@Malanthor, thanks for the detailed feedback. I really appreciate it.
edit: i like it, cool concept, high quality and nicely done, im looking very much forward to the new races, Furry animals and uploaded humans fwt! Really original thinking there hehe.
I've always liked things like shadowrun, so thought it would be fun to adapt a concept like that to sins.
regarding the abbility infected beam blast, at stage 3 according to its info it seems to be actually getting worse than at stage 2. Same damage, longer cooldown, takes more matter etc. I havent checked if it actually is better or whatnot, just thought id mention it.
Noted and will be fixed. I apparently missed adjusting the values for this other than AM and cooldown. I've decided to make some different tweaks here that will make the ability cause more sustained damage at level 2 and 3.
Also plague starbases have cosy sounding names, i dont know if its possibly to give them more evil sounding ones?
Good point. They are all names of demons or angels that fell with Lucifer. I may mix some of the names around so the starbases are a little more aptly named.
The spider shipyard, maybe making it more alien would be an idea, a spider is a great idea as many people is afraid of it, but seeing this is in space with aliens maybe its a little to earthly, how abouth keeping the essential bug aspect but making it more "alien" meh just a thought, its good as it is imo, i just threw it out there for nitpicks sake.
Hehe... I was bored one day and made a spider and wondered what it would look like as a module in Sins
It may be a little over the top... On the flip side though the Nephilim and Plague's origin are most likely from Earth as part of their lore.
The descriptions for endo.. growth and the similar research abbilities are very easy to misunderstand, so maybe a little change in what it reads. From what it reads it seems to be affecting only frigates and caps at rank 3, but it pretty much affects everything buildings included.
Noted. This was a difficult piece to design (see next comments). And yes it does affect module too, I'll look at the descriptions to see if there is any in game help I can provide to explain why you want this research.
And what abouth making each upgrade upgrade a different area, now its just 10% cooldown, 10% faster shield etc on each stage, atleast according to the info, biologically speaking if you uppgrade the extracellular its bound to do one thing and if you upgrade the endospore it will prob do another thing entirely. Also just a thought.
This was a difficult concept to design and code to satisfaction (not redundant, I added satisfaction
). I originally started with the growth abilities working focusing on different areas, but slowly moved towards this approach for several reasons. I like what I ended up with but could probably do a little tweaking to make the levels a little different but still enticing to level up through.
the holy light upgrade for nephiim dont seem to do anything, it dont pop up for me when i research it and i also dont understand what its supposed to do based on its description.
It should operate similar to Meteor Shower right now and adds the "Holy Light" ability to the nephilim starbase. I want to add some different buffs to it down the road but it should work. I'll check the descriptions and make sure it still works in game though it did in my previous testing.