![]() ![]() So if interaction between Kayto and a Squad is required, you can simply let one of those three speak. In this case I’d say Asaga: a, Kryska: b, Icari: c makes sense. Let the game by default decide who Kayto choses as leader of the respective squads. Three missions: Attack a, defend b, collect c. In addition to the “big battles” add smaller missions where you only have access to fractions of your squad. Include more map/environment in mission design. Collect, activate (insert plot device): Player has to reach different areas of the map, to do whatever the plot requires them to do and then leave. It’s your task to intercept as many as possible. Defend perimeter: Enemies focus on advancing towards specific zones from where they can leave the map. This enemy blocks communication between Captain and one specific allied unit of its choice, causing your unit to do random stuff without your approval. (Marks any unit on battlefield and increases hit-chance for allied units.) Primary: Snipe En 50 (Low damage, high accuracy shot for reliable damage on distant targets.) Sunrider academy stress upgrade#Does devastating damage to any ship, and can’tīe used on Ryders.) Explosives would also be a great purchasable upgrade for Icari. Important: Assassins can’t attack and use stealth in the same turn.Įither they attack and stay exposed, or they use stealth and sneak around.)Įxplosives En: 130 (Limited to 2 per unit, and can only be used when Assassin is next to target ship. Secondary: Stealth (Evasion raised to 80, making it nearly impossible to hit this unit. Role: Eliminating high-priority targets, Taking down Ryders. packs a punch in mid-ranges without running into the player. Has no Laser weapons and encourages player do hide less behind shields. Not equipped with heavy kinetics, or shields and much lighter and less clunky than normal Cruiser. )ĭouble-railgun (4-shots, max dmg 320 per attack) En: 50 I honestly think that the engineers who designed that thing should get fired. (Design of the standard PACT Cruiser is heavily flawed. You could always take them down in a turn or two, and keep your defensive set up. We had these ships with “splash rockets” (forgot the name of those), but they weren’t really a threat. ![]() One thing I didn’t like was that there was too little punishment for super defensive fleet placement. I managed to finish LibDay on Space Whale relatively easily. damage regresses: Field in front of destroyer 2000 dmg, next field 1400, then 800, then 200, then 0 plasma gun has 4 hax range and damages every Unit within its range. Due to lack of complementary weapons often supported by Ryder squads. Average Railgun damage: 6*40=240 max dmg. Railgun: Multiple shot mid-range weapon. Plasma gun/cannon: Extremely devastating close range weapon. Sunrider academy stress how to#Let’s finally forget the story for once, and talk about how to further improve the important aspects of the game in future installments. ![]()
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