View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001885 | AI War 1 / Classic | Gameplay Issue | Dec 7, 2010 3:16 pm | Dec 23, 2010 6:42 pm | |
Reporter | Vinraith | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 4.055 | ||||
Summary | 0001885: Spire Civilians are kind of a raw deal | ||||
Description | They function fine, I think, as an additional AIP increase, the problem comes in trying to neutralize or capture them. First off, they appear to be non-targetable unless you control the system, so one can't just hunt the collaborators down and be done with them. On the other hand, it doesn't make a lot of sense to capture them either. It costs 20 AIP to capture the system, so at -1 AIP per hour you'd have to hold them for 20 hours to break even. That's not very likely to happen. Either a higher rate of AIP progress reduction, an initial "burst" of AIP to compensate for the cost of taking the system, or at least the ability to destroy them without taking the system would make the whole thing better balanced and more interesting. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Technically, it'd "only" take 10 hours to break even. If you don't capture them, it's +1, if you do, it's -1, so the difference is -2 per hour. Doesn't make it much better, but still... |
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@Toll Good point, I suppose it depends on frame of reference. Still, though, it's unlikely that you'd be able to ever make a profit off these things in a normal game, even if you made a point of capturing all of them. Even breaking even is a virtual impossibility. If it's intended to be a "pure hindrance" minor faction that's well and good, but that wasn't my initial impression. |
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You still get 3k knowledge from taking the system. The civilians are a reduction from that 20AIP for 3k knowledge. There is a force attack key that you can use to attack mk 4 factories, ARS and such unless it got removed. You might be able to use that to blow them up instead of capping the planet. |
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mind that the group itself is still netting a loss until twice as long as it takes you to capture all of them.... I cant see this being anything other than a loss for the player unless he is playing a game that is going in excess of.. id say 20 hours. |
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Maybe if the AIP that had been added so far was neutralised, or converted into AIP reduction as if you had owned them all along. |
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@Vinraith Agreed - if they are intended to be a "pure hindrance" as you say then they're working just fine and they do represent a somewhat different AIP accrual mechanic. But, if not, I think something needs to be done to balance it out, perhaps a faster rate of recovery (-5 per hour?).. or as Nice Save suggested immediate removal of previously accrued AIP when you capture one and then -1. Of course no help (no removal or -1 - just no more +1) if you kill it. |
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I agree, at the moment the civilian leaders are 90% of the time more bad than good, unless you prioritize capturing them all right away (only really possible on a small planet), or have a very long game and capture them reasonably soon. |
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Howabout the civilian city take the place of the command station on those 10 planets with cities? That's 15 less AIP for taking the system, which means you will benefit in a more reasonable amount of time. |
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* When Spire Civilian Leader outposts are captured, they now reduce the AI Progress by 3 every hour, rather than the former value of 1. Until captured, they still keep increasing the AI Progress by 1. |
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That'll do it. Thanks x! |
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You bet! |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 7, 2010 3:16 pm | Vinraith | New Issue | |
Dec 7, 2010 3:32 pm | Toll | Note Added: 0005539 | |
Dec 10, 2010 1:30 pm | Vinraith | Note Added: 0005873 | |
Dec 10, 2010 1:34 pm | Suzera | Note Added: 0005875 | |
Dec 10, 2010 1:34 pm | Suzera | Note Edited: 0005875 | |
Dec 10, 2010 3:40 pm | Lancefighter | Note Added: 0005905 | |
Dec 10, 2010 5:50 pm | Nice Save | Note Added: 0005910 | |
Dec 22, 2010 11:43 pm | Master Cylinder Pants | Note Added: 0006829 | |
Dec 22, 2010 11:44 pm | Master Cylinder Pants | Note Edited: 0006829 | |
Dec 22, 2010 11:51 pm | MaxAstro | Note Added: 0006832 | |
Dec 23, 2010 3:38 pm | Fleet | Note Added: 0006897 | |
Dec 23, 2010 6:32 pm | Chris_McElligottPark | Note Added: 0006975 | |
Dec 23, 2010 6:32 pm | Chris_McElligottPark | Status | new => resolved |
Dec 23, 2010 6:32 pm | Chris_McElligottPark | Fixed in Version | => 4.055 |
Dec 23, 2010 6:32 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 23, 2010 6:32 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 23, 2010 6:41 pm | Vinraith | Note Added: 0006978 | |
Dec 23, 2010 6:42 pm | Chris_McElligottPark | Note Added: 0006979 | |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Gameplay - General Complaint => Gameplay Issue |