View Issue Details

IDProjectCategoryLast Update
0022338AI War 2Gameplay IssueJul 14, 2021 5:18 pm
ReporterNRSirLimbo Assigned ToChris_McElligottPark  
Severityfeature 
Status closedResolutionwon't fix 
Product Version1.013 Menacing Messages From The Machine 
Summary0022338: Custom Battlestations Concept
DescriptionJust an Idea I had: Sometimes a planet near me is already taken by a minor faction (Marauders, Nanocaust, etc), I clear them out and don't have to pay the AIP for a planet I don't want, but factions are bound to take it again. So either I have to constantly kick whoever thinks they can take that planet off or place a full Battlestation or fleet there, which would be a highly inefficient use of either.

Thus I suggest giving the player a low number (maybe 3-5, global cap) of Custom Battlestations, maybe calling them Defense Garrisons. They gain turrets like Command Stations with GCAs, but they amount scales at 0.25x (half the rate of Economic Command Stations).

Proposed Values:
500k metal, 10k power
120k shield (bubble forcefield, 500 range) / 30k health
60mm armor, 0.3 albedo
4 gx mass
10gx engine power, 100 speed

De-Cloaker of similar values as the default Tachyon Array, but with double the range and half the drain/second.
Tractor Beam of similar values as the default Tractor Array but with double the range and half the frozen squad amount.
Construction/Repair beam of global range, but at half the construction/repair rate of the default engineer.
3 Drone V-Wings, 3 Drone Fusion Bombers, 3 Drone Concussion Corvettes.

Starts with 1 of each: Tritium Sniper Turret, Pike Turret, Ambush Turret.

In other words: It's got no guns, is very weak (about twice as tough as a normal turret, less than bigger turrets actually). It has a forcefield for those players who want to put their turrets under one or block an important wormhole. There's a very low number of drones to hunt down enemies out of the turret range. Its slow and crappy and expensive, but it is a central structure with many uses (especially constructing, repairing, de-cloaking and tractor-beaming), and the only way in the system of doing so before capturing a couple of GCAs. But even by default their strength should not be underestimated. While each of their defensive structures and perks may be tiny compared to other centerpieces, added up is a lot of utility to counter a large number of factions.

The scaling is there to make them more powerful the longer the game goes on. Minor Factions as well as the AI will increase quite a bit with AIP so the base amount so that simply having 3 or so turrets of every type at the end won't do much at all.

All they are supposed to do is provide a low-grade protection for the player in order not to have marauders capture a cleared-out planet near them, or increase the defenses on an important planet by just a bit more. Under no circumstances should they be a better structure than full-on Battlestations, at least not before having 10+ GCAs to buff them.
TagsNo tags attached.

Activities

Chris_McElligottPark

Jul 14, 2021 5:18 pm

administrator   ~0062412

Was a cool idea, but the game evolved a lot since then. Thanks!

Issue History

Date Modified Username Field Change
Dec 8, 2019 8:50 pm NRSirLimbo New Issue
Jul 14, 2021 5:18 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jul 14, 2021 5:18 pm Chris_McElligottPark Status new => closed
Jul 14, 2021 5:18 pm Chris_McElligottPark Resolution open => won't fix
Jul 14, 2021 5:18 pm Chris_McElligottPark Note Added: 0062412