The build speeds for higher-mark ships last build were sloooow.
Marks 1-3 for fleets not on friendly planets build at full speed. Slowdown is 1.25x at mark 4, 1.5 at mark 5, 1.75 at mark 6 and 2.0 at mark 7. On the previous patch it was something like a 7x slowdown.
That sounds better, but I still don't get the problem that this modification is supposed to be solving. Frankly, I feel it's a modification of "just because".
I mean, there are already more ships as you level-up, which brings the total rebuilding time higher, and the game pushes you toward building 2 fleet as large as possible thanks to AI Eyes limiting you to 2 fleets, and often deep into enemy territory (so highest level fleet + full fleet extender). Therefore a maxed fleet already takes a LOT of time to rebuild in enemy territory. With 2 mobile factories it was already hard to keep up with your ship being destroyed. And the game does pushes you toward rebuilding into enemy territory.
In practice, if you do multiply the number of factories and engineer, you get limited by metal anyway (and, you can do just that). The only thing this modification do is force me to L, move my fleet to a group of planets I own so they repair faster and then go back and U instead of just going to a neighbouring neutered planet to rebuild. Yay micro. Or not.
By the way:
- there REALLY should be a move option where the fleets automatically L / start moving once loaded / U when at destination,
- there is a bug when loading : the ship count shown on the minimap are : 10, 20, 30, 50, 70, 80, 700, 800. I do think that there should be some ship counts between 80 and 700.
On a side note, the starting fleets feel bad to me, as there are a lot of spread in ship types. Example:
Default fleet:
- V-wing (generalist)
- fusion bomber (fusion)
- concussion corvette (concussion)
- forcefield Frigate (forcefield)
Default battle station is gravitic, so:
- grenade turret (spash)
- concussion turret (concussion)
- ambush turret (ambush)
Default turret is pike, so disruptive.
Out of the 10 technologies the starting set-up is spread over 6 techs. It's about the same for all other options too. I strongly feel like the ships on starting fleet / defenses should be paired somewhat tech-wise between your defense option and the offense option and specialize you, especially the default one (IE : default fleet only has ships / turrets of 3 different tech types).
That said, that's probably open to debate.
All 139 achievements are now live on Steam, so you can check out what those
That's cool !