View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001845 | AI War 1 / Classic | Suggestion - New Unit Ideas - Economic and Utility Units | Dec 5, 2010 8:01 pm | Jan 3, 2011 11:45 am | |
Reporter | Wingflier | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 4.045 | ||||
Summary | 0001845: New Unit Suggestion: Military Repair Station | ||||
Description | Similar 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). | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0001579 | considering | Chris_McElligottPark | New Unit Suggestion: Military Builder |
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Are you suggesting that parasites require supply to function? (I'm not seeing how any of this applies to parasites specifically) |
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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. |
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ah gotcha, that makes sense. That's a pretty good cause and effect relationship there, definitively a solution worth considering imo. |
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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. |
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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. |
Date Modified | Username | Field | Change |
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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 |