View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001809 | AI War 1 / Classic | Suggestion - New Unit Ideas - AI-Specific Units | Dec 4, 2010 2:08 pm | Dec 4, 2010 10:36 pm | |
Reporter | Spikey00 | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | open | ||
Product Version | 4.045 | ||||
Summary | 0001809: Guard post feedback and new guard post ideas. | ||||
Description | From (with formatting): http://www.arcengames.com/forums/index.php/topic,7053.0.html Here's just a thread on my opinion of guard posts; I am somewhat familiar with their stats, but this is more of a "I feel..." type of feedback. Satisfactory guard posts MRLS I believe these posts have the most fearsome attacking ability out of all the posts throughout its tiers. Multiple volleys and a quick reload might even flag this one as being over-powered. Counterwave ...I think enough is said about this one. I cower in fear because of its indirect ability. Shield This one is fine because of its ability to protect the command station, and that it's easy to spot because it "looks like an ugly swirly random thing" on the sidebar/map. Forcefield I believe this one is fine too, but on the edge of being slightly underpowered. It's okay, albeit annoying when another forcefield covers this one. Long range This one is okay, I would imagine it would be able to inflict some minor damage to player fleets over a long period of time if they ignore them, due to their extremely long range radii. Underpowered guard posts Short range ...I don't really know what to think about this post variant. Useless? The attack for this structure is pretty hilarious, if I remember correctly it's a one shot for low damage. Perhaps a weapon similar to the special ops post? Passive I'm actually on the edge with this one because I understand it's just "something that's there" for the AI reinforcement, but it might need some sort of HP boost to encourage players to "deal with this one later". Arachnid Ah, I don't think I need to bother with this one; it's as threatening as the short range post. Perhaps it would be more effective at its task if it could actually be a threat to starships so that it forces the players to keep them away from this one. New ideas These are pretty generic (thus not really new), but it would be nice to see new types of these guard posts nonetheless. Engine damage Mainly for anti-fleet, discourages players from approaching too close unless they have engineers. Paralysis Coaxes players to use starships or great amounts of ships to minimize paralysis on their fleets. Anti-transport Moderate amount of HP that traps transports on the planet; has a long range weapon that deals significant damage to transports, thus forcing players to drop their ships further away unless they wish to sacrifice their transports. Often seen on planets with ion cannons for extra fun. Ballistics A post specialized towards area damage and a counter to melee ships. Antagonist Player ships that are in range of this guard post will be forced to shoot at it. Suicide When destroyed it releases a powerful explosion/lightning that damages everything nearby (including AI vessels/structures) and party streamers. Auxiliary Allows the AI to reinforce 2-3X ships at this guard post but does not increase the overall ship cap on the planet. Polarized Shoots ammunition that reacts with shields that cannot be attacked through energy bombs due to special shielding. Augmented Post that increases nearby ship HP [or offers them uninterrupted regeneration if HP cannot be increased.] Masquerade Imitates an AI command station or other important AI structure to trick those foolish humans. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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This was quite a while ago, but most of the balancing issues still pertains to the current version. New guard posts isn't too necessary with all the new guardians. ;) |
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One issue per issue is much appreciated. |
Date Modified | Username | Field | Change |
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Dec 4, 2010 2:08 pm | Spikey00 | New Issue | |
Dec 4, 2010 2:08 pm | Spikey00 | Note Added: 0005221 | |
Dec 4, 2010 10:36 pm | Chris_McElligottPark | Note Added: 0005293 | |
Dec 4, 2010 10:36 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 4, 2010 10:36 pm | Chris_McElligottPark | Status | new => considering |