View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002389 | AI War 1 / Classic | Suggestion - Unit Abilities And Behaviors | Jan 11, 2011 6:16 pm | Jan 12, 2011 2:38 pm | |
Reporter | lyravega | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 4.065 | ||||
Summary | 0002389: Military Command Station related | ||||
Description | I like their relocating attack, however it is an experimental technology - giving it more attacks and paralyze & engine damage with each shot might suit them more. Currently, I'm having fun as I watch them zap enemies around, but that also leads to another issue - turrets trying to fire them are just wasting their time as their "ammo" dissipates after the target is being zapped. | ||||
Tags | No tags attached. | ||||
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Paralysis may be a good addition for the Mk. II and Mk. III versions. Mk. III already has full planet decloaking, but do you think engine damage should be added on top of that? |
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I'm saying that instead of relocator, paralyzing and/or engine damaging attacks might suit it better, afterall, it's something to be protected, it's not something that will provide protection. If it focuses on just one ship among a hundred, paralyze won't do much. I don't know if paralyze attacks have special "coding", like engine damage - swapping targets if their engine is blown, that's why I throw it there. It doesn't need to take out engines, slowing them as much as they can might help big time. |
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For now, it seems like their current design is pretty popular. |
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As I've said, that leads to another issue - defensive turrets / ships cannot do much. And with an attritioner and/or experimental translocators inside a forcefield if you are lucky, enemy ships can't do much at all, no matter what comes through. Add a black hole machine on top of that, some maws if you have access to these aswell, and well. Impenetrable defense with a handful of ships. Kind of an abuse in my opinion. |
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Defensive ships on FRD mode will continue to work quite well. Turrets will also work well if you place them a little ways away from the command station with tractors and/or gravitational turrets to hold the enemy ships in place. Then you have the military command station itself as kind of the last-defense goalie punting the other ships out into the middle of nowhere, buying more time from those that do break through. Players are always figuring out impenetrable defenses that the game then has to break, that's nothing new. I don't think that the root of the problem here is the military command station itself, in the scenario you describe. And, the AI would indeed eventually break through even something like that, if it had enough ships. If you have a save demonstrating unbalanced strategies like that, always feel free to post, but my inclination would be to fix that in some different way other than taking away the translocation shots of the military command station (as you note, having translocator experimental ships under a forcefield would have the same net effect anyhow, so this strategy isn't even something newly available, it's just the first time someone thought of it). |
Date Modified | Username | Field | Change |
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Jan 11, 2011 6:16 pm | lyravega | New Issue | |
Jan 11, 2011 6:21 pm | TechSY730 | Note Added: 0008289 | |
Jan 11, 2011 7:28 pm | lyravega | Note Added: 0008298 | |
Jan 11, 2011 7:30 pm | lyravega | Note Edited: 0008298 | |
Jan 12, 2011 1:06 pm | Chris_McElligottPark | Note Added: 0008363 | |
Jan 12, 2011 1:06 pm | Chris_McElligottPark | Status | new => closed |
Jan 12, 2011 1:06 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 12, 2011 1:06 pm | Chris_McElligottPark | Resolution | open => won't fix |
Jan 12, 2011 1:56 pm | lyravega | Note Added: 0008374 | |
Jan 12, 2011 2:38 pm | Chris_McElligottPark | Note Added: 0008383 |