Capital ship crews

I was wondering what people think of the capital ship crew point system. It's always seemed like an arbitrary limit to me.  Do you think it's the better way of handling capital ships or that they should have been set up differently, e.g. only costing 100 fleet supply(or just the 50) instead of needing a special crew type in addition to fleet supply?

 

14,311 views 5 replies
Reply #1 Top

:)  I think the intent, haha, like i know, which i dont, but im taking my impression here, okie, but i think the intention "might" have been to find some way not to spam the caps, since they are very powerful. And to have people concentrate on the frigates as their mainstay for the bulk of their fleets, with caps sort of icing on the cake so to speak, powerful and buffed (with abilities) as support ships as well.

But to be honest, i love the caps!!  Haha, who doesnt?  And i think it would have been nice to have the user decide what to do, but perhaps given half a chance we would all concentrate on the caps.

Personally, and this is just an opinion, but i think it would have been nice, as you say to simply have all the ships available as "levelable". I guess what that would have done is make them all caps. And to simply have them cost different amounts based on perhaps strength or ability.

Anyway, just my thoughts, but i agree, it would be nice to find some alternative to the way it was originally set up. Just because i think different people have different play styles and preferences. And this way they get to play the game the way they like it.  :)

Take care,

-Teal

 

Reply #2 Top

Capital ship crew upgrades make it more expensive to purchase a brand new capital ship than to replace an old one (since you don't need to repurchase the crew upgrade).  I think it makes sense to let a player recover from a dead capital ship at a lower cost than buying a new one; losing out on the experience of the dead capital ship is a pretty big catastrophe as it is.

Reply #3 Top

My only compaint is point allotments being limited... why can't I have full 3 pts in a given ability before choosing a second one?  That always irritated me....  I can understand cap limits on abilities... but preventing you from going a straight 3 in one is illogical.... 

Its not like the best abilities could be spammed early game either since the ships can't produce antimatter quick enough to make it a huge deal, but would lend to a bit more variety in game play and tactics.  I would also have liked to seen a level 10 ability...  not anything better than a level 6 ability really, just more variety and a chance to shave a point from someplace else possibly...  or even if you could add that last point to the level 6 ability... that might change planning on the other points allotments and give more variety too.

 For now all lvl10 ships are 3-3-3-1 boring.

Just some thoughts

Reply #4 Top

Many abilties set at level 3 are too strong for early game.  Advent can get the level 3 Colonizer ability for their Prognieter and quickly conquer the galaxy while making Illums and Halycon Carriers with level 3 telekinectic push to bully everyone else.

Reply #5 Top

Jerrasul Evacuator with level 3 nanos = death.  We could probably keep generating examples, but the bottom line is that encouraging diversity and controlling the rate at which capital ships gain in power is definitely good for gameplay.  As for the fact that all capital ships are the same at level 10... well, you almost never get there anyways.