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IDProjectCategoryLast Update
0021330AI War 2Gameplay IdeaAug 1, 2019 1:50 pm
ReporterChris_McElligottPark Assigned ToChris_McElligottPark  
Severityminor 
Status feedbackResolutionopen 
Product Version0.871 More Control, Part 1 
Summary0021330: New Unit: Fleet Hubs
DescriptionThe original note from a document by Kesseleth is here: https://forums.arcengames.com/ai-war-ii/potential-gameplaybalance-changes-kessel-puffin-starkelp/

Here's my slightly revised design notes, based on his:

In addition to a fleet centerpiece and its fleet ships, capturing a fleet gains the player a Fleet Hub. This hub cannot traverse wormholes and as such must stay on the same planet as the fleet was spawned on. The fleet will cease to recover if the hub is destroyed. New ships cannot be created and the centerpiece, once crippled, cannot be repaired.

Destruction would entail destruction to remains that can be rebuilt immediately, but the fleet receives a level down.

Having fleet hubs would be something that is on by default (probably), but which can be turned off by people who hate having to hold so much territory. That would be kind of an easy-mode thing.

Benefits of this, as noted by Kessel:

"The result is more careful fleet conquering – simply taking any fleet that looks good is no longer an option. All fleet planets must be carefully defended in order to take advantage of the fleet properly. This will reduce the “grab and go” style of gameplay where players head to a planet, grab the fleets and science, and then abandon it to the AI. This will still be possible for science but not fleets, so more defense in depth and conscious planet conquering will be necessary.

Tentatively, the AI will deliberately target planets with Fleet Factories on them. This makes them valuable planets to help distract from the player’s home world and set up whipping boys or similar, but also risky because there are serious consequences if they are lost.

The above could be expanded to other important structures (such as the structure which increases the global turret cap), with serious consequences for loss and deliberate targeting."

Note from Chris: if the intragalatic turret controllers and so on aren't permanently lost on death at the moment, then I think they should be. They're absolutely perfect for becoming a "dies forever" type of unit.
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Chris_McElligottPark

Aug 1, 2019 12:47 pm

administrator   ~0052376

I'm not sure I'm really feeling like this is a pre-1.0 thing. Is this something that would be a major bummer for anyone who was looking forward to this? This seems like it is more of a game variant than something we'd make for everyone.

RocketAssistedPuffin

Aug 1, 2019 1:06 pm

reporter   ~0052379

The changes so far fixed everything that bugged me, far as I know, so I'm pretty happy without these.

Chris_McElligottPark

Aug 1, 2019 1:50 pm

administrator   ~0052380

Sweet!

Issue History

Date Modified Username Field Change
Jun 25, 2019 1:59 pm Chris_McElligottPark New Issue
Jun 25, 2019 1:59 pm Chris_McElligottPark Status new => assigned
Jun 25, 2019 1:59 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jun 25, 2019 1:59 pm Chris_McElligottPark Relationship added child of 0021310
Aug 1, 2019 12:47 pm Chris_McElligottPark Status assigned => feedback
Aug 1, 2019 12:47 pm Chris_McElligottPark Note Added: 0052376
Aug 1, 2019 1:06 pm RocketAssistedPuffin Note Added: 0052379
Aug 1, 2019 1:50 pm Chris_McElligottPark Relationship deleted child of 0021310
Aug 1, 2019 1:50 pm Chris_McElligottPark Note Added: 0052380