View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0001829 | AI War 1 / Classic | Suggestion - Balance Tweaks | Dec 4, 2010 5:38 pm | Jan 16, 2011 12:26 am | |
Reporter | Spikey00 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.045 | ||||
Fixed in Version | 4.068 | ||||
Summary | 0001829: Rally guardians not auto-attacked, and generally annoying with stealth | ||||
Description | I assume the rationale here with the guardian is that it's a huge HP sink, but I would it if they were automatically attacked as they tend to sneak around into unprotected planets, unless the idea here is that it be ignored. I've had seige starships on hand to destroy the engines on the thing, but if only was I aware that it was un-cloaked on planet... It's also really quite annoying with having stealth. I suppose that's the gist of it. :p | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
|
Derp, well, I suppose with their auto-attrition it's less important to change this one, but I'm neutral here. |
|
Yeah, with the auto-attrition it theoretically resolves itself. Still, I'm not sure exactly what the motivation behind making them so invulnerable was in the first place. I'd think making them more of a "tough" normal guardian, with health and armor to match, would be more interesting. Maybe the issue then is that they die so quickly they never get a chance to summon reinforcements? |
|
I suppose that's the reason. As another note, them having weapons is undesirable if they're supposed to be like this. |
|
It doesn't seem like an ideal way for them to operate in general. I wonder if it wouldn't be more interesting if they had no weapons and regular health/armor, but were perma-cloaked for a period of time or heavily shielded, so that they could get past your front lines without being noticed/killed and try to draw reinforcements into your back field. |
|
It doesn't really matter in most cases how deep into your territory they get; they don't spawn reinforcements, they just redirect some of the special forces ships to them. Which, in most cases, means they're far from a threat. |
|
@Toll I was thinking in terms of moving deep enough into your territory that the reinforcements they were drawing were coming through unanticipated entrances along your frontier, rather than the presumably front-line wormhole that the guardian came through in the first place. |
|
*grin* You made me remeber what I wanted to suggest now... For targets like this and other, Don't auto-attack due to large health, but that for targets that don't have a downside to killing, How about only having ships auto attack the target if they would do more than 2% of the targets health in damage *or* the target is mobile and the attacker does engine damage. This way your turrets/fleet defends itself, while at the same time you Fighter wings don't chase down the guardians and try to nibble it to death while 300 bombers use the distraction to blow your command station :) |
|
Okay, time for a complete redesign here: * AI Special Forces Rally Post Guardians now have zero extra armor and zero extra health compared to the basic guardian template. Their attack is now 10k * shiplevel rather than just a token shiplevel value. They no longer have cloaking, they no longer have self-attrition, they no longer hunt the human homeworlds, and they are no longer direct-only targeted. ** However, they now have a new ability: not only do they draw the AI special forces ships to them in the way they always have, but the AI also gets special forces reinforcements added at this guardian during each reinforcement event at the guardian's planet (they don't count as a guard post in any other fashion, though - not for ship counts or anything like that). |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 4, 2010 5:38 pm | Spikey00 | New Issue | |
Dec 4, 2010 5:41 pm | Spikey00 | Note Added: 0005260 | |
Dec 4, 2010 5:49 pm | Vinraith | Note Added: 0005262 | |
Dec 4, 2010 5:58 pm | Spikey00 | Note Added: 0005263 | |
Dec 4, 2010 6:04 pm | Vinraith | Note Added: 0005265 | |
Dec 4, 2010 6:06 pm | Toll | Note Added: 0005266 | |
Dec 4, 2010 6:47 pm | Vinraith | Note Added: 0005274 | |
Dec 4, 2010 7:09 pm | True-Chaos | Note Added: 0005275 | |
Jan 16, 2011 12:26 am | Chris_McElligottPark | Note Added: 0008620 | |
Jan 16, 2011 12:26 am | Chris_McElligottPark | Status | new => resolved |
Jan 16, 2011 12:26 am | Chris_McElligottPark | Fixed in Version | => 4.068 |
Jan 16, 2011 12:26 am | Chris_McElligottPark | Resolution | open => fixed |
Jan 16, 2011 12:26 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |