View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002035 | AI War 1 / Classic | Suggestion - Balance Tweaks | Dec 13, 2010 10:35 am | Jan 4, 2011 11:26 pm | |
Reporter | Fleet | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.049 | ||||
Fixed in Version | 4.061 | ||||
Summary | 0002035: Spirecraft shield bearers shuold have a passive regen | ||||
Description | Without the ability to repair, the Spirecraft Shield Bearers have little use beyond a single major engagement, and for the cost and difficulty in building them, I think they should have more utility. A regen would allow them to be pulled off the front lines for a time. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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I was against these from start. Ship that is supposed to be a shield that can't be repaired and can't regen in any other way... it's pointless. With current caps of 2 per mark it could be given decent regen so wyou would have like use it, 20 minutes hide damaged ones and reuse them for next engagement. |
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I mean, I can do a *lot* more damage with martyrs or rams (the other low-tier expendable spirecraft) then the shields let me do, so I'm not sure I have a lot of incentive to build these right now. The low tier ones are limited by cap now and really aren't *that* strong, which I think provides sufficient balance. The tier IV/V ones have a huge opportunity cost even if they are repairable, which I think provides sufficient balance there as well. I'm not sure I'd EVER get an unrepairable IV/V spirecraft shield instead of a siege tower / ion blaster / something that I can use to get a permanent offensive benefit (since I can repair it). There's sort of a grey area with the middle tier shield spirecraft (more mk III than II) where they are reasonably strong and the opportunity cost for grabbing them is quite low (since tier III/IV rocks are reasonably abundant). What we don't want is for us to just be able to grab 6 of these things (mk 1 2 3) and have fleets be immune to most/all damage in reasonably sized fights. Also, these probably should only be repairable on human-controlled planets. I don't necessarily have a problem with these being kept unrepairable, but they'd need a pretty massive HP buff to make them a good choice for me (and I'm not sure ANY hp buff would coerce me into choosing them at the highest mark levels). EDIT: A slow regen would be a good compromise too. |
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* The health of spirecraft shield bearers has been doubled as an incentive to make them more attractive, as a compromise since we won't add passive regen. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 13, 2010 10:35 am | Fleet | New Issue | |
Dec 13, 2010 12:39 pm | orzelek | Note Added: 0006104 | |
Dec 13, 2010 3:30 pm | Kemeno | Note Added: 0006112 | |
Dec 13, 2010 3:31 pm | Kemeno | Note Edited: 0006112 | |
Dec 13, 2010 3:35 pm | Kemeno | Note Edited: 0006112 | |
Jan 4, 2011 11:26 pm | Chris_McElligottPark | Note Added: 0007508 | |
Jan 4, 2011 11:26 pm | Chris_McElligottPark | Status | new => resolved |
Jan 4, 2011 11:26 pm | Chris_McElligottPark | Fixed in Version | => 4.061 |
Jan 4, 2011 11:26 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 4, 2011 11:26 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |