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disappointed, figured a kinggath team would of known better

Lady Athena

New member
Quite honestly disappointed I have to add/remove this mod constantly in playthroughs just to get a good experience with it.

The mod is far more frustrating than anything, and that's sad because the mod at its core is good.

Grievances, frustrations:

- Once you download this mod, it utterly hijacks the game, and makes the game Bethesda WatchTower....

- Every ship that lands on planets is now Watchtower ships.. gone are the days other ships land.

- You're CONSTANTLY harassed by Watchtower to the extreme.. Even if you set the frequency low.

- Watchtower items are labeled as contraband, so you're constantly having to either leave it, or deal with dumping it somewhere if you don't want to do the main story of the mod yet. Both options feeling bad.

- Mod starts stupid early... Kinggath mod team should of learned from previous experiences with Sim Settlements 1, and 2 about starting mods super early, and giving the player a choice of when to start.

- Supply drops are lack luster, and orbital bombardment is weak sauce. (Maybe it upgrades, but honestly a missile of that size should obliterate everything within its vicinity


The balance of the mod in general is just horribly unbalanced.... orbital strikes should be powerful, but costly. Instead, they're spam happy, and weak sauce...

WatchTower components should again be more on the rare side, as a rare component to find to upgrade stuff with, not used willy nilly for everything, shoving it down our throats by the gallons with the millions of Wachtower spams you're gonna get everytime you decide to take 5 steps. (obvious exaggeration but it certainly starts to feel this way the longer you play and that's my ultimate point)


For a kinggath mod that actually costs money, I'm actually disappointed at how lack luster, and unbalanced it is. I'm not going to say its low effort, but zero effort was put in in terms of actually giving the player a good balanced experience.
 
In order to be able to survive I had to spend hours doing research to make better weapons, suits, packs, ship skills and such. I researched on you-tube how to get the best weapons, skills needed to do so and showed different levels of wicked power depending on the skills and player level. I currently have a fleet with maximum firepower in game. It can be done but it takes preparation, I would bet that the concept of the Watchtower might become part of the starborn history when you consider they had no problem promoting the mod.
 
All this sounds subjective tbh and coming down to your mods. I have not experienced only watchtower ships landing. Getting harassed by Watchtower is pretty much the same frequency you get radiant spacer, crimson & varuun radiant attacks. That already happens in game. Watchtower doesn't begin till you're 15 and travel. Sim Settlements 2 started as soon as you placed your first beacon so if you went through minutemen questline you would have already started SS2 in the very beginning of the game.
 
Gosh. Everything listed above as negative points are exactly the things I loved about this creation. It created a sense of urgency and stress. Like being hunted. That was the in-story reason for needing a fleet. I loved that. But its certainly useful to hear when players feel the opposite to me. I'm sorry you didn't have fun with it.

Apart from watchtower specific locations like arrays, I didnt find watchtower more often than the other factions for random encounters. There was a bug about that in an earlier build. But if youre up to date, it shouldn't happen.

Now arrays can be a nasty surprise when exploring. There were certainly some "ahhh! run away!" space encounters (like the first time I flew to the Key, omg), where i was forced to grav jump immediately out of danger. For me, this added to the pleasure if feeling hunted and harassed. I think players forget that, running is an option. I certainly didn't fight every time.

I heard lots of people say watchtower should be left until a little bit higher level, for new players. The problem is that many players reach the end of the main quest by level 30, so it can't be left that late. Maybe Torin should have a voice line saying "From now on, keep your grav drive powered up. If you encounter watchtower, run. Until you're sure you're ready to face them".

...just to remind players that running away is actually an option. If the threat of watchtower is removed, there's really no point in any of the Fleet stuff or story.

The inconvenience of watchtower tech being contraband was actually immersive for me. And I hope that part isn't changed. I had to decide whether to loot these items or when to jettison them if I couldn't get back to stardock.
Again, that jettison option is there, and works until the scan is complete.
For players who have less experience with dumping contraband maybe Torin should mention "Watchtower components are highly illegal, so make sure you store them in your cargo hold and be ready to jettison them if you get scanned."

...just to remind new players that jettison exists, but you can only jettison from the cargohold and not your backpack!
 
Gosh. Everything listed above as negative points are exactly the things I loved about this creation. It created a sense of urgency and stress. Like being hunted. That was the in-story reason for needing a fleet. I loved that. But its certainly useful to hear when players feel the opposite to me. I'm sorry you didn't have fun with it.

Apart from watchtower specific locations like arrays, I didnt find watchtower more often than the other factions for random encounters. There was a bug about that in an earlier build. But if youre up to date, it shouldn't happen.

Now arrays can be a nasty surprise when exploring. There were certainly some "ahhh! run away!" space encounters (like the first time I flew to the Key, omg), where i was forced to grav jump immediately out of danger. For me, this added to the pleasure if feeling hunted and harassed. I think players forget that, running is an option. I certainly didn't fight every time.

I heard lots of people say watchtower should be left until a little bit higher level, for new players. The problem is that many players reach the end of the main quest by level 30, so it can't be left that late. Maybe Torin should have a voice line saying "From now on, keep your grav drive powered up. If you encounter watchtower, run. Until you're sure you're ready to face them".

...just to remind players that running away is actually an option. If the threat of watchtower is removed, there's really no point in any of the Fleet stuff or story.

The inconvenience of watchtower tech being contraband was actually immersive for me. And I hope that part isn't changed. I had to decide whether to loot these items or when to jettison them if I couldn't get back to stardock.
Again, that jettison option is there, and works until the scan is complete.
For players who have less experience with dumping contraband maybe Torin should mention "Watchtower components are highly illegal, so make sure you store them in your cargo hold and be ready to jettison them if you get scanned."

...just to remind new players that jettison exists, but you can only jettison from the cargohold and not your backpack!
Makes one wonder IF jettisoned good can be recovered at a later date if you return the area where they were dumped? Could other factions recover it instead? just a thought. I still think if you are in the UC or you are a sheriff you should be able to call the illegal goods "evidence" and be able to retain the illegal goods, but would you have to turn them in for a reward?
 
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