hello fellow starlords and gm's,
Despite many suggestion in the past from all over the world from other members, not much balance is to find among classes. For example, the discover class is by far still the best.
As a veteran player (not pro) Here some things and thoughts, I would change. First some class balance, despite reward events that gives a free class change. Many rookie players, still choose the collector class. Why? On paper the bonus it provides is juicy too new players. But servers has economy and fly speed and nuch more, also it is a pvp game, making this class eventually the worst out of the 3. With these changes below, I hope to provide better bonuses and make it easier for some classes to recover after an attack. (Everything written is done on mobile)
Collector stage 1:
+25% mine production
+10% energy production
+100% speed for Transporters (New) now includes recyclers
+25% cargo bay for Transporters
+50% Crawler bonus
+10% more usable Crawlers with Geologist
Overload the Crawlers up to 150%
+10% discount on acceleration (building)
(new) +10% production speed for planetary defenses
Collector stage 2, wich activates after being a collector class for 21 days (3 weeks):
+35% mine production
+15% energy production
+100% speed for Transporters now includes recyclers, pathfinders and colonisation ships.
+25% cargo bay for Transporters
+50% Crawler bonus
+10% more usable Crawlers with Geologist
Overload the Crawlers up to 150%
+10% discount on acceleration (building)
+20% production speed for planetary defenses
(New) +5% recovery, for planetary defenses
Collector stage 3(final), wich activates after a additional 42 days (6 weeks) being the collector class (total time from stage 1, 63 days):
+45% mine production
+20% energy production
+100% speed for Transporters now includes recyclers, pathfinders and colonisation ships.
+25% cargo bay for Transporters
+50% Crawler bonus
+10% more usable Crawlers with Geologist
Overload the Crawlers up to 150%
+15% discount on acceleration (building)
+30% production speed for planetary defenses
+10% recovery, for planetary defenses
(New)-10% production cost for planetary defenses, crawlers and cargo ships
(New)+ 2 armor levels
General stage 1:
+100% speed for combat ships
+100% speed for Recyclers
-25% deuterium consumption for all ships
+20% cargo bay for Recyclers and Pathfinders
A small chance to immediately destroy a Deathstar once in a battle using a light fighter.
Wreckage at attack (transport to starting planet)
+2 combat research levels
+2 fleet slots
+5 additional Moon Fields
Detailed fleet speed settings
+10% discount on acceleration (shipyard)
(New) +5% attack stats (1.05 modifier) for planetary defenses
General stage 2:
+100% speed for combat ships
+100% speed for Recyclers
-30% deuterium consumption for all ships
+25% cargo bay for Recyclers and Pathfinders
A small chance to immediately destroy a Deathstar once in a battle using a light fighter.
Wreckage at attack (transport to starting planet)
+2 combat research levels
+2 fleet slots
+6 additional Moon Fields
Detailed fleet speed settings
+10% discount on acceleration (shipyard)
+5% attack stats for planetary defenses
(New)+5% defense stats for planetary defenses
General stage 3 (final):
+150% speed for combat ships
+150% speed for Recyclers
-35% deuterium consumption for all ships
+30% cargo bay for Recyclers and Pathfinders
A small chance to immediately destroy a Deathstar once in a battle using a light fighter.
Wreckage at attack (transport to starting planet)
+3 combat research levels
+3 fleet slots
+7 additional Moon Fields
Detailed fleet speed settings
+10% discount on acceleration (shipyard)
+10% attack stats for planetary defenses
+10% defense stats for planetary defenses
Discoverer stage 1:
-25% research time
Increased gain on successful expeditions
+10% larger planets on colonisation
Debris fields created on expeditions will be visible in the Galaxy view.
+2 expeditions
-50% chance of expedition enemies
+20% phalanx range
75% loot from inactive players
+10% discount on acceleration (research)
(New) expeditions have a small chance for finding artefacts (lifeform)
Discoverer stage 2:
-25% research time
Increased gain on successful expeditions
+15% larger planets on colonisation
Debris fields created on expeditions will be visible in the Galaxy view.
+2 expeditions
-50% chance of expedition enemies
+20% phalanx range
75% loot from inactive players
+10% discount on acceleration (research)
expeditions have a small chance for finding artefacts (lifeform)
(New)+50% speed for pathfinders and colonisation ships
(New)+10% expedition fleet speed (when flying towards xx.xxx.16)
Discoverer stage 3 final:
-35% research time
Increased gain on successful expeditions
+15% larger planets on colonisation
Debris fields created on expeditions will be visible in the Galaxy view.
+3 expeditions
-50% chance of expedition enemies
+25% phalanx range
75% loot from inactive players
+10% discount on acceleration (research)
expeditions have a (changed) large chance for finding artefacts (lifeform) when not returning with ships or resources
+50% speed for pathfinders and colonisation ships
+20% expedition fleet speed towards xx.xxx.16
(New)+2 shield level
Next to class balance I also thought about planetary defenses.
Now planetary defense do nothing when your Moon is under attack.
Maybe when reaching level 17 in laser technology. "Thanks to your outsanding laser technology knowledge, all planetary defenses have been vastly improved and now cover a larger area than before." 25% from your Planetary defenses helps your moon in combat. These defenses cannot be destroyed by attacks on your moon. 25% of your moon defenses helps your defenses off your planet under an attack, moon defenses cannot be destroyed by attacks on your planet.