What most needs attention for 6.0?
- Balance: Another pass on champion modules
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15 (3.4%)
- Balance: buff Deflector Drones
-
3 (0.7%)
- Balance: buff Electric Shuttles
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5 (1.1%)
- Balance: buff Etherjets
-
2 (0.5%)
- Balance: buff Flak Turrets
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10 (2.3%)
- Balance: buff Grenade Launchers
-
4 (0.9%)
- Balance: buff Infiltrators
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5 (1.1%)
- Balance: buff MkV Spiders
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3 (0.7%)
- Balance: buff non-core guard posts
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9 (2.1%)
- Balance: buff Raiders
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2 (0.5%)
- Balance: buff Teleport Raiders
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4 (0.9%)
- Balance: give more ships bonuses vs. Artillery (i.e. vs Missile Frigates)
-
2 (0.5%)
- Balance: give Zenith Electric Bombers bonus vs Heavy
-
8 (1.8%)
- Balance: Make 10/10 (somewhat) harder
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8 (1.8%)
- Balance: make human ships tractored by AI ships not trigger deepstrike threat or raid engines
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14 (3.2%)
- Balance: make hybrid plot-intensity affect maturity rate instead of (or in addition to) spawn rate
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12 (2.7%)
- Balance: make hybrids mature more slowly
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5 (1.1%)
- Balance: make MkV younglings attrition again, but be immune to warp gate paralysis
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7 (1.6%)
- Balance: Making multiple-ingress-points (including sattelite worlds) not so much less viable than singe-chokepoint
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21 (4.8%)
- Balance: nerf AI usefulness of zenith bombards
-
7 (1.6%)
- Balance: nerf Area Mines
-
1 (0.2%)
- Balance: nerf Medics
- 0 (0%)
- Balance: nerf Munitions Boosters
- 0 (0%)
- Balance: nerf Shield Bearers
- 0 (0%)
- Balance: nerf Tackle Drone Launcher
-
3 (0.7%)
- Balance: nerf Zenith Beam Frigate
- 0 (0%)
- Balance: reduce Counter-Dark-Matter Turrets knowledge cost
-
7 (1.6%)
- Balance: reduce Counter-missile-turret knowledge cost
-
7 (1.6%)
- Balance: reduce MarkIII scout knowledge cost
-
13 (3%)
- Balance: reduce Zenith Space Time Manipulators knowledge cost
-
11 (2.5%)
- Fix: (Apparently rare) Human units showing up on far-distant AI worlds, possibly due to scapegoat regeneration.
-
5 (1.1%)
- Fix: AI Engineers not repairing
-
11 (2.5%)
- Fix: AI ships getting stuck and/or jumpy movement
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11 (2.5%)
- Fix: Auto-gather-knowledge units getting stuck (sometimes nebula-related)
-
5 (1.1%)
- Fix: Auto-kiting units sometimes kite out of range
-
4 (0.9%)
- Fix: Cloaked ships spawned by super terminal not attacking
-
8 (1.8%)
- Fix: Human FRD ships not always regathering at FRD point
-
7 (1.6%)
- Fix: Human ships sometimes autotargetting wormhole guard posts
-
1 (0.2%)
- Fix: Intel Summary Wormhole Guard Post count is just called "Guard Posts"
-
5 (1.1%)
- Fix: Making Hybrid preferred target doesn't seem to work
-
10 (2.3%)
- Fix: Preservation Wardens not showing up
-
5 (1.1%)
- Fix: Super Hybrids spawning despite there being nothing for it to do.
-
4 (0.9%)
- Fix: Wave warning counts counting starships twice
-
4 (0.9%)
- Mapgen: have separate seeds for map layout and everything else.
-
11 (2.5%)
- Mechanics: make threatballs do something else if they don't attack after a while
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24 (5.5%)
- Mechanics: Semi-random variation in how knowledge is distributed across planets (details)
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8 (1.8%)
- Text: rename Hybrid Hive Spawner to Hybrid Hive Nest
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4 (0.9%)
- UI: A way to band-select only one's own ships in multiplayer.
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7 (1.6%)
- UI: be able to give attack (and set-preferred-target) orders by right-clicking the planetary summary box
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13 (3%)
- UI: change auto-FRD to "gets set to FRD whenever it enters an allied planet"
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9 (2.1%)
- UI: have astro train attacking a command station not show a warning
-
5 (1.1%)
- UI: Make hybrid's displayed mark number reflect their maturity
-
17 (3.9%)
- UI: make the zoom values on the QWER keys more useful
-
5 (1.1%)
- UI: provide way to make a specific space-dock/factory not send ships to warp gate
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8 (1.8%)
- UI: reorder turrets on buy menu so basic, mlrs, missile, and laser are together
-
14 (3.2%)
- UI: show icons for devourer and trader on galaxy map
-
16 (3.7%)
- UI: Show System Mark in Intel Summary
-
8 (1.8%)
- UI: Show the selection description window on the galaxy map
-
6 (1.4%)
- UI: support subfolders for save/load
-
15 (3.4%)
Total Members Voted: 0