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IDProjectCategoryLast Update
0023999AI War 2SuggestionDec 14, 2020 4:53 pm
ReporterAsteroid Assigned ToChris_McElligottPark  
Severitytweak 
Status closedResolutionno change required 
Product Version2.617 Calming For The Nerves 
Summary0023999: Should Military Stations really be blind as a bat?
DescriptionYou'd typically want to put military stations on a chokepoint, meaning it's connected to probably two or three enemy planets with only one wormhole leading to your inner planets.

The problem is that you can't really afford to lose vision on those adjacent planets to get early warning of a Hunter attack or similar: it's because of that danger that you put the military station there in the first place!

I think that between that and their low energy/metal yield, military stations are seldom used. I always see people on the forum suggesting to use Logistical ones, at any rate, and that's what I usually do myself.

I'd suggest giving back the ability to see the contents of adjacent planets to all stations. They're differentiated enough by other stuff such as resource yield and turrets, and the nerfs to energy over the last year mean that you won't spam military stations everywhere (it used to be that you could build every single turret everywhere without consequence and have military stations at every border).

Basically you won't get more than one or two military stations for the player, watching critical borders.

EDIT: Also, I think military stations being blind encourages degenerate gameplay. I find myself sending lone cloaked units on those neighbour planets to get vision. It's fairly easy and safe so why not do it. But that's against the spirit of the whole fleets and no scouts philosophy, and it clashes with the game controls since as soon as I need to move the fleet those units belong to somewhere, they'll all abandon their post if I use the number key to select the fleet or move it through the galactic map.
Logistical stations already watch neighbors so no change there.
Economic stations rarely border enemy planets except neuteured ones. I don't really see a downside to giving them watch capabilities as well. Unless we're dead-set on surprising the player when a CPA hits and some reinforcements that had accumulated on a neutered planet pop out of the wormhole. But economic stations are so weak that even with a slightly earlier warning they're probably toast anyways.
TagsNo tags attached.

Activities

CRCGamer

Oct 17, 2020 6:22 pm

developer   ~0059294

I'll point out there is an option in the pre-game lobby that gives all stations between 0-3 hops of "bonus" vision range. And that when used the Logistical will use that value +1. So if you set all planets to have a single hop worth of vision the Logistical grants 2 hops.

Option already exists if you want to use it.

Asteroid

Oct 17, 2020 7:05 pm

reporter   ~0059297

@CRCGamer Thank you from pointing this out. I'm not sure I want Logistical to see 2 planets away, that feels overpowered and a nerf to the Hunter fleet. So my suggestion is separate from the existence of that option.

CRCGamer

Oct 17, 2020 8:24 pm

developer   ~0059302

If that is how you feel about it I'd just suggest you get used to spending a bit of hacking points for permanent vision hacks in key locations then. That is a criminally underused option most of the time. But pays big dividends used smartly. Again the game gives you a ton of tools here.

Smidlee

Oct 17, 2020 8:56 pm

reporter   ~0059303

It also not wise to depend on the choke point military base as your eyes as you want at least one logistical ahead of the choke point or hunters will continue to build up until is overruns your military base. You want to see the big threat coming before it reaches your choke point.

Asteroid

Oct 17, 2020 9:30 pm

reporter   ~0059304

@CRCGamer Not a bad idea, but I'm always critically short on hacking points. Mostly because I seem to have bad luck with Command Augmenter placement and I prefer paying AIP for the things I don't have the choice to capture to get them, i.e. fleets and Zenith Power Generators. So might as well put one fleet one of useless Eyebots MkI into their own flagship and use them as free scouts. Not pretending my playstyle is optimal or anything.

@Smidlee That's a good tip. Though if that's the common pattern people follow, then my suggestion would have even less impact on overall balance, as you already have a Logistical watching part of the planets connected to the Military anyways.

TBH though it feels weird and lopsided to me to have to put a Logistical ahead of Military. Might as well give two planets range worth of vision to the latter so that it can fulfill its border guard role properly.

If you people are really attached to the current balance, that's fine though. I won't fight to the death for this, there are a lot of more important issues to tackle and multiplayer to finish.

TechSY730

Oct 17, 2020 9:32 pm

reporter   ~0059305

FWIW, except for really important planets, I use logistics as my front line and a military behind it, and accept the logistics are more "disposable", and accept I will lose and retake them more often.

Smidlee

Oct 17, 2020 9:49 pm

reporter   ~0059306

Play the Fallen Spire and you learn how important forward logistics are ahead of your military choke points. They made better "speed bumps" with gravity generators. This helps spreads the enemy fleet out some instead of hitting the choke points all at once.

Endovior

Oct 18, 2020 12:13 am

reporter   ~0059307

As-is, I find that I never use anything but Logistical Command Stations. They're the best general-purpose Command Station, and I'd rather not waste science buffing multiple types of Command Station (especially since Economic Command Stations are so expensive to upgrade!), and it's easier to handle my defences if I have Logistical Command Stations acting as highways for my forces. I also value the vision, movement restrictions, and extra forcefields of the Logistical Command Stations quite highly, which make Military Command Stations a hard sell, outside of specific map topologies that really encourage a chokepoint-of-doom ("X" comes to mind).

Anything that would encourage me to *not* do this would be welcome; that probably means buffs for the more-specialized Command Stations.

Chris_McElligottPark

Dec 14, 2020 4:53 pm

administrator   ~0059987

I think that this is basically a solid set of options, and pro's/con's to the various types of command stations at the moment.

Issue History

Date Modified Username Field Change
Oct 17, 2020 5:31 pm Asteroid New Issue
Oct 17, 2020 6:18 pm Asteroid Description Updated
Oct 17, 2020 6:22 pm CRCGamer Note Added: 0059294
Oct 17, 2020 7:05 pm Asteroid Note Added: 0059297
Oct 17, 2020 8:24 pm CRCGamer Note Added: 0059302
Oct 17, 2020 8:56 pm Smidlee Note Added: 0059303
Oct 17, 2020 9:30 pm Asteroid Note Added: 0059304
Oct 17, 2020 9:32 pm TechSY730 Note Added: 0059305
Oct