Been playing a more economic-based game and will be making the following adjustments for r3 (Probably early next week). They will not take effect in prior r1/r2 starts so I suggest making them manually through the options for a more rounded experience
1. Shift M3 class fighters to small group from medium. There are two reasons to do this; First, it makes existing swarms slightly harder; Secondly, the cost of using an M3 to generate eggs (with the small potential of getting a m1/2/7 egg since they are a medium and large potential of an M6/8 egg) was basically free money and ships. Swarms will need to be adjusted as well.
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Ships > Small > Add Fighter
Ships > Small > Add Advanced Fighter (XRM Only)
Ships > Medium > Remove Fighter
Ships > Medium > Remove Advanced Fighter (XRM Only)
Swarms > Mediums > Half both min and max values
2. Reducing swarm count. Currently the economic devastation is a bit too high from the swarms and I suggest reducing the number of swarms in the universe from the r1/2 default of 1 per 30 sectors to 1 per 45 or 1 per 60 sectors (So 75% or 50% of the current value, i.e. 8=4 to 6)
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Swarms > Number of Swarms > Set to reduced value
3. Reducing the number of eggs/wilds for performance reasons.
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Eggs > Small > Set to 125
Eggs > Medium > Set to 75
Eggs > Large > Set to 25
Wilds > Set to 150
Other changes which will be made and take instant effect in r3, but cannot be done through the options include:
1. M5's will not be able to generate eggs. This will lessen the egg spam in sectors and prevent the same M3 issue for small/medium eggs.
2. Player Egg generation costs will increase by roughly 50% of hull consumed
3. Eggs cannot generate eggs
4. Egg naming for players will go from 'Small Player Egg' to 'Your Small Egg'
5. Player-owned eggs and hatched vessels will not begin undamaged with all weapon slots filled. They will have from 50-90% hull and have a 50% chance, per slot, of an empty weapon slot
Plus whatever else I fix/change/add