View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002191 | AI War 1 / Classic | Suggestion - Game Mechanics | Dec 28, 2010 5:04 am | Jan 3, 2011 11:44 am | |
Reporter | HellishFiend | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 4.058 | ||||
Summary | 0002191: Attrition Rebalance to remove micromanagement | ||||
Description | The addition of "Self Attrition Only When Not Low-Power" to me begs moving in the direction of attrition only occurring when a ship is actively attacking, or when the ship is in the presence of hostile ships on any given planet. I like the latter idea better, as it would require less drastic of a rebalance/recode and would still retain the feel that the current attrition system brings, without adding any micro for those ships. | ||||
Tags | No tags attached. | ||||
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Alternatively, rather than low powering, I'd rather see more intelligent use of the regen chambers; they're already free in terms of knowledge, perhaps instead of the attritioned ships only auto visiting when low on health, they could use the regen chamber as a hangar. The player loses out on having the ships always prepositioned next to the wormhole in exchange for not havi g to low power / full power the ships to keep them at full health. |
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I really don't think either of those is the way I want to take this. Yes, this makes the ships potentially micro-ful. But I think that's the nature of the Neinzul ships, to be honest. I'm not even considering adding in tons of complexity to support reducing this specific kind of micro: I'm considering whether to take away the low-power thing. However, I think it does add some value for those players who want to use it, like doing low-power to hold fire with cloaking units, etc. In other words, I know it's micro-ful, and normally I try to avoid that, but in this case I think it's unavoidable and ok. |
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My intention when I was suggesting this was just for Golems - they're rare and hard to miss, so powering them on and off wouldn't have been very much micro at all, and I think Neinzul function okay with regen chambers and all. That being said, I don't think it'll be much micro at all with the Neinzul, since you power them down as a group when you're not using them, then power them back up as a group. It's 2 clicks for a single type of neinzul ship, and one more for each additional ship class you want to add in. And if you're intending for them to be used on defense, rather than just power-off - power-on every time the enemy strays onto the planet, you just use regen chambers. I don't think the mechanic will be a problem. |
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You do realize it used to be attrition on each shot for golems, or rather self damage on each shot? People complained about that, so it was changed to constant attrition. People complained about that and wanted it to stop attrition on low power mode. They did that, and now people are complaining about that and want it back to self damage on each shot. You just can't win can you. I think the only way to shut people up is to remove self damage of any type altogether, but I would agree with the devs on that, that change would make golems stupidly OP, instead of fairly OP like they are now, and are supposed to be. |
Date Modified | Username | Field | Change |
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Dec 28, 2010 5:04 am | HellishFiend | New Issue | |
Dec 28, 2010 9:30 am | Sizzle | Note Added: 0007152 | |
Dec 28, 2010 10:47 am | Chris_McElligottPark | Note Added: 0007154 | |
Dec 28, 2010 10:47 am | Chris_McElligottPark | Status | new => resolved |
Dec 28, 2010 10:47 am | Chris_McElligottPark | Resolution | open => won't fix |
Dec 28, 2010 10:47 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 28, 2010 3:21 pm | Sunshine | Note Added: 0007163 | |
Dec 29, 2010 4:55 pm | TechSY730 | Note Added: 0007231 | |
Jan 3, 2011 11:44 am | Chris_McElligottPark | Status | resolved => closed |