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IDProjectCategoryLast Update
0022564AI War 2Gameplay IdeaMar 4, 2020 8:43 pm
ReporterFluffiest Assigned ToRocketAssistedPuffin  
Severityminor 
Status resolvedResolutionfixed 
Product VersionBETA 1.104 The Speed We Need 
Fixed in Version2.009 Plenty Of Tuning 
Summary0022564: Two suggestions for rework of black hole machines
DescriptionCurrently, Black Hole Machines are a bit useless - they don't restrict movement of flagships, so you can escape them by just loading your fleet back into the transport. Of course, if they *did* trap flagships, it would be possible to get soft-locked by having the vast majority of your mobile strength stuck on a Black Hole Machine world.

One suggestion was to allow the Black Hole Machines to trap healthy flagships but not wrecked ones. In this system, any mobile forces you sent to a black hole machine world would be trapped, but you'd still be able to get your flagship back once you'd lost everything. Of course, you can still use wrecked flagships as explorers, but that requires a separate solution.

An alternative suggestion: When a human unit enters a Black Hole Machine world, the machine powers up and blocks all the wormholes *except* the one that the unit entered by. Those wormholes remain blocked until the machine is destroyed, or until there are no human forces left on the planet (at which point the machine powers down until another human unit shows up). This way, black hole machines act as barriers to further exploration (including to flagships), but not as traps. The problem with this approach is deciding the machine's response to minor faction units.
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Activities

BadgerBadger

Jan 9, 2020 12:15 pm

manager   ~0055470

Last edited: Jan 9, 2020 5:02 pm

There's no question that black hole machines are pretty lackluster at the moment.

I'm actually kinda okay with black hole machines stopping everything except crippled flagships. Note that this would probably mean changing the black hole machine implementation from an effect based on engine strength to a flat "Nothing but un-crippled flagships can get out".

Minor factions would need to be able to shoot them though.

Fluffiest

Jan 9, 2020 12:48 pm

reporter   ~0055471

Minor factions that can normally incur AI progress by destroying AI command centres should be able to destroy black hole machines, yes. Others will need either a way to ignore them, or a pathing rule that stops them from entering black hole planets in the first place.

RocketAssistedPuffin

Jan 9, 2020 1:02 pm

reporter   ~0055474

Last edited: Jan 9, 2020 1:02 pm

Far as I know the ones that need it already do, I think?

Or well, the ones that needed it previously.

Fluffiest

Jan 9, 2020 4:27 pm

reporter   ~0055477

Wait a second. Badger, do you mean "nothing but *crippled* flagships can get out"?

BadgerBadger

Jan 9, 2020 5:03 pm

manager   ~0055478

Erm, yes. I edited my comment.

RocketAssistedPuffin

Mar 4, 2020 8:43 pm

reporter   ~0056321

Right now I have it sitting in testing that crippled units can leave regardless. Want to test it more and mess around with numbers first.

Issue History

Date Modified Username Field Change
Jan 9, 2020 7:48 am Fluffiest New Issue
Jan 9, 2020 12:15 pm BadgerBadger Note Added: 0055470
Jan 9, 2020 12:15 pm BadgerBadger Note Edited: 0055470
Jan 9, 2020 12:48 pm Fluffiest Note Added: 0055471
Jan 9, 2020 1:02 pm RocketAssistedPuffin Note Added: 0055474
Jan 9, 2020 1:02 pm RocketAssistedPuffin Note Edited: 0055474
Jan 9, 2020 4:27 pm Fluffiest Note Added: 0055477
Jan 9, 2020 5:02 pm BadgerBadger Note Edited: 0055470
Jan 9, 2020 5:03 pm BadgerBadger Note Added: 0055478
Mar 4, 2020 8:43 pm RocketAssistedPuffin Assigned To => RocketAssistedPuffin
Mar 4, 2020 8:43 pm RocketAssistedPuffin Status new => resolved
Mar 4, 2020 8:43 pm RocketAssistedPuffin Resolution open => fixed
Mar 4, 2020 8:43 pm RocketAssistedPuffin Fixed in Version => 2.009 Plenty Of Tuning
Mar 4, 2020 8:43 pm RocketAssistedPuffin Note Added: 0056321