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IDProjectCategoryLast Update
0001579AI War 1 / ClassicSuggestion - New Unit Ideas - Economic and Utility UnitsMay 13, 2015 11:30 pm
ReporterWingflier Assigned ToChris_McElligottPark  
Status consideringResolutionopen 
Product Version4.040 
Summary0001579: New Unit Suggestion: Military Builder
DescriptionThe Mobile Builder is a cool unit, but only seems necessary for multiplayer games. Generally, if I want to build something on a planet I own, I'll just capture it first with a Colony Ship and go from there.

Granted, there are some specific situations where they can be useful (building "beachheads" on enemy planets in supply), but for the most part their main role seems to be building on an allied planet in a multiplayer game.

The reason I made this thread is because I thought it would be a cool idea that adds a lot of depth to the game if we made an upgraded version of the Mobile Builder called the Military Builder. The Military Builder would be almost identical to the Mobile Builder, but it would have significantly more health, and could function on planets that were not in supply.

The reason this would be balanced is because even though you may be able to build things that you previously wouldn't able to without supply (Turrets, Shields, Energy, etc.), those things still don't work without supply, so they aren't really abusable. You still have to go through the regular method of taking enemy planets to get the benefit of those things (though I suppose you could build them beforehand, to make things quicker after you capture it).

Some things that you COULD build with the Military Builder that would work outside of supply are Mobile Repair Stations, Transports, and Engineers on enemy planets. Obviously, the benefits of this do not need to be explained.

I was thinking the Military Builder would cost between 5,000-7,000 Knowledge to unlock, and would have a small supply cap, like 5 or so.

I think the Military Builder would open up a lot of options for the player, at a significant Knowledge cost, and without really breaking or imbalancing the game (the game already takes care of out-of-supply mechanics fairly well).

I would like to hear your opinions on this.
TagsNo tags attached.
Internal Weight

Relationships

related to 0001845 closedChris_McElligottPark New Unit Suggestion: Military Repair Station 
related to 0008629 considering Beachhead Supply Station 

Activities

Chris_McElligottPark

Nov 24, 2010 12:43 pm

administrator   ~0004400

I like this a lot, actually.

shugyosha

Dec 5, 2010 9:35 pm

reporter   ~0005335

If this unit would be allowed to build transports players could practically hop around the map without ever capturing a planet making the attrition of transports meaningless.

Nemo

Dec 7, 2010 6:26 pm

reporter   ~0005565

Good point but doing so under fire would still be a challenge.

lyravega

Jan 4, 2011 9:44 am

reporter   ~0007438

They could have a good engineering rate compared to repair maybe. Like this idea

Red Spot

Jan 6, 2011 6:17 pm

reporter   ~0007627

Limit it to 1 and make it rather weak. IF you get it where you need it will be an asset, IF you get it there in 1 piece and can keep it alive.
Possibly redirect some AI-ships to attack it specificaly?
(It seems like a huge asset and so feels to me it should come with some balance that makes it fairly hard to use to its full extend. Just a steep cost of knowlegde doesnt make it hard to use, just makes the decision to unlock it a bit harder.)

Prezombie

Mar 26, 2011 7:45 am

reporter   ~0011482

AFAICS, anything the mobile builder can make can be brought along, or requires supply. This is obviously to limit beachheading to only neighboring planets. It does suggest that there's not enough support ships that are any good outside supply. Perhaps this military builder could have a small selection of OOS turrets unique to it, or a short ranged supply station that could be build on AI owned planets, only supply that planet at a cost of 2-3 M3 generators.

HTL2001

Mar 27, 2011 9:35 pm

reporter   ~0011520

Don't forget to have it count as a higher mark ship for ion cannons

Mayjori

Aug 21, 2011 2:35 am

reporter   ~0012929

I find that i agree regarding the limited usefulness of the builder, but disagree with this unit NOT providing supply, I would suggest it providing supply in the system it is in,if it leaves the system or is killed by the AI, everything loses supply (assuming it wouldnt have supply otherwise) but severely limit how many you can build (1 or 2), and/or make them take a huge chunk of energy to use.

motai

Dec 8, 2011 6:48 pm

reporter   ~0017704

rather than making this a constructor too. maybe it should just be a mobile supply point that allows supply without connection. say 20mil hp no weapons command grade hull move 60 or so. non transportable and voila is a pain to kill would let you take a fleet and try to beachhead things at range and only truly useful if you are going to try to bring some type of repairs along that are a pain to defend anyway.

Valtiel

Sep 27, 2012 7:32 pm

reporter   ~0028513

Does it count as a military unit for the purpose of triggering Raid Engines etc?

I have to say, I'm struggling to think of a situation where I'd pay knowledge to unlock this, but I'm not hugely opposed to the idea of it existing.

motai

Sep 28, 2012 3:52 am

reporter   ~0028515

Last edited: Sep 28, 2012 3:53 am

yes i would consider it military as its purpose is essentially to expressly allow construction of turrets. so it should alert any planet its on and to be clear should also be immune to cloak. honestly might also consider it adding hacking response or have a timer when its engaged to fufill a supply "hack".

Radiant Phoenix

May 13, 2015 11:30 pm

reporter   ~0040768

Last edited: May 13, 2015 11:31 pm

Clearly this should be classified as a Human superweapon and get its own exogalactic strikeforce. :P

Issue History

Date Modified Username Field Change
Nov 24, 2010 11:18 am Wingflier New Issue
Nov 24, 2010 11:19 am Wingflier Description Updated
Nov 24, 2010 12:43 pm Chris_McElligottPark Note Added: 0004400
Nov 24, 2010 12:43 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Nov 24, 2010 12:43 pm Chris_McElligottPark Status new => confirmed
Dec 4, 2010 1:08 am Chris_McElligottPark Status confirmed => considering
Dec 5, 2010 8:03 pm Wingflier Relationship added related to 0001845
Dec 5, 2010 9:35 pm shugyosha Note Added: 0005335
Dec 7, 2010 6:26 pm Nemo Note Added: 0005565
Jan 4, 2011 9:44 am lyravega Note Added: 0007438
Jan 6, 2011 6:17 pm Red Spot Note Added: 0007627
Mar 26, 2011 7:45 am Prezombie Note Added: 0011482
Mar 27, 2011 9:35 pm HTL2001 Note Added: 0011520
Aug 21, 2011 2:35 am Mayjori Note Added: 0012929
Dec 8, 2011 6:48 pm motai Note Added: 0017704
Jun 19, 2012 1:37 pm TechSY730 Relationship added related to 0008629
Sep 27, 2012 7:32 pm Valtiel Note Added: 0028513
Sep 28, 2012 3:52 am motai Note Added: 0028515
Sep 28, 2012 3:53 am motai Note Edited: 0028515
May 13, 2015 11:30 pm Radiant Phoenix Note Added: 0040768
May 13, 2015 11:31 pm Radiant Phoenix Note Edited: 0040768