View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001185 | AI War 1 / Classic | Suggestion - New Unit Ideas - Turrets and Defenses | Nov 8, 2010 1:52 pm | Jun 20, 2014 5:40 pm | |
Reporter | Lancefighter | Assigned To | |||
Status | considering | Resolution | open | ||
Summary | 0001185: Candy tech: Commandstation Exo-forcefield | ||||
Description | Im thinking a forcefeild that burns a small amount of resource (maybe 5/5?) that provides your command station with a 50m health forcefield or so. The harvestor exo-shields big brother, that people might actually use more ;) | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
has duplicate | 0009534 | new | Exo-shield for command stations | |
related to | 0002655 | considering | Chris_McElligottPark | External Invincibility Device |
related to | 0015446 | new | Exo shields for irreplaceable structures |
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Cool. |
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Hmm. Although 50m health sounds reasonable for the mid-late game, it would basically mean that in the early game your command station would be pretty much untouchable; with only small waves of Mk. I ships, there is no way the AI would have any chance of destroying it. Two ways to deal with this, both with issues: a) Reduce the HP. This may make is suitable for the low-mid game, but make it useless in the late game b) Have it be very expensive (on the order of tens of thousands of crystal and/or metal). This makes it only practical to build in the mid-late game, but it sort of fails to be a "candy tech" at that point. I think this idea has potential though, just tricky balancing issues. Also, would the AI be able to use it as well? |
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my thoughts is that this is the player version of the ai's commandstation shield - they get invulnerable command stations.. also, I feel its also the forcefield counterpart for the player, as the AI gets incredible HP forcefields.. also, 12m hp over each of your harvestors is hard to kill early game as well. Doesnt make it any less a candy tech :p |
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Oh, forgot about the existing exo-forcefields :D Yea, I guess its not that big of a balance issue. |
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Make it like a regular Mk 1 or 2 forcefield except only buildable on the command station, the advantage of the tech would be no ship cap. |
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Out of scope for now, but possible for later. Possibly good for the community dlc poll suggestions. |
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Added another suggestion because it addresses similar issues and it is intended to counter similar things. |
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Sorry for the double post, but in light of the fact that exo-forcefields now get immunity to forcefield immunity, I think the cost needs to be bumped up from the original suggestion. And I do mean all costs, upkeep costs (or resource production nerfs, like the harvester version has), knowledge costs, build costs, time, etc. |
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I think this is beyone candy-tech scope at least :). Hefty knowledge/cost for such protection imo ;) |
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What about adding this as a trader item instead, so its not something you can reliably move forward with your front line? |
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I've never used exo-forcefields, so I want to check if they have a radius or only apply to the harvester/command station (hypothetically)? I have a habit of placing my command stations right next to homeward-facing wormholes in my home cluster, so I can protect both with the same forcefield; obviously, if I could use that to put 50m health forcefields around all the entries to my home world, that would be kind of abusive. In fact, it also concerns me that these might make overly powerful decoys to occupy AI fleets while I prepare my defenses on the next world, as I find the AI tends to prefer wiping out the command station before moving on to the next world --- tho that could just be because I'm still on the lower difficulties. Anyway, if those problems were addressed, I'd like to see them for establishing durable colonies in dangerous areas; I'd vote for them with a substantial knowledge cost. |
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For me it wouldnt be about being able to defend those "durable colonies in dangerous areas" but for a removal of micro. Now I tend to put mk1 FFs around my empire, unlock mk2(and 3) FFs as well as mk3 engies and just zap the engies around speed-building higher mark FFs when and where I need them. This at certain times has quite an impact on Crystals used as well as the fact you always keep having to do this, scrap FF, do it again. For a bit of knowledge/ongoing expenses I could remove this minor bit of unneeded micro. I would be happy if this would be a more costly(/cap-free) additional set of mk1-FFs. |
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I'd say that this makes sense, and would be a very good idea. Making the home command station effectively invincible for the early game isn't really that bad, because if the enemy ships are able to make it through your other forcefields, your colonies and cyrogenic pods will almost certainly get destroyed, punishing you with a quite large early game AIP increase. Perhaps there could be different marks of it, as well, each of them significantly stronger than the normal forcefields of the same mark. Perhaps the mark level of the forcefield could be limited to the mark level of the command station upon which it is placed? |
