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IDProjectCategoryLast Update
0021328AI War 2Gameplay IdeaAug 1, 2019 12:44 pm
ReporterChris_McElligottPark Assigned ToRocketAssistedPuffin  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.871 More Control, Part 1 
Fixed in Version0.874 Basic Fleet Management 
Summary0021328: After basic fleet management screen: reduce energy output of most stuff.
DescriptionBasically things are giving off way too much energy right now, aside from the Zenith Power Generator. Especially with the way that energy costs have been reduced lately, and the way that you can now upgrade command stations to get more energy, I think that we can reduce energy output substantially for reactors and command stations. Exactly what the numbers should be, I'm not yet sure.

Thanks to RocketAssistedPuffin for suggesting.
TagsNo tags attached.

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child of 0021310 resolvedChris_McElligottPark Fleets Phase 3 - Parent 

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Chris_McElligottPark

Jul 12, 2019 4:00 pm

administrator   ~0052212

Okay, as of the next version (0.875), we now have the ability to turn off units and thus they are not ALWAYS going to suck down your energy if you can't afford to have them built.

With that in mind... how far off are we on energy production?

Puffin, you mentioned that the ZPGs felt like they were not very exciting because they don't give much power compared to everything else. That was largely because everything else got such a buff in power output. I'm thinking that we need to nerf the power output of non-ZPGs, but I don't know how much, and I don't want to make it so that players CAN'T build all their fleet stuff if they're playing reasonably.

I think we basically need feedback from discord and so on about how much excess energy people are having, if they are having excess energy, and we'll go from there. Not very many units produce energy, so it should be quick to change, but it's a matter of figuring out what all people are even needing, I think.

RocketAssistedPuffin

Jul 12, 2019 4:23 pm

reporter   ~0052214

The last session I had energy was actually fairly low, and I did have a mostly equal spread of Stations. It was noted that the Command Augmenters changed the energy balance a great deal, on Steam Forums.

With that in mind, ZPGs might've regained their value a bit. I will need to test more to get updated thoughts.

I'll see what people think in Discord too.

Chris_McElligottPark

Jul 16, 2019 3:27 pm

administrator   ~0052274

Meant to respond to this a few days ago, but that sounds great! And part of me is not super surprised, since now there's all those turrets people have, as you say. Really glad to hear it!

RocketAssistedPuffin

Jul 17, 2019 5:35 pm

reporter   ~0052279

So what seems to be happening in my experience is, if you use mainly Military Stations, then you really strain your Energy budget, so a ZPG is enticing there. If you're someone who is playing in a way that uses Logistics and/or Economics more often, then a ZPG is not quite that interesting.

ZPG would also let you power all your offensive fleets, without having to hold as much territory (if you like to choke point more for instance), and again that really changes the value now.

So essentially...Command Augmenters changed energy usage in such a way that it...resulted in rather interesting interactions? Feedback in Discord seems to indicate there isn't a problem now as well, so it seems to work out in the end?

wm46

Jul 17, 2019 8:43 pm

reporter   ~0052281

Even then, that asks the question does the Energy Generation tech need to exist in the game then, or should energy balancing be strictly deciding between "more turrets" and "more energy (and a tiny bit of metal)", or should the tech be made more appealing by reducing base energy gains.

I personally have never needed to upgrade energy generation, just making every captured planet a logistics station by default gives more than enough energy to have a few hundred thousand in surplus. And that's even with fleets of Mk 3 frigates.

Chris_McElligottPark

Aug 1, 2019 12:44 pm

administrator   ~0052373

Sounds great, in the main! Glad there's not a major thing to do here. :)

Issue History

Date Modified Username Field Change
Jun 25, 2019 1:47 pm Chris_McElligottPark New Issue
Jun 25, 2019 1:47 pm Chris_McElligottPark Status new => assigned
Jun 25, 2019 1:47 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jun 25, 2019 1:47 pm Chris_McElligottPark Relationship added child of 0021310
Jul 12, 2019 4:00 pm Chris_McElligottPark Assigned To Chris_McElligottPark => RocketAssistedPuffin
Jul 12, 2019 4:00 pm Chris_McElligottPark Status assigned => feedback
Jul 12, 2019 4:00 pm Chris_McElligottPark Note Added: 0052212
Jul 12, 2019 4:23 pm RocketAssistedPuffin Note Added: 0052214
Jul 16, 2019 3:27 pm Chris_McElligottPark Note Added: 0052274
Jul 16, 2019 3:27 pm Chris_McElligottPark Status feedback => assigned
Jul 17, 2019 5:35 pm RocketAssistedPuffin Note Added: 0052279
Jul 17, 2019 8:43 pm wm46 Note Added: 0052281
Aug 1, 2019 12:44 pm Chris_McElligottPark Status assigned => resolved
Aug 1, 2019 12:44 pm Chris_McElligottPark Resolution open => fixed
Aug 1, 2019 12:44 pm Chris_McElligottPark Fixed in Version => 0.874 Basic Fleet Management
Aug 1, 2019 12:44 pm Chris_McElligottPark Note Added: 0052373