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IDProjectCategoryLast Update
0001424AI War 1 / ClassicBalance IssueDec 23, 2010 6:33 pm
Reporterthemachineissentient Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.035 
Fixed in Version4.055 
Summary0001424: fortresses need buff
Descriptionlevel I
4 million HP
8000x30 attack
3000 knowledge

Level II
8 million HP
14,000x40 attack
4000 knowledge

level III
12 million HP
20,000x50 attack
5000 knowledge


in comparison, a Mark one flagship has:
4,875,000 HP
12,000x9 attack
2000 knowledge


For practical game experience, the fortresses are dying quite quickly. Because they have sheltering capabilities, I wouldn't mind seeing the HP boosted by at least 30% of what they are now to become more fortress-like. The zenith starship and the spire starship have higher HP. With the recent wave changes and events, could use fortresses but would rather have starships right now to defend.

A Mark one transport has as much HP as a fortress and costs no knowledge.



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themachineissentient

Nov 17, 2010 8:53 am

reporter   ~0003804

With an HP increase, probably should also have a resource cost increase.

ArcDM

Nov 17, 2010 10:06 am

reporter   ~0003813

Last edited: Nov 17, 2010 10:07 am

I would like to see it become modularized to fit the kind of enemy it need to take on.

HitmanN

Nov 17, 2010 10:21 am

reporter   ~0003814

Modularity would indeed be nice, but for the time being just generally buffing HP and maybe Attack slightly would do wonders. I've noticed I've used Fortresses less these days, though still occasionally do. Looking at the stats closely though, it doesn't seem quite as tempting anymore.

shugyosha

Dec 5, 2010 9:52 pm

reporter   ~0005338

As they have long range the amount of HP seems ok to me. The attack strength seems low to however.

ShdNx

Dec 6, 2010 10:04 am

reporter   ~0005358

Modularity sounds like a very good idea!

I'd also like to see them slightly boosted, but I think around 20% would do the trick.

Chris_McElligottPark

Dec 23, 2010 2:56 pm

administrator   ~0006876

* Fortresses have been significantly buffed:
** Fortresses mark I-III now fire flame waves rather than missiles (superfortresses already did). This lets them now hit ships that are immune to missiles, obviously, but it also increases the movement speed of their shots from 54 to 178: a tremendous boost to their ability to wreak a lot of havok on ships that are fast and/or distant.
** Fortresses mark I-III now have 10x more health (superfortresses already had way more), making them much more substantial in terms of their own surviability.
** The attack power of fortresses and superfortresses have all been increased 10x, making them a lot more formidable again.
** Superfortresses are now 2.5x more expensive than they were before.
** Regular fortresses are now 10x more expensive than they were before.
** Fortresses mark I-III now cost 3x more energy than before, and cannot be put in low-power mode.
** Superfortresses now cost 15x more energy than before, and cannot be put in low-power mode.

TechSY730

Dec 23, 2010 2:59 pm

reporter   ~0006877

Did you make sure that the AI version of the Mk. III fortress does not have more HP than the superfortress (or the AI version of the superfortress, if they have it)? It would be kind of annoying to have to reopen that bug report I made several version ago.

Chris_McElligottPark

Dec 23, 2010 3:13 pm

administrator   ~0006878

Sigh, ok:

* To be consistent with the other fortresses, there is now an AI superfortress with 5x more health than the human counterpart.

TechSY730

Dec 23, 2010 3:19 pm

reporter   ~0006882

Sorry to be nitpicky, but I am a big consistency buff.

Again, sorry if I am being annoying or rude. I'm just trying to help.

TechSY730

Dec 23, 2010 3:20 pm

reporter   ~0006883

Oh, and is it okay if superfortresses are formally considered the Mk. V version of the fortress, rather than its own ship class?

Chris_McElligottPark

Dec 23, 2010 3:22 pm

administrator   ~0006884

That wasn't a sigh of annoyance, I'm actually just as nitpicky and quite grateful you caught it.

As for making them mark V fortresses, that's not something I'm keen to do yet, though.

