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IDProjectCategoryLast Update
0001845AI War 1 / ClassicSuggestion - New Unit Ideas - Economic and Utility UnitsJan 3, 2011 11:45 am
ReporterWingflier Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version4.045 
Summary0001845: New Unit Suggestion: Military Repair Station
DescriptionSimilar to my Military Builder idea, this idea is spawned out of a need to accomplish two goals:
1. Nerf to deep-raiding
2. General Nerf to Parasites

The Military Repair Station would be completely identical to the Mobile Repair Station, except it could work on planets without supply, would have more health, and would repair faster on allied worlds. It goes without saying then, that the regular Mobile Repair Station would no longer work outside of supply.

With players having to spend a significant amount of Knowledge on top of unlocking the regular MRS, deep-raiding strategies would become much less effective, as well as Parasites (a huge element of deep-raiding) becoming extremely less effective outside of supplied planets without this unlock.

I believe this could be a viable solution in an effort to fix both problems (not completely of course, but enough to make a dent).
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related to 0001579 consideringChris_McElligottPark New Unit Suggestion: Military Builder 

Activities

wyvern83

Dec 5, 2010 8:20 pm

reporter   ~0005332

Are you suggesting that parasites require supply to function? (I'm not seeing how any of this applies to parasites specifically)

PineappleSam

Dec 5, 2010 8:36 pm

reporter   ~0005334

If you were unable to repair reclaimed ships, then the ability to reclaim would be a lot weaker.

Wingflier's suggestion would mean that repairing ships outside of supply would require a hefty knowledge cost.

wyvern83

Dec 5, 2010 11:10 pm

reporter   ~0005340

ah gotcha, that makes sense. That's a pretty good cause and effect relationship there, definitively a solution worth considering imo.

Chris_McElligottPark

Dec 6, 2010 7:18 pm

administrator   ~0005475

It's an interesting idea, but I went a different way for now. Part of the problem is that right now there's a bit of a give/take with how you use your engineers, since they come out of a single finite pool. I like that.

However, engineers generally can't come on deep raids anyway, because they die and transports can't carry them far enough for a deep raid.

Wingflier

Dec 7, 2010 7:29 am

reporter   ~0005516

I am hugely in favor for what you decided to do, and in all honesty it was definitely better than this solution. Though I never brought it up, I guess I always had this lingering feeling that MRS ships were the most overpowered unit in the game, which I never expressed.

One thing I would like to see now is the ability to repair them, since they have lost so much utility that I think it would be a good trade-off. They auto-repair sooo slow.

Issue History

Date Modified Username Field Change
Dec 5, 2010 8:01 pm Wingflier New Issue
Dec 5, 2010 8:03 pm Wingflier Relationship added related to 0001579
Dec 5, 2010 8:20 pm wyvern83 Note Added: 0005332
Dec 5, 2010 8:36 pm PineappleSam Note Added: 0005334
Dec 5, 2010 11:10 pm wyvern83 Note Added: 0005340
Dec 6, 2010 7:18 pm Chris_McElligottPark Note Added: 0005475
Dec 6, 2010 7:18 pm Chris_McElligottPark Status new => resolved
Dec 6, 2010 7:18 pm Chris_McElligottPark Resolution open => won't fix
Dec 6, 2010 7:18 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 7, 2010 7:29 am Wingflier Note Added: 0005516
Jan 3, 2011 11:45 am Chris_McElligottPark Status resolved => closed