View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001373 | AI War 1 / Classic | Suggestion - New Unit Ideas - Turrets and Defenses | Nov 15, 2010 10:26 am | Jan 3, 2011 11:45 am | |
Reporter | Winter Born | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Summary | 0001373: Counter for AI counterattack guard post | ||||
Description | Warp jammer Command stations serve the purpose of protecting planets from wave from undestroyed adjacent warp gates. The player has control over both parts of this problem/counter by choosing to build the warp jammer or destroy the warp gates. With the counterattack guard post this com station is almost useless as the player has no control over the origin of the attack. I would like to see a "Warp Jammer "Device", could be a starship line or ... I would expect this to have very low ship cap, kn, energy, and mineral costs to operate as the existing warp jammer com station. This would give the player the ability (at a cost) to not have to play against the equivalent of a "Backdoor Hacker AI" every single game. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0001359 | closed | Chris_McElligottPark | Option to remove counterwave [guard posts]. |
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The most I'd like to see would be some expensive way to safely disable the post for situations when I can absolutely not allow the counterattack to happen (e.g. blackholed system with a very high mark post on it) but even then I think I should probably just shoot it dead as the counterattack isn't THAT dangerous. |
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This has a lot more bearing now the warp waves have been beefed up at higher AIP. Imagine letting a 1000+ size force of mark III fleet ships into your core systems when you're trying to secure a system to serve as a forward attack post to take down the AI homeworlds. Fun times. |
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KDR sound like you would like to have an "inhibitor/paralizer" that would disable the counterattack post while you attacked it. Hmmm if the counter attack GP was suseptable to EMP then for a small AIP you could knock it out long enough to kill it. |
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With some of the changes coming in the next release to the counterattack guard post, I don't think this will be needed any longer. But at any rate, if you're able to just counter these so easily, they become rather pointless. And if the countering them is difficult, then people will still do it and will complain about how difficulty it is, and how it's a case of micromanagement, etc. It becomes knowledge raiding all over again. I'm going to redo counterattack waves in a way that should make people happier, though, while still keeping to the main intent of what I was doing. |
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Well, I'm not sure if a counter to this is the way to go, but if we do one, how about adding a new "Warp Cascade Interdictor" structure: 1) Requires significant knowledge investment to unlock, possibly a tier above the warp jammer on the tech screen, but this wouldn't be a command station. 2) Costs a significant chunk of metal and crystal, and has a significant energy use. 3) When a counter-wave is spawned, it is forced to target the cascade-interdictor's planet, but the interdictor is destroyed in the process. If you wanted to be mean, the interdictor could disrupt supply in a co-processor fashion ;D |
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Ah, ninja'd, sounds good :) |
Date Modified | Username | Field | Change |
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Nov 15, 2010 10:26 am | Winter Born | New Issue | |
Nov 15, 2010 10:27 am | Winter Born | Description Updated | |
Nov 15, 2010 10:28 am | Winter Born | Relationship added | related to 0001359 |
Nov 15, 2010 11:36 am | KDR_11k | Note Added: 0003564 | |
Nov 15, 2010 11:41 am | Malibu Stacey | Note Added: 0003565 | |
Nov 15, 2010 12:58 pm | Winter Born | Note Added: 0003592 | |
Nov 15, 2010 1:02 pm | Chris_McElligottPark | Note Added: 0003593 | |
Nov 15, 2010 1:02 pm | Chris_McElligottPark | Status | new => resolved |
Nov 15, 2010 1:02 pm | Chris_McElligottPark | Resolution | open => no change required |
Nov 15, 2010 1:02 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 15, 2010 1:03 pm | keith.lamothe | Note Added: 0003595 | |
Nov 15, 2010 1:04 pm | keith.lamothe | Note Added: 0003596 | |
Jan 3, 2011 11:45 am | Chris_McElligottPark | Status | resolved => closed |