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Synergy2255

Corporal
May 5, 2020
49
9
It's been awhile since AoW PlanetFall got a new update. I have some ideas I would like to share I hope that they are not unrealistic and that they do not stray from the concept. First I would like to say that AoW is an amazing game not just Planetfall but all games in the AoW series. These so called ideas will add greater diversity and make somethings more compatible with each other like mods that are only compatible with certain groups or ablities I will add the following ideas in the list below.

First I would like to start off with the unit mods.

Changes to faction mods for Kir'ko

Kir'ko unit mod: Psi-infected Claws changes the damage channel to Psionic damage channel the description would be the following. (This unit's melee attacks now deals Psionic damage 10 strength chance (6 strength chance on repeating attacks) while keeping the same effects. "Apply concussion, insanity, panic, catatonic or immobilize at random to non-Mindless, Biological or Cyborg for 1 turn" "Additionally, this mod grants the unit 20% increased damage on all abilities" "This Mod can only be applied to Biological and Cyborg units that have a Melee ability". the following units will be affected by the mod and their respective abilities: Ravenous (Ripclaw Gash) (15 kinetic damage) will become (18 Psionic damage), Frenzied (Rending Claws) (10 kinetic damage) will become (12 Psionic damage) and Unleashed (Ravage) (10 kinetic damage) will become (12 Psionic damage) that's if the player/players picks Psynumbra as their secret tech these units will be able to use the Forbidden Mantra and Chimera Focus that can be obtained from Psi-Fish NPC faction.

Kir'ko unit mod: Blighworm Injector changes the damage channel to Biochemical damage channel the description would be the following. "This unit's melee attacks now deals Biochemical damage 12 strength chance (8 strength chance on repeating attacks) while keeping the same effects. "Apply Blightworm infestation to units until the end of combat. A unit infected will explode in a 2 hex radius when it dies dealing 15 Biochemical damage to all units in the explosion except for those using this mod" "Additionally, this mod grants the unit 30% increased damage on all abilities" "This Mod can only be applied to units that have a Biochemical or Claw ability". The following units will be affected by the mod and their respective abilities: Ravenous (Ripclaw Gash) (15 kinetic damage) will become (20 Biochemical damage), Frenzied (Rending Claws) (10 kinetic damage) will become (15 Biochemical damage), Unleashed (Ravage) (10 kinetic damage) will become (15 Biochemical damage).

Changes to Heritor mods

Heritor unit mod: Es'Teq Confiscator changes the damage channel to Entropy damage channel the description would be the following (All ranged attacks made by the unit now deals Entropy damage) while keeping the same effects "8 strength chance to apply Energy Drain (4 strength chance on repeating attacks). On success, the caster gains an Essence Charge, increasing damage)" the ability remains the same. "Additionally, this mod grants the unit 10% increased damage on all abilities" "This Mod can be applied to any unit". This mod will affect every ranged unit regardless of the race that the player/players are playing as and if the player/players picked Heritor as their secret tech.

Heritor unit mod: Es'Teq Gauntlet changes the damage channel to Entropy damage channel the description would be the the following. (All melee attacks made by the unit now deals Entropy damage) while keeping the same effects "8 Strength chance to apply Energy Drain (4 Strength chance on repeating attacks). on success, the caster gains an Essence Charge, increasing the damage it deals" the ability remains the same "Additionally, this mod grants the unit 10% increased damage on all abilities" This Mod can only be applied to units that have a Melee ability". This mod will affect every melee unit regardless of the race that the player/players are playing as and if the player/players picked Heritor as their secret tech.

Another mod slot for units

A fourth mod slot for units which will allow the player/players to balance out their units eg. 1 defensive mod, 1 shield mod, 1 health mod and 1 offensive mod.

Another sector

An 8th Sector for colonies to annex

Increased unit stack size.

24 units in a stack instead 6.

Some new mods for units that have Firearms ability

Psionic infused ammunition to go with Vanguard Psynumbra
Biochemical infused ammunition to go with Vanguard Xenoplague

If anyone would like to add more then please feel free to do so and if anyone likes these ideas please pass them on to the Devs.
 
Upvote 0

so, first of all, there already had been an update named T-Rex and ... the bigger issue: They have stopped developing the game. As such, I doubt there will be any patches that adresses any form of balance.