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suggestion:invasion module stats should change

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12 years ago
Sep 1, 2012, 11:09:46 AM
i find new invasion tech not always result in better module.ie,2nd invasion module is 80+30% mp to ship,3rd invasion module is 360mp.so here is a cruiser class ship,can carry about 20 invasion module(with +30% tonnage trait and other tonnage tech),so



2nd module mp=80*20*(1+30%*20)=11200

3rd module mp=360*20=7200



and i test this two ship invade ai home plant with single ship,2nd module cost 4 turns,3rd cost 6 turns.



but 3rd invasion tech is much higher cost than 2nd,why i spend so much science result in worse module,so i think invasion tech stats should change.
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12 years ago
Sep 1, 2012, 12:57:30 PM
Anywhere that a module adds a percentage of something needs to be used with care - the actual gain will depend on the ship it is used in and maybe where that ship is built. Depending on the MP base used for the +30%, the IP could benefit from defenses as well from the system improvements which increase HP. If there were an IP metric, you would be able to see the effects as you design the ship.



Two of the power modules reduce HP by 20% which can result in some of the same type of thing especially when used with the armour which adds a percentage of HP.
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