Master of Orion

Master of Orion

Tactical Mod 3.7
 This topic has been pinned, so it's probably important
vaaish  [developer] 8 Jun @ 6:25am
Dev Changes for 3.8
3.8
Increased Meklar use of drones on larger ships
Increase Terran use of drones on larger ships
Shifted Alkari to be more drone focused due to their individualistic pilot nature
Fixed Mrrshan destroyer blueprint using Death Rays
Deathray damaged reudced 45 -> 34
Adjusted Amoeba
Large Amoeba Plasma Web splash reduced 15 -> 10
Large Amoeba Plasma Web weapon range 40 -> 35
Large Amoeba Plasma Web damage reduced 35 -> 30
Large Amoeba Plasma Web AP reduced 20 -> 15
Large Amoeba Plasma Web steps reduece 10 -> 5
Large Amoeba Puslar damage reduced 80 -> 45
Large Amoeba shield reduced
Large Amoeba HP reduced 2,000 -> 1500
Medium Amoeba Plasma Web steps reduced 10 -> 5
Medium Amoeba Pulsar Damage reduced 40 -> 30
Medium Amoeba Pulsar AP reduced 15 -> 10
Adjusted Dragon:
Dragon armor reduced
Adjusted Squid:
Space reduced 145 -> 115
Tentacle attack damage reduced 120 -> 75
Tentacle attack AP reduced 20 -> 15
Adjusted Guardian:
Reduced Space 2050 -> 1800
Reduced HP 475 -> 325
Reduced PD 25 -> 15
Added Subspace Teleporter
Added Class X Shields
Removed Rangemaster
Reduced drone bays size 30 -> 25
Reduced starbase CP bonus 10 -> 3
Reduced Battlestation CP bonus 11 -> 5
Reduced Starfortress CP bonus 12 -> 7
Increased Capitol CP bonus 10 -> 12
CP costs adjusted
Bomb Ketch 4 -> 3
Frigate 5 -> 4
Destroyer/Ironclad 8 -> 6
Cruiser/Gunship 16 -> 12
Battleship/Battlecruiser 30 -> 24
Titan/Dreadnought 60 -> 48
Doomstar 80 -> 70
Increased Artemis mine count 8 -> 16
Adjusted pirate beams for more interesting combat
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Showing 1-3 of 3 comments
vaaish  [developer] 8 Jun @ 6:38am 
3.8 is a bit of a shift in Tactical mod in an attempt to address a lack of CP scarcity. Outside of some blueprint and weapon tweaks around drones, my primary task is three pieces:
1. Reduce the total number of CP available
2. Adjust ship CP costs to better align with the new CP values
3. Adjust Monsters battles to be winnable earlier in the game.

My rationale for this is that under the 3.7 CP values, it's too easy to build enough ships to adequately defend entry points from hostile empires when combined with planetary defenses. This makes the game more static, creates less interesting strategic choices, and generates battles that are tactically less interesting because there are too many ships present. To that end I'm drastically reducing CP and adjusting CP costs.

My results so far are that Outposts become less automatic and more strategic as you need the CP to continue expansion or mobile defense against pirates or other empires. Fewer CP means fewer combat ships and a few less exploratory wars by the AI. Battles are more interesting because you care more about each ship since losses are more readily felt. Last of all it means that not every access point can have a fleet sitting on it which opens up more options for you to attack enemy systems and for enemy empires to attack you.

I'll be continuing to test this to get the monster battles honed a bit more but so far I think the shift has been beneficial.
Deathray damaged reudced 45 -> 34
This should be a good change. Will try out 3.8 as soon as it is available.
Last edited by grobblewobble; 8 Jun @ 9:39am
vaaish  [developer] 20 Aug @ 5:46pm 
Just a quick update. I'm liking the feel of the CP changes. I haven't felt as compelled to just rush and plonk down a blocking outpost. Battles are smaller easier to manage and fleet composition feels like it has more impact. I'm taking a small break to reset my perspective before I do a last pass for release.
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