View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002069 | AI War 1 / Classic | Suggestion - Balance Tweaks | Dec 17, 2010 1:23 pm | Jan 3, 2011 11:44 am | |
Reporter | Sunshine | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Summary | 0002069: Golem Attrition for "Golem: Easy" level only? | ||||
Description | Right now Golem: Easy just gives you the Golems, Golem: Medium gives you the Golems at increased energy cost, and Golem: Hard (not implemented full yet?) gives you the golems, with chance of enemy golems in waves. Given the nature of NEEDING to use the golems on the Hard difficulty (once it's fully implemented), golem attrition seems like a problem given that it's a very significant ongoing resource drain to maintain more than one golem at a time. Suggest that at the Easy level, where Golems are simply big toys, attrition takes effect. That way you can play around with all of them at the same time, make a massive fleet of them and go stomp some planets, etc. but you need to repair them frequently if you really want to keep using them. Change to no attrition on medium (vastly increased energy cost limits number of active golems at a time, and causes problems with maintaining other fleets at the same time), and neither of the above on Golem: Hard, because having to fight enemy golems in waves will, in and of itself, provide a pretty significant (and dangerous) ongoing resource drain through simply replacing losses from enemy Golem incursions. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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I see where you're going with that, but the nature of golems is to require repair-over-time. |
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But in current state that repair over time is so large that there is no point in taking the golem. Cost of that repairs is huge. And having golem costing tons of energy already that you need like -1k/-1k to fix constantly is kind of pointless. |
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I don't normally play with golems on because the previous way their AIP cost made them very unuseful, but if they have that kind of repair cost, that's why I also scrap any mk 3 or higher ion cannons that even get a scratch instead of repairing them and just adds another reason to never take golems unless you're already steamrolling the AI and have cap resources you aren't doing anything with. That's something like 30-40 mk 3 bombers/minute in just repair costs in resources or something right? I can't try it myself right now to doublecheck golem repair costs. |
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And keeping in mind those bombers don't all continually all die all the time, the golem probably better be worth several hundred up to a thousand mk 3 bombers unless I'm entirely overflowing in resources. I'm not quite sure they're up to that at this point though. This is even aside from the regular damage that also seems like it is a bit extreme to keep up with compared to just building a conventional fleet. They're on my "to mess with" list with the hard difficulty in now though. |
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@Suzera and orzelek, So, you're saying you would be fine about the attrition if the attrition was at a much lower rate? |
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Or if the cost post-restoration were lower so the resource drain weren't so huge from repairing attrition. It's really the resource drain I'm worried about. I still need to actually test them in game since I have never touched them due to being not worth it just from the AIP increase historically, but from the numbers it looks like it would be too costly to repair as well. I guess I can fire the game up real quick, cheat a golem, and repair it. Shouldn't be too hard. |
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They do take 1200-1500/s per mk 1 engineer to repair if they have a lot of damage, but the attrition resource drain rate itself is closer to 200-400/s, which seems ok. I'll probably turn on hard golems next game I play. |
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Okay, so maybe the completed version should cost 1/2 to 2/3 of that of the broken version? |
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I dunno. Seems mostly ok to me right now. They're much more useful than Ion Cannons. |
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True, they have a much better cost efficiency than ion cannons. |
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Attrition rate on widow was more than 900/s. I used (around)3 Mk I/3Mk II + MRS to repair it so that repair would go faster than attrition and costs were quite bad then.... |
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A mk 1 engineer can repair faster than the attrition... If you damage it so bad that you need more than that you're not getting the attrition resource drain rate. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 17, 2010 1:23 pm | Sunshine | New Issue | |
Dec 17, 2010 1:24 pm | Chris_McElligottPark | Note Added: 0006372 | |
Dec 17, 2010 1:24 pm | Chris_McElligottPark | Status | new => resolved |
Dec 17, 2010 1:24 pm | Chris_McElligottPark | Resolution | open => won't fix |
Dec 17, 2010 1:24 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 17, 2010 1:58 pm | orzelek | Note Added: 0006376 | |
Dec 17, 2010 2:24 pm | Suzera | Note Added: 0006378 | |
Dec 17, 2010 2:25 pm | Suzera | Note Edited: 0006378 | |
Dec 17, 2010 2:29 pm | Suzera | Note Edited: 0006378 | |
Dec 17, 2010 2:42 pm | Suzera | Note Added: 0006379 | |
Dec 17, 2010 2:44 pm | Suzera | Note Edited: 0006379 | |
Dec 17, 2010 2:46 pm | Suzera | Note Edited: 0006379 | |
Dec 17, 2010 6:58 pm | TechSY730 | Note Added: 0006380 | |
Dec 17, 2010 7:34 pm | Suzera | Note Added: 0006381 | |
Dec 17, 2010 7:34 pm | Suzera | Note Edited: 0006381 | |
Dec 17, 2010 7:35 pm | Suzera | Note Edited: 0006381 | |
Dec 17, 2010 7:42 pm | Suzera | Note Added: 0006382 | |
Dec 17, 2010 7:44 pm | Suzera | Note Edited: 0006382 | |
Dec 17, 2010 7:45 pm | Suzera | Note Edited: 0006382 | |
Dec 17, 2010 8:09 pm | TechSY730 | Note Added: 0006383 | |
Dec 17, 2010 8:15 pm | Suzera | Note Added: 0006384 | |
Dec 17, 2010 8:20 pm | TechSY730 | Note Added: 0006385 | |
Dec 17, 2010 9:15 pm | orzelek | Note Added: 0006386 | |
Dec 17, 2010 11:31 pm | Suzera | Note Added: 0006391 | |
Jan 3, 2011 11:44 am | Chris_McElligottPark | Status | resolved => closed |