View Issue Details

IDProjectCategoryLast Update
0020424AI War 2SuggestionOct 10, 2019 6:04 pm
ReporterRocketAssistedPuffin Assigned ToBadgerBadger  
Severityminor 
Status closedResolutionwon't fix 
Fixed in Version0.899 Intel Objective Difficulty Ratings 
Summary0020424: An initial boost of "salvage" from planets when first captured
DescriptionThis is entirely by Singrana on Discord!
Summed up a bit.

The idea is to allow nerfing of metal income overall, without making early game become a crawl. Both of us have found that metal income does skyrocket fairly quickly with the initial planet grab, even after the metal income being lowered twice already in a way.

The first version is for each planet to, as title says, have a separate, randomised kind of salvage. This requires you to capture the planet to use it at all, and should probably be collected at a flat rate, to avoid the whole Logistics station being used to soak that up first, which is just tedious.

Following this is a suggestion about there being a max and minimum speeds of salvage, with this...probably being on the lowest.

The second version is for the Homeworld and all AI planets to have effectively what are Distribution Nodes from Classic. Except they no longer give AIP, and no longer give you the full metal amount immediately. These are cracked open now and then for a slow gradual income. They are as in Classic a finite resource, and would help speed up the early game while being insignificant later on, requiring science investment in resource collection. They also would not be too good later on as a "panic button". You additionally need to hold the planet to start collecting it.

I wonder if those could be seeded more next to your Homeworld, just like how it intentionally seeds weaker planets adjacent to you.

EDIT: It was suggested that the Homeworld have a fair bit stronger version of this, so you aren't forced into capturing the adjacent planets for the Nodes. Don't want people having to drop a strategy out of boredom.

EDIT 2: There's the new method of having a structure on every AI planet - that is invulnerable while the Station exists, but also dies when it dies. I am attempting to test this now.
TagsNo tags attached.

Activities

Chris_McElligottPark

Oct 2, 2018 7:03 pm

administrator   ~0049690

Something like this could work, but I want to be careful in terms of experimenting with things that are too radical right now. It mainly depends on how easy it is to set up and explain to people (ideally no explanation needed, in a tutorial sense).

RocketAssistedPuffin

Oct 2, 2018 7:07 pm

reporter   ~0049692

Yeah, agreed. It's an interesting idea, hence archiving it here at least. I'm poking at one implementation of it before sleep.

RocketAssistedPuffin

Oct 2, 2018 7:20 pm

reporter   ~0049708

It...kinda...works, but it's awkward. Have to build a Command Station then destroy the thing. Ah well, won't poke it more.

Chris_McElligottPark

Oct 2, 2018 8:25 pm

administrator   ~0049722

No worries. It's an interesting possibility for down the road, and I'm glad to have it noted here.

BadgerBadger

Oct 4, 2018 3:02 pm

manager   ~0049775

What if Data Centers could be hacked. You could hack them for 1 million metal or1000 science, or you could destroy them for the AIP reduction. Now the player has a fun choice as to which resource they want (-AIP, metal or science).

RocketAssistedPuffin

Oct 4, 2018 3:24 pm

reporter   ~0049778

That'd require a higher science count I think. With only 1000, it's better if I take the -AIP, then take another planet for double the science + energy + metal. Also spending Hacking Progress on it.

But interesting.

BadgerBadger

Oct 10, 2019 6:04 pm

manager   ~0053577

Salvage has been removed as a concept

Issue History

Date Modified Username Field Change
Oct 2, 2018 6:31 pm RocketAssistedPuffin New Issue
Oct 2, 2018 6:36 pm RocketAssistedPuffin Description Updated
Oct 2, 2018 6:41 pm RocketAssistedPuffin Description Updated
Oct 2, 2018 7:03 pm Chris_McElligottPark Note Added: 0049690
Oct 2, 2018 7:07 pm RocketAssistedPuffin Note Added: 0049692
Oct 2, 2018 7:20 pm RocketAssistedPuffin Note Added: 0049708
Oct 2, 2018 8:25 pm Chris_McElligottPark Note Added: 0049722
Oct 2, 2018 8:26 pm Chris_McElligottPark Status new => considering
Oct 4, 2018 3:02 pm BadgerBadger Note Added: 0049775
Oct 4, 2018 3:24 pm RocketAssistedPuffin Note Added: 0049778
Oct 10, 2019 6:04 pm BadgerBadger Assigned To => BadgerBadger
Oct 10, 2019 6:04 pm BadgerBadger Status considering => closed
Oct 10, 2019 6:04 pm BadgerBadger Resolution open => won't fix
Oct 10, 2019 6:04 pm BadgerBadger Fixed in Version => 0.899 Intel Objective Difficulty Ratings
Oct 10, 2019 6:04 pm BadgerBadger Note Added: 0053577