advent tree i like the structure sheilds provided by hangers

and conceptually at least beam platforms synergy isnt bad havent checked to see if it actually works tho

Reply #15 Top

MarcParis, I must say that SD/IC have gone above what I expected when they added the new upgrades for Gauss Cannons, I do agree with you that they are impressive right now, I guess they should have been like this from day 1.

Reply #16 Top

i think entrenchment needs longer chars limit for names and a copy star option for the map designer

Reply #17 Top

Galaxy Forge is a standalone program, so changes can be made to it without regard to the real game.

Reply #18 Top

not talking about galaxy forge just the base ingame map designer

oh i also think that there needs to be ajustment to the ship disabling abilitys so that they are moar effective at preventing enemys from running away

i mean reverance would be alright if it didnt cause everything to stop attacking the target but subjegation never ends up doing much

something like a moble phase inhibitor would be nice

Reply #19 Top

Disagree with the starbase idea. They cost lots of money and you can only place so many in one grav well. Besides, if you have the economy to support more than 16 starbases you should have the right to. I also think that capital ship numbers could be placed higher than 16 because if you have the economy, once again you should have the option to support that many. I get to end game with my full fleet completely leveled up, 16 caps, full defenses on all planets, full logistics, all reasearch, and I still have a couple hundred thousand dollars, 50 or so thousand metal, and 50 or so thousand crystal. Actually what would be nice is to have future tech like Civ IV that costs money, crystal, and metal constantly or something else that keeps the amounts of resources in a reasonable range. You would never spend all that unless you destroyed absolutely every last one of your possessions and rebuilt them.

Reply #20 Top

Defense tree is 50% for starbase. You've got mines for all, but Tec defense is the most complete.
I like the way TEC can upgrade their gauss canon, they become quite powerful, since fully upgraded. Moreover Tec has planet shield. I must admit that advent and vasari defense tree are a bit empty.
[/quote]

True, they are empty, but i like how the TEC finally got a major boost in military power. I mean an empire that takes up hundreds of planets should be able to produce some pretty powerful stuff.

Reply #21 Top

3. Carrier Cruisers

- All Carrier Cruiser hull & shields decreased by 20%.

(In a previous post, I suggested dropping them by 40%, but now that Carriers have been modified in beta3, 20% would be a good place to start)
End of quote

Bad Bad Bad Idea.If anything reduce build rates to 60% and I think they would be balanced.75% Is really close but they are still a bit relenting.

6 is also a bad idea.Sb are very expensive and there is no need for limits or for them to be more expensive. There is barely enuf resources to get 3 or 4 caps out in a game we dont need the same thing with sb.SB are very nice right now.Maybe up the slot limit and advent needs a way to defend its planet.

The advent cap exp research needs to be moved down in tiers cause by the time you research it your caps are already high level.Your progen will instantly level up any cap that died at that point as well.

Sieges frigs are fine maybe lower fleet supply to 10 but they are mostly a cleanup ship/support. In no way should you be using them with hostiles around.

Advent super weapon is tough to use and feels useless cause it has no visible effects.However it does fit with advent synergies tactics. 

Reply #22 Top

i dont know if they nerfed it recently but advent cannon works fine if you have a lot of them autocasting as well as the patiance to wait for the alegaince to drop for 110 to 0 at the rate of .07 a second

i like it because i can just let it auto cast and not worry about it killing a planet i colonized if i happen to colonize a planet while one is enroute

also deliverance engine shots dont get wasted if they hit a planet that was already over thrown