I think the ships of planet-bound heroes should be as useful as those of fleet admirals. The characteristics of admiral ships are:
- add a small amount of damage (significant in early game)
- add some utility or extra capabilities to the fleet, like probing
I think system administrators should get access to modules for their hero ship that can help the system in an appropriate way, for example:
- count as an aircraft during ground battles or somehow affect ground battles/manpower
- affect FIDSI in a modular way, as opposed to the skill tree which is static. There is some benefit to having the flexibility to slot in an industry module then replace it with a science module later, balanced by the cost of upgrading the hero ship
- interact with anomalies and moons to increase yields or perhaps have a chance to discover a new anomaly as they are flying around the planet in their ship
Of course the benefits should become less relevant as the game progresses, in line with the fleet admiral hero ships, which become irrelevant in the late game when the skill tree bonuses are more impactful.
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YeIIow
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YeIIow
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