playable klingons in MP for UDM3

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ruthlessferengi
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playable klingons in MP for UDM3

Post by ruthlessferengi » Wed Dec 14, 2011 9:46 am

ok, klingons r tough to play in mp in udm3... i think they will benefit from the following tweeks...
1. raise pop on sister planets by 20 mln and main planet by 50 mln with corresponding increase in starting fabs by a few units
2. increase security bonus with security center from 4% to 5%
3. give klings a striker with long range speed 3 (reasonable costs)
4. apply hull ram fix
5. increase agility for all light ships to be 25% better than any other race ship and heavies to 10% better
6. increase power of beams by 10%

this is to start with...
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ZeroChance
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Re: playable klingons in MP for UDM3

Post by ZeroChance » Wed Dec 14, 2011 2:05 pm

I have no suggestions to add, but I support these changes :-) I love playing as Klings, they're just really tough to play in mp

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Re: playable klingons in MP for UDM3

Post by gentle » Thu Dec 15, 2011 5:50 am

i think a plus in industry (combined with an increase of pop for home system) will manage to give a win chance for klings. for T1 games 22 turns per factory is to much, it take an eternity to develop a new colony as for T5 games, only to compare, in Omarion, with fanatic morale and 50 type 9 factory a CC is completed in 4 turns, for Qo`nos, 45 factories (maximum for kling home system) it take 6 turn to complete. An increase in industry will also partial solve their pathetic intel and their weak ships, allowing klings to compensate with number what they miss in quality. "taH pagh, taHbe' "?

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ruthlessferengi
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Re: playable klingons in MP for UDM3

Post by ruthlessferengi » Thu Dec 15, 2011 3:31 pm

well put
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Re: playable klingons in MP for UDM3

Post by thunderchero » Fri Dec 16, 2011 8:45 pm

Hi Everyone,

yes I have been watching this post.
ruthlessferengi wrote:ok, klingons r tough to play in mp in udm3... i think they will benefit from the following tweeks...
1. raise pop on sister planets by 20 mln and main planet by 50 mln with corresponding increase in starting fabs by a few units
2. increase security bonus with security center from 4% to 5%
3. give klings a striker with long range speed 3 (reasonable costs)
4. apply hull ram fix
5. increase agility for all light ships to be 25% better than any other race ship and heavies to 10% better
6. increase power of beams by 10%

this is to start with...
1. I don't think pop will be raised but am considering raising production.
2. I will be adding the intel fixes that fixes the 100% bug so security would be able to exceed 100%
3. sorry giving that speed advantage would be too much.
4. it will be added
5. After looking at agility it looks like they are inline with other races maybe after being able to build quicker this would even out.
6. See answer 5 (more ships more power)

Also some other small building changes will be added (not sure yet this, depends on new code).

thunderchero

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Re: playable klingons in MP for UDM3

Post by gentle » Sat Dec 17, 2011 3:26 am

excellent :D

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ruthlessferengi
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Re: playable klingons in MP for UDM3

Post by ruthlessferengi » Sat Dec 17, 2011 5:44 pm

warrior race should have warrior advantage... we may keep their intel at current level, slightly raise production, but lets make their ships more powerful, TTs more deadly... lets incearease range for tts and or speed... agility shud be better than other races... when do u think the update will be coming? i suppose there may be changes to resolution that will be bundled with this:) ?
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Re: playable klingons in MP for UDM3

Post by Dr_Breen » Wed Dec 21, 2011 8:21 pm

totally agree with rf. love playing the klingons, but they're a pain to play trough a whole game in udm 3
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