View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001899 | AI War 1 / Classic | Suggestion - New Features | Dec 7, 2010 8:25 pm | May 1, 2012 10:59 am | |
Reporter | ShadowOTE | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | open | ||
Product Version | 4.046 | ||||
Summary | 0001899: Human Fleet Command Station - Preferably at Murdoch! | ||||
Description | By popular request ;) "Yup, that would explain it. It's ok though - I like Murdoch! It should come with it's own special station: Human Fleet Command Station - the badly damaged hq of one of the factions from the human civil war. Its impressive defenses are on par with that a Superfortress (albiet more from local fleet buffs than direct damage, which is still pretty impressive), and the AI is extremely wary of letting it fall back into human hands, as it is both a potent weapon and a major rallying point for humanity!" http://www.arcengames.com/forums/index.php/topic,7818.0.html Although I started it as a joke, it makes sense - a big war that lasts 800 years requires huge fortifications of some sort. This is the last surviving one, and the AI doesnt want it back under human control. | ||||
Tags | No tags attached. | ||||
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Some of us don't actually have Murdoch in our altplanetnames.txt file anymore. ;) That said, the underlying idea is an interesting one. |
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It's sometimes surprising how interesting and potentially useful ideas pop up. Anyway, I was just throwing this out there as something for the devs to think about if they get bored ;) |
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This wasn't the issue I was looking to post for. I'm too sleepy. |
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So this would be a capturable that needs to be repaired to be used by the human player, sort of like a broken Golem? If yes then is the AI planet always on alert so that it is hevely reinforced and hard to capture. or is it a one-off super AI comstation to be destroyed? |
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That would be the idea, yes. It would give defensive buffs to your ships, especially in the system it's in, but also lesser buffs throughout your space. I really haven't fleshed the idea out. It was just something I threw out on a whim and put up here in case the devs liked it or someone wanted to further refine it. I'll put a bit more thought into it when I can, but it may be a few days before I have time to think it through and post/remember to do so ;) |
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lol |
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Cool stuff, definitely one to consider. :) |
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Hmm, after a bit more thought I've found myself with a bit more refinement for this idea: 1. Stationary, or at least confined to the system it's found in 2. Defenses and HP on par with Fortress II or III, with equivalent or higher power drain. 3. AI launches larger waves against system it's in 4. Player forces in the HQ system get substantially faster movement and enhanced damage 5. Enhances player permanent defenses in all systems by increasing armor/damage/range - this will need careful consideration and balancing 6. Maybe a slight (1.1-1.2x) increase to player weapons range in friendly systems - call it "enhanced target tracking" or something similar 7. Must be repaired like a golem to bring it back online |
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This sounds like a really cool idea, and I feel a brainstorm coming on. :) Here is what I am thinking. The Fleet Command Stations (there should be more than one type) should basically be like "Mark IV" Command Stations, with one each for Economic, Logistics, Military, and Warp Jammer. They should pretty rare - maybe an average of one per 30 planets, so the "standard" 80-planet map has 2-3 - and they should be seeded only on Mark IV worlds that are not Core Worlds. The worlds they are seeded on should be on permanent alert from the start of the game, making them very heavily defended. Upon clearing AI presence (i.e. Com Station) out of a system with a Fleet Command, you can build a structure to capture the fleet command - call it a Salvage Station or something, it's only real purpose is to give you control of the station (and therefore the planet). When initially captured, the Fleet Command is at 1/4th repair, like a golem, and gives a fairly minor benefit, on par with a Mark I version of whatever command station it is (except without Warp Jamming if it's the Warp Jammer Fleet Command). Like a golem, the Fleet Command must be repaired to full operational capacity - unlike a golem, it does not take damage over time. Once at full capacity, the Fleet Command should be an improvement over the Mark III version of whatever kind of Command Station it is (except the Warp Jammer again, more on that later) - although they should all be mounted with some amount of onboard weapons, even the Econ, and they should probably cost energy instead of producing it (although if they can't be powered down this could be a bad idea). But the big thing about Fleet Commands is that they should provide a galaxy-wide benefit (to all players) as long as you control it (and they are powered up). As an example of what each one could do: Economic Fleet Command - Lightly armed and armored (for a Fleet Command, anyway), but provides a sizeable chunk of resources (more than a Mark III Economic Station). As long as you control it, all Harvesters produce 10% more resources. Logistics Fleet Command - Moderately armed and armored, with all the functionality of a Mark III Logistics Station. Additionally, does constant, attrition-style engine damage to enemies in the same system. As long as you control it, all friendly ships move 10% faster - and keep this bonus even in the zone of a gravity effect (so for example, a speed 40 ship in system with a Grav Drill (reduces to speed 8) would move at speed 8+4=12). Military Fleet Command - Extremely well armored with all the functionality of a Mark III Military Station. Mounts a potent and unique weapon - a multishot railgun with infinite range that not only does decent damage, but heavily damage the armor rating of ships it hits. As long as you control it, friendly units have 10% more range and reload 10% faster. Warp Jammer Fleet Command - A unique structure specially designed to emit electromagnetic waves that greatly interfere with AI systems. Unlike most Fleet Commands, has no weapons and produces no resources. Also costs the most energy to operate, and interferes with supply on its own planet. However, there are benefits: In addition to acting as a Warp Jammer, any enemy unit that enters its system is paralyzed for a short duration. Lastly, as long as you control it, AI Waves are reduced in size by 10%. EDIT: Also, the Fleet Commands should come with a hefty AIP hit if they are destroyed, to make taking them somewhat risky. |
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Sounds interesting. I still say it should be at murdoch though ;) |
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More minor factions or items in the better to make the game more varied and unpredictable! A yes from me :) |
Date Modified | Username | Field | Change |
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Dec 7, 2010 8:25 pm | ShadowOTE | New Issue | |
Dec 7, 2010 8:29 pm | Vinraith | Note Added: 0005572 | |
Dec 7, 2010 10:41 pm | ShadowOTE | Note Added: 0005577 | |
Dec 8, 2010 2:34 am | Suzera | Note Added: 0005586 | |
Dec 8, 2010 2:35 am | Suzera | Note Edited: 0005586 | |
Dec 8, 2010 7:53 am | Winter Born | Note Added: 0005591 | |
Dec 8, 2010 8:50 am | ShadowOTE | Note Added: 0005595 | |
Dec 8, 2010 11:06 am | mr_lolz | Note Added: 0005616 | |
Dec 8, 2010 11:28 am | Chris_McElligottPark | Note Added: 0005622 | |
Dec 8, 2010 11:28 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 8, 2010 11:28 am | Chris_McElligottPark | Status | new => considering |
Dec 8, 2010 10:38 pm | ShadowOTE | Note Added: 0005744 | |
Dec 22, 2010 4:16 am | MaxAstro | Note Added: 0006728 | |
Dec 22, 2010 4:18 am | MaxAstro | Note Edited: 0006728 | |
Dec 22, 2010 4:21 am | MaxAstro | Note Edited: 0006728 | |
Dec 22, 2010 3:22 pm | ShadowOTE | Note Added: 0006755 | |
May 1, 2012 10:59 am | Karrade | Note Added: 0023150 |