View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021293 | AI War 2 | Balance Issue | Jun 14, 2019 5:37 pm | Jun 20, 2019 10:44 am | |
Reporter | ZeusAlmighty | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | BETA 0.866 Hotfix | ||||
Fixed in Version | BETA 0.868 Fleet EXP Level-Ups and Starting Battlestations | ||||
Summary | 0021293: HW improvements | ||||
Description | The HW is comparatively MUCH weaker compared to classic's version. For instance, classic's HW used to get buffed anytime you invested in a command station tech (which is currently impossible in the beta in any event). I have a couple of quick proposals that could address this: 1. Matter converters for the HW The planet I most want to build matter converters, the HW, does not allow for this This is just awkward and has put my energy in jeopardy in my recent games. IMO the HW should have the highest cap for matter converters 2. HW always starts game with a pre-determined battle station (eg., pike, concussion, nueclophile turrets) Defense has changed dramatically with fleets, insofar as the player no longer has a stable source of tech to invest in, namely defensive units like turrets. Now, the player begins with a flagship but only has access to pike turrets from the get-go. Starting defense options are severly limited compared to classic. IMO, the player should have access from the start a stable offensive flagship and defensive battle station. Obviously, the starting flagship is picked pre-game, but I think there's a good case to be made that ALL games should begin with a reliable (pre-determined) battle station. This gives players more options at the start--shoring up defenses so that the starting flagship doesn't have to babysit | ||||
Tags | No tags attached. | ||||
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I personally have made a mod that gives HW the union of every buildable defense thing that the other homeworlds get. Like all the turrets the military gets, all the mines and gravity generators logistics gets, etc. |
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Thank you! This was really useful. * Player homeworlds now include the ability construct up to 10 matter converters, rather than 0. * Additionally, the player home planet can now build 3 energy collectors rather than 0. ** Economic command stations can now build 3 rather than 2, and logistical command can now build 2 rather than 1. ** In general, player energy needs are higher now than they used to be, so let's also give more differentiation here. The military command stations still only give 1. * Major new feature for player homeworlds! Rather than just starting out with a starting offensive fleet at the start of the game (that you get to pick out of a list of 5), you ALSO now get a starting defensive battlestation fleet (that you also get to pick out of a list of 5). ** The idea here is that this gives you even more customization in terms of how the early game will go, and gives you a significant early-game boost in general. ** This also removes any possibility that your offensive fleet will need to do defensive babysitting of your homeworld, and gives you slightly more choice in just how soon you want to go capture more battlestations (that's still important very early on, but no longer needs to be your first thing in all cases). ** This also, right from the start of the game, makes sure that it's clear that battlestations/citadels are a thing, so that players know to look for more of them and see their mechanics from the start. Otherwise they might just assume that their defensive options are super duper limited in general now (not at all the case!). ** We implemented this as battlestations rather than home command station variants because this does also give you the flexibility to move the battlestation to another planet other than your homeworld if you so desire, which is one of the big nice things about battlestations in general. But also it... as noted... introduces the idea of battlestations well. ** The starting options are: *** Classic Defenses **** This classic mix is good at stopping or slowing things as they come through your wormholes, and has good firepower against midsized foes. **** Gravitic Battlestation, Ambush Turret x30, Grenade Launcher Turret x30, Concussion Turret x30, Tractor Array x7. *** Shield Defenses **** Start with an extra forcefield on your home planet, and some very powerful turrets in small quantities. Also snipers. **** Shieldwall Battlestation, Plasma Turret x7, Beam Cannon x7, Tritium Sniper Turret x30, Tractor Array x7. *** Eclectic Defenses **** Wow this is all over the place. Engineering boosts, some regular turrets, minefields, extra tractor beams, and some mobile sentry frigates. Be prepared for anything! **** Engineering Battlestation, Concussion Turret x30, Plasma Turret x7, Minefield x60, Tractor Array x10, Sentry Frigate x2. *** Minelayer Defenses **** Large numbers of all the kinds of minefields, plus area-of-effect type turrets, for when you really want to booby-trap the heck out of your homeworld. **** Ensnarer Battlestation, Grenade Launcher Turret x30, Fortified Tesla Turret x30, Minefield x60, Area Minefield x60, Paralysis Minefield x60 *** Webbed Defenses **** This mix is great against cloaking ships, ships with weak engines, groups of small ships, and ships with high energy operation costs. **** Revealer Battlestation, Spider Turret x40, MLRS Turret x40, Nucleophilic Turret x40, Tractor Array x7. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 14, 2019 5:37 pm | ZeusAlmighty | New Issue | |
Jun 18, 2019 8:18 pm | TechSY730 | Note Added: 0051923 | |
Jun 20, 2019 10:44 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jun 20, 2019 10:44 am | Chris_McElligottPark | Status | new => resolved |
Jun 20, 2019 10:44 am | Chris_McElligottPark | Resolution | open => fixed |
Jun 20, 2019 10:44 am | Chris_McElligottPark | Fixed in Version | => BETA 0.868 Fleet EXP Level-Ups and Starting Battlestations |
Jun 20, 2019 10:44 am | Chris_McElligottPark | Note Added: 0051929 |