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IDProjectCategoryLast Update
0001165AI War 1 / ClassicSuggestion - Balance TweaksJan 3, 2011 8:19 pm
ReporterMoonshine Fox Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.028 
Fixed in Version4.060 
Summary0001165: Scout Starships too fragile?
DescriptionOkay, so in my current game, a full cap of Mark I starships will not make it across a Mk III planet (sometimes not even across a Mk I, depending on configuration). Since they have no cloaking boosters and hilariously low HP, they are usually dead before even speeding up from wormhole entry.

I tried pairing them up with Mk II Scout Starships as well, but the result was similar. The only time the even managed to cross a starsystem (Mk III and above) was when they were paired with a full cap of Mark II Scouts for cloaking boosting.

Can something be done about this, because as it stands, I don't think I'll ever be unlocking Scout Starships. They are simply way too flimsy and weak for scouting. Both due to low HP but also due to lack of boosting.
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Toll

Nov 6, 2010 6:51 pm

reporter   ~0002856

Yeah, the only reason for unlocking scout starships is for the Mk. IV (perma-cloaked, yum). Giving them 5x cloaking boosts (or more; they are, after all, a starship) would likely go a long way towards remedying this.

Malibu Stacey

Nov 8, 2010 9:53 am

reporter   ~0002924

Last edited: Nov 8, 2010 9:55 am

Agreed. I tried using them for actual scouting & in my experience they're worse than level 2 scouts & only marginally more useful than level 1 scouts due to the lack of cloaking boosters.

A blob of 10 level 1 scouts gets further into AI territory than a blob of 5 level 1 scout starships which is clearly wrong.

Also now that the AI no longer has turrets everywhere, is counter-sniping really that much use? I used to have one or 2 of these things with my battle fleets for the counter-sniping flares but I don't see any use for them at all anymore.

Lancefighter

Nov 8, 2010 1:56 pm

reporter   ~0002954

counter-sniper fire is very useful - my fleet always has all 5 scout starships, unless my other fleets need counter-sniper support

unfortunately, ive never really saw reason to unlock any new scout starships, because cloaking starships also provide countersniper at a better range (not to mention cloaking)

Chris_McElligottPark

Jan 3, 2011 8:19 pm

administrator   ~0007400

* Scout starships have received some rebalancement:
** Mark I now have 120k health instead of 80k.
** Mark II now have 4x the health of mark I instead of 2x.
** Mark III now have 8x the health of mark I instead of 4x.
** Mark IV now have 10x the health of mark I instead of 6x.

Issue History

Date Modified Username Field Change
Nov 6, 2010 6:35 pm Moonshine Fox New Issue
Nov 6, 2010 6:51 pm Toll Note Added: 0002856
Nov 8, 2010 9:53 am Malibu Stacey Note Added: 0002924
Nov 8, 2010 9:55 am Malibu Stacey Note Edited: 0002924
Nov 8, 2010 1:56 pm Lancefighter Note Added: 0002954
Jan 3, 2011 8:19 pm Chris_McElligottPark Note Added: 0007400
Jan 3, 2011 8:19 pm Chris_McElligottPark Status new => resolved
Jan 3, 2011 8:19 pm Chris_McElligottPark Fixed in Version => 4.060
Jan 3, 2011 8:19 pm Chris_McElligottPark Resolution open => fixed
Jan 3, 2011 8:19 pm Chris_McElligottPark Assigned To => Chris_McElligottPark