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Doesn't seem like a bad idea, the exo-forcefield should require the harvester exo-forcefield to be unlocked, and should cost upwards of 5000 knowledge at least, I like the idea of having different mk's for the exo-forcefield which can only be placed on similar or higher mk level command stations, the only thing is the exo-forcefield should only be big enough to cover the command station, and nothing else. |
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well since exo harvestor ffs were changed into a flat hp buff of some sort, and not actually a forcefield, that mechanic would go to commandcenter exos as well |
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Ah, sorry, I only used harvester exo-forcefields in the demo version of the game, which isn't up to date, so I wasn't aware. |
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Derp, here it is, silly me... Thanks Lancefighter. :) How the frip did I miss that? |
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Dunno. Youve even commented here years ago.. |
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Opposed because it can make your homeworld ignorable. The constant threat of enemy raiders slipping through the lines is a big part of the game, and having this would remove it. I think the buff to the home forcefield and the home station itself are enough, perhaps more than enough. |
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I wouldnt really say ignorable - Its more that if I dont notice a handful of raid starships slipping past my 500 turrets, black hole machine, spire city defended doorstop, I dont lose the game INSTANTLY. |
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Actually given what Exo-Forcefields do now, ie make the harvesters cloaked, I find that they are not even worth the knowledge to get. Where as before I could use them to make front line bases more durable, since many types of AI ships will take the time to kill harvesters before diving at my command centers, now they are, imo very useless. Since the new exo-shields make them cloaked, and are cloaked themseves, the AI now ignores them, and goes after everything else, most especially my command center. Now, on to the idea of shield for the command center, I am 100% behind this. Make it an unlockable with multiple mark lvls, and you have something worth the K it should cost. Make it something that only covers the command center itself, and can't be bypassed by forcefield immunity. Also make sure that it can NOT be repaired, but does slowly regen. Possibly make the final mark an exception, where it acts like a medium area shield of the same HP as the previous mark, but able to be bypassed by things with forcefield immunity. However, it wouldn't reduce the firepower of things underneath it. Thus the final level becomes a choice, keep it just for the command center, or spend the K to get a powerful, immobile forcefield that doesn't reduce the firepower of things near it. Perfect for front line bases. But the K costs would need to be 25%-50% greater than normal FFs. |
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I think making this unavailable on a home CC might be a good idea. |
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I think the shield should only be available to the home command station and start at 10mil health but you could build special "Upgrades" for it that are extremely expensive and consume 50000 energy but add 2mil to the force fields health so its basically limited to the number of planets (energy collectors) and resource nodes (converters) you own (needs balancing) so it isn't OP at the start of the game. |
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I agree with making it have multiple mks, but I think that it should work similar to regular forcefield mks, with each mk having a limit, but perhaps cloaking would be too much. |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 8, 2010 1:52 pm | Lancefighter | New Issue | |
Nov 8, 2010 7:29 pm | zebramatt | Note Added: 0003020 | |
Nov 8, 2010 7:42 pm | TechSY730 | Note Added: 0003024 | |
Nov 8, 2010 7:42 pm | TechSY730 | Note Edited: 0003024 | |
Nov 8, 2010 7:49 pm | Lancefighter | Note Added: 0003025 | |
Nov 8, 2010 7:52 pm | TechSY730 | Note Added: 0003026 | |
Nov 9, 2010 10:21 am | KDR_11k | Note Added: 0003069 | |
Nov 23, 2010 8:40 pm | Chris_McElligottPark | Status | new => confirmed |
Nov 23, 2010 8:40 pm | Chris_McElligottPark | Note Added: 0004348 | |
Nov 23, 2010 8:41 pm | Chris_McElligottPark | Status | confirmed => considering |
Feb 2, 2011 5:49 pm | TechSY730 | Relationship added | related to 0002655 |
Feb 2, 2011 5:51 pm | TechSY730 | Note Added: 0009962 | |
Feb 2, 2011 6:25 pm | TechSY730 | Note Added: 0009971 | |
Feb 3, 2011 3:59 am | Ozymandiaz | Note Added: 0009987 | |
Apr 11, 2011 8:30 pm | HTL2001 | Note Added: 0011854 | |
Apr 19, 2011 4:32 am | martyn_van_buren | Note Added: 0011963 | |
Apr 19, 2011 4:32 am | martyn_van_buren | Note Edited: 0011963 | |
Apr 19, 2011 5:14 am | Red Spot | Note Added: 0011964 | |
Apr 21, 2011 12:00 pm | Orelius | Note Added: 0011986 | |
Jul 13, 2011 4:20 am | Zephilinox | Note Added: 0012711 | |
Jul 13, 2011 4:29 am | Lancefighter | Note Added: 0012713 | |
Jul 13, 2011 4:47 am | Zephilinox | Note Added: 0012714 | |
Sep 8, 2012 12:17 pm | Lancefighter | Relationship added | has duplicate 0009534 |
Sep 8, 2012 12:19 pm | TechSY730 | Note Added: 0028266 | |
Sep 8, 2012 12:20 pm | TechSY730 | Note Edited: 0028266 | |
Sep 8, 2012 12:21 pm | Lancefighter | Note Added: 0028268 | |
Sep 8, 2012 6:33 pm | Faulty Logic | Note Added: 0028274 | |
Sep 8, 2012 7:10 pm | Lancefighter | Note Added: 0028275 | |
Sep 9, 2012 3:22 am | Zane Wolfe | Note Added: 0028278 | |
Sep 9, 2012 11:04 am | HTL2001 | Note Added: 0028280 | |
May 4, 2013 6:16 pm | anthony2323 | Note Added: 0031785 | |
Jun 20, 2014 1:58 am | TechSY730 | Relationship added | related to 0015446 |
Jun 20, 2014 5:40 pm | crawlers | Note Added: 0038549 |