TechSY730

Dec 23, 2010 3:23 pm

reporter   ~0006886

Last edited: Dec 23, 2010 3:24 pm

Yea, from what I can tell, ships of the same class must have the same side-bar and thus same far zoom icons, which superfortresses have a different one, so I can see why you don't want to do it yet.

Suzera

Dec 23, 2010 3:59 pm

reporter   ~0006901

Last edited: Dec 23, 2010 3:59 pm

I will most certainly unlock mk 1 fortresses now, but they scale ATROCIOUSLY compared to turrets and ships because of the huge reduction in ship cap. Mk2 is only slightly better per ship cap than mk1, where pretty much everything else is about twice as good per cap in mk 2 vs mk 1. Mk 3 cap is just flat worse than mk 1 cap AND costs far more knowledge.

They aren't even exploitable for AE like Lightning Turrets that also get tremendously inefficient at mk 3 (but still might be great because they hit 2000 things each shot).

I suggest moving the ship cap to at least something like 5/4/3, which puts it close to a linear power increase per cap per mk like the ships are getting balanced to.

Chris_McElligottPark

Dec 23, 2010 4:05 pm

administrator   ~0006902

Good point.

* The ship cap of fortresses has been moved to 5/4/3.

MaxAstro

Dec 23, 2010 6:32 pm

reporter   ~0006974

Question: Does SuperFortresses being unable to be put in low power mode include while they are under construction?

If so, I don't think I'll ever be building one again as with their cost plopping one down would be consigning my economy to oblivion until it finished (or am I the only one who uses the strategy of throwing one of these up, leaving it low power until I have some money saved, burning 500k into it, and then putting it back into low power?).

That said, glad to see Fortresses get some real teeth. I look forward to using them (and more commonly groaning in agony when I see them on an AI world :p ).

Chris_McElligottPark

Dec 23, 2010 6:33 pm

administrator   ~0006976

Anything can be put in low power while under construction, no worries.

Issue History

Date Modified Username Field Change
Nov 17, 2010 8:51 am themachineissentient New Issue
Nov 17, 2010 8:53 am themachineissentient Note Added: 0003804
Nov 17, 2010 10:06 am ArcDM Note Added: 0003813
Nov 17, 2010 10:07 am ArcDM Note Edited: 0003813
Nov 17, 2010 10:21 am HitmanN Note Added: 0003814
Dec 5, 2010 9:52 pm shugyosha Note Added: 0005338
Dec 6, 2010 10:04 am ShdNx Note Added: 0005358
Dec 23, 2010 2:56 pm Chris_McElligottPark Note Added: 0006876
Dec 23, 2010 2:56 pm Chris_McElligottPark Status new => resolved
Dec 23, 2010 2:56 pm Chris_McElligottPark Fixed in Version => 4.055
Dec 23, 2010 2:56 pm Chris_McElligottPark Resolution open => fixed
Dec 23, 2010 2:56 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 23, 2010 2:59 pm TechSY730 Note Added: 0006877
Dec 23, 2010 3:13 pm Chris_McElligottPark Note Added: 0006878
Dec 23, 2010 3:19 pm TechSY730 Note Added: 0006882
Dec 23, 2010 3:20 pm TechSY730 Note Added: 0006883
Dec 23, 2010 3:22 pm Chris_McElligottPark Note Added: 0006884
Dec 23, 2010 3:23 pm TechSY730 Note Added: 0006886
Dec 23, 2010 3:24 pm TechSY730 Note Edited: 0006886
Dec 23, 2010 3:59 pm Suzera Note Added: 0006901
Dec 23, 2010 3:59 pm Suzera Note Edited: 0006901
Dec 23, 2010 3:59 pm Suzera Note Edited: 0006901
Dec 23, 2010 4:05 pm Chris_McElligottPark Note Added: 0006902
Dec 23, 2010 6:32 pm MaxAstro Note Added: 0006974
Dec 23, 2010 6:33 pm Chris_McElligottPark Note Added: 0006976
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue