Sprouto wrote:Fear not, I believe everything is worth at least a look. I'm not so vain as to think that LOUD is as good as it gets -- there is ALWAYS room for growth and improvement and new approaches and ideas are what keep FA so interesting after all these years.
If you've played much LOUD, you'll surely have noticed quite a few changes to the way certain things work. Nukes (and anti-nukes) have been pushed deeper into the game, being only constructed by Sub-Commanders, and there is NO adjacency bonuses for either one. Furthermore, the build power of the structures has been pushed way up to marginalize the effect that assisting has on them. You can still do it, but the impact is massively diminished. Those changes, at least as far as LOUD is concerned, put nukes in a reasonable perspective.
As with nukes, we've studied the relationship between shields and artillery and the long game for a long time. We've gone thru many iterations, but an important aspect of LOUD was agreeing about the general backstory of how shields work, how effective they are in certain applications, factional differences, and just how far you can reasonably extend the shield metaphor. One feature that's not immediately obvious is that LOUD offers enhanced shield performance thru an adjacency bonus with energy storage units -- or as part of LOUDs integrated storage mod (which incorporates mass and energy storage into resource buildings as an upgrade). While LOUD has the Experimental Square Shield, we've reworked it many times to fit into a realm that keeps it relative to it's smaller brothers, and currently we're toying with the idea of turning it into a pure anti-artillery shield only. LOUD will build them, but as an addition to his robust normal shield matrix. So give the included one's a try and see what you think.
We've recently completed a large review of tactical missiles, TMD, torpedoes and torpedo defenses. It's clear that the static T2 TML is at a disadvantage to almost any other tactical missile firing unit (several ships, mobile launchers, etc). Aside from it's one clear advantage in range, the T2 TML suffers from a low rate of fire and the cost of having to build it's missiles. At present, we're thinking the forced manual fire was just a band-aid, and should likely be removed, turning the T2 TML into a weapon platform just like any other -- outstanding range, but easily defeated by proper deployment of tactical missile defense (which, by the way, has been revised in LOUD). I'm also considering that it may also become 'homing' to further increase it's usefulness -- and make it worthy of it's cost.
Than you for explanation. Also, "LOUD offers enhanced shield performance thru an adjacency bonus with energy storage units" thanks, I didn't know that.
That MK1 shield is insane at 225,000 defense or something. late game I destroy all T3 shields and make all mk1. Even still, the cybran mobile rapid fire artillary and tactical missiles will get through if not careful. This is all without loud mod installed.
I really am happy with loud mod and included blackops, 4dc, total mayhem etc... My only real desire right now is to have all music from vanilla and fa in game and working for battle and peaceful tracks, thank you for help with that.
swaaye wrote:I would like a powerful shield generator as well. I have used that Experimental Shield Generator MK I but for some reason (don't recall why) I use "Advanced Shields V4" instead. Sorian AI does not build the shields in that mod though.
It sounds like LOUD has a lot of shield changes to explore though already. Adjacency bonus is exciting.
One mod I would like is an air crash damage disabler. Debris going through shields and killing the shield generators is pretty irritating...
Hi, nice to see someone else who likes to play defensive turtle style. I prefer MK1 because ai uses it. I am not interested to install any mod that changes game play just for player because I think takes fun out of it. I want ai to be able to do what i do.