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IDProjectCategoryLast Update
0001872AI War 1 / ClassicSuggestion - Game MechanicsJan 3, 2011 11:44 am
ReporterFleet Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version4.046 
Summary0001872: Loading Spirecraft into transports
DescriptionI wanted to request that spirecraft (and other non-spacedock built ships) be allowed to enter transports. On large maps, where I inevitability planet hop, barring the spirecraft from entering transports reduces their functionality because I feel I can't bring them to new fronts. Maybe they should just work in the new spirecraft jumpship?
TagsNo tags attached.
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Relationships

related to 0001908 consideringChris_McElligottPark Spire super-heavy transport 

Activities

kezziny

Dec 7, 2010 1:05 pm

reporter   ~0005523

In my opinion, spirecraft ships have it's own advantage, it's strength. If spirecraft ships could be carried in transport ship, they would be more effective, but too strong(almost as good as a golem).
Spirecarft would just become overpowered.

Spikey00

Dec 7, 2010 1:14 pm

reporter   ~0005524

I'm going to have to side with kezziny as that would be overpowered from my prospective, as humorously as 200 seige towers exiting a transport would be (they haven't scaled the transport with unit types, but perhaps if they did). :p

Fleet

Dec 7, 2010 2:04 pm

reporter   ~0005528

Well, as powerful as they are, I don't like the idea of risking them by sending them as part of a convoy through a Mk IV planet that is too strong for me to deal with at the moment. Maybe they could be prevented from unloading from transports on non-controlled planets?

keith.lamothe

Dec 7, 2010 2:08 pm

administrator   ~0005529

Personally I think it'd be fine to have a spirecraft the sole point of which is to transport other spirecraft. That way you have to spend a non-replaceable resource to get the extra utility and it has its own risk, etc.

You mentioned the jumpship so maybe it's already suited to that; I honestly haven't looked at the stats there :)

Fleet

Dec 7, 2010 2:15 pm

reporter   ~0005531

The jumpship has an tiny capacity, and cannot stay in enemy planets due to high self-attrition. They also use an asteroid and a good amount of resources. I think the jumpship is a good fit for a spirecraft transportation mechanic.

shugyosha

Dec 7, 2010 4:04 pm

reporter   ~0005544

Jumpship might be an interesting and flavorful way, other than that I would vote against it.

PineappleSam

Dec 8, 2010 12:51 am

reporter   ~0005583

Last edited: Dec 8, 2010 12:51 am

After reading this I've created 0001908

I'm against loading spirecraft onto normal transports, but this might work.

Spikey00

Dec 8, 2010 1:01 am

reporter   ~0005584

I am borderline on the issue; transported cloaked attritioners on a planet would be hilarious; not that I haven't bothered to try that yet in a tradition sense, but it would be enhanced by them being free from entry problems.

Chris_McElligottPark

Dec 8, 2010 11:29 am

administrator   ~0005623

On this one, both spirecraft and golems (and other way-oversized units) can't go in transports because of size restrictions. However, most of of them are so large that you can sneak them through where you want. Or, for that matter, you can always use cloaker starships if you REALLY can't get them where you want any better way.

Fleet

Dec 9, 2010 12:25 am

reporter   ~0005749

Last edited: Dec 9, 2010 12:27 am

x4000, sorry to bother you by reopening this topic. I wanted to address your last remark that cloaker starships could be used. Because the Spirecraft cannot be paused, the cloaker starships are in fact of little use. If there are enemies present, the spirecraft will automatically open fire, uncloaking themselves. If there are no enemies present (due to you already clearing out the planet), than the cloaker starship serves little purpose. I'll take your next response as the final word on the subject.

I see you are also considering a transport Mk III for a future release, so this topic may be moot anyhow; if thats the case, my apologies. I just wanted to stress that options for moving the craft through enemy territory seems limited, as although they are powerful, the right guardian or ship type can pick them apart.

Winter Born

Dec 11, 2010 12:17 am

reporter   ~0005938

I would support a transport MkIII or Jumpship solution.

Chris_McElligottPark

Dec 22, 2010 9:03 pm

administrator   ~0006796

Tabled for now. There's the spire super heavy transport that supplants this, but it's not something for the short term either.

Issue History

Date Modified Username Field Change
Dec 7, 2010 1:27 am Fleet New Issue
Dec 7, 2010 1:05 pm kezziny Note Added: 0005523
Dec 7, 2010 1:14 pm Spikey00 Note Added: 0005524
Dec 7, 2010 2:04 pm Fleet Note Added: 0005528
Dec 7, 2010 2:08 pm keith.lamothe Note Added: 0005529
Dec 7, 2010 2:15 pm Fleet Note Added: 0005531
Dec 7, 2010 4:04 pm shugyosha Note Added: 0005544
Dec 8, 2010 12:49 am PineappleSam Relationship added related to 0001908
Dec 8, 2010 12:51 am PineappleSam Note Added: 0005583
Dec 8, 2010 12:51 am PineappleSam Note Edited: 0005583
Dec 8, 2010 1:01 am Spikey00 Note Added: 0005584
Dec 8, 2010 11:29 am Chris_McElligottPark Note Added: 0005623
Dec 8, 2010 11:29 am Chris_McElligottPark Status new => resolved
Dec 8, 2010 11:29 am Chris_McElligottPark Resolution open => won't fix
Dec 8, 2010 11:29 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 9, 2010 12:25 am Fleet Note Added: 0005749
Dec 9, 2010 12:25 am Fleet Status resolved => feedback
Dec 9, 2010 12:25 am Fleet Resolution won't fix => reopened
Dec 9, 2010 12:27 am Fleet Note Edited: 0005749
Dec 11, 2010 12:17 am Winter Born Note Added: 0005938
Dec 22, 2010 9:03 pm Chris_McElligottPark Note Added: 0006796
Dec 22, 2010 9:03 pm Chris_McElligottPark Status feedback => resolved
Dec 22, 2010 9:03 pm Chris_McElligottPark Resolution reopened => won't fix
Jan 3, 2011 11:44 am Chris_McElligottPark Status resolved => closed