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IDProjectCategoryLast Update
0002271AI War 1 / ClassicSuggestion - Balance TweaksJan 6, 2011 9:46 pm
ReporterFleet Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Product Version4.062 
Summary0002271: >MkIII Ion Cannon cost is too high
DescriptionThe cost for the upper Mk ion cannons gets unrealistic pretty fast. Around 2000 or so is already taxing moderate economies, and on higher difficulties I don't think it is realistic to divert such a huge portion of the economy to making this item. Above 50,000, and the Mk V ion cannon might as well not be buildable. I feel that the problem is

1. If I can build the Zenith Trader items (at least the more expensive ones, around 1000/s and higher), then my economy was already so strong that the current game is likely too easy, or
2. If I cannot build the Trader items, then I don't have a ton of space resources and am likely playing at my skill level.

Thus, I benefit from Trader items when I don't need them, and can't afford them when I could use them. Your thoughts on this?

TagsNo tags attached.
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duplicate of 0002072 closedChris_McElligottPark Mk. III+ Ion Cannons WAY too freaking expensive 

Activities

Chris_McElligottPark

Jan 6, 2011 9:19 pm

administrator   ~0007646

I think your analysis is solid. I don't really care for players to have the higher-mark ion cannons. They are there pretty much as a "crown jewel" for players that want to get them to show they can, I suppose.

That might sound odd, but I don't want to nerf the higher mark ion cannons, and I'd get complaints about not being able to buy them if I took them away... so you can buy them, but their cost reflects their rarity.

TechSY730

Jan 6, 2011 9:20 pm

reporter   ~0007647

Last edited: Jan 6, 2011 9:20 pm

Be careful when searching for duplicates. I think by default, closed issues are hidden from the results, but we are using the closed status to indicate rejected suggestions. You will need to tweak your search filters to see all issues.

Anyways, this is a classic problem of super-weapons of pretty much any game. If they are worth their cost, by the time you can afford them, you probably don't need them any more. If they are cheap enough to easily get, then they become overpowered. There isn't really a good solution other than living with it, or not having it in the first place.

Fleet

Jan 6, 2011 9:27 pm

reporter   ~0007655

Thanks for the explanation x4000, their cost and usefulness make more sense in the context of you *not* actually wanting them to be a normal part of gameplay.

Ah, they are hidden...I swear this has come up, and I searched, but saw nothing.

Chris_McElligottPark

Jan 6, 2011 9:43 pm

administrator   ~0007676

No worries -- and thanks for understanding!

TechSY730

Jan 6, 2011 9:46 pm

reporter   ~0007679

I think Mk. III could be feasible in a multiplayer game where economic spending is divided between players and one player focuses on defense. It would be the late game by the time you can finish it, but at least you got it. Mk. IV and V though, you can pretty much forget about it

Issue History

Date Modified Username Field Change
Jan 6, 2011 9:09 pm Fleet New Issue
Jan 6, 2011 9:13 pm TechSY730 Relationship added duplicate of 0002072
Jan 6, 2011 9:19 pm Chris_McElligottPark Note Added: 0007646
Jan 6, 2011 9:19 pm Chris_McElligottPark Status new => closed
Jan 6, 2011 9:19 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 6, 2011 9:19 pm Chris_McElligottPark Resolution open => no change required
Jan 6, 2011 9:20 pm TechSY730 Note Added: 0007647
Jan 6, 2011 9:20 pm TechSY730 Note Edited: 0007647
Jan 6, 2011 9:27 pm Fleet Note Added: 0007655
Jan 6, 2011 9:43 pm Chris_McElligottPark Note Added: 0007676
Jan 6, 2011 9:46 pm TechSY730 Note Added: 0007679