![]() Sola gets energy and kinetic reduction together till she can fire twice, then i up her damage and accuracy The yellow ryder also gets additional hp and armor to be able to survive missiles that do get to her, and 1 or 2 upgardes in dodging ![]() To claude i up her to 120 energy to use the gravity gun twiceĬhigara only gets a pair of hp upgrades and if i feel kind, a shield extension upgrade.Īsaga and the yellow ryder get kinetic reduction for their guns from 30 to 25 and both get increased accuracy for mopping up enemy riders Specialize ryders, one rider is good enough for increasing the dodging, another juts for the damage and some just for nothing at all, Guessing and experimenting is part of the game, yes giving 5 energy to that unit may seem as pointless, but givign 15 energy to that unit with kinetic AND mixing it up with reducing the kinetics costs can make the difference between shooting twice earlier or not (sunrider, energy upped to 115, kinetic costs reduced to 56 roughly), compared to reducing kinetic costs to 50 which would take hell of a longer time. Giving people better options (or better guidance) would make learning and playing the game more fun - and isn't people having more fun with your game what you want? :-) That's relatively easy to figure out if you're math-savvy, but not everyone is. In order to make use of energy upgrades, you must either change the efficiency of your weapons OR move EN in multiples of 10 as well. For example, spending money to shift from 100EN to 105 EN on a given base unit provides _nothing_ in every case, because all units start with abilities that are multiples of 10. I imagine that would make those upgrades more expensive, but it would simplify your choices between battles tremendously.Īnother, even better, thought, would be an upgrade advisor: here's some suggested upgrades, prioritized for combat and survival efficiency, considering the units you have and how they're upgraded already. I wish, perhaps in a future revision, that there were consolidated options: Ship Tech and Ryder Tech, or even just Tech that stretched across your fleet. It's a huge pain to decide the trade-offs between units at this point, and money isn't becoming that much more plentiful. Stares is aboard, which I suspect completes my ryder complement - that yields seven units (six ryders plus the ship) to consider upgrading every time I get a little money. I do have a wish, however - mainly that upgrades were less of a hassle/guessing-game.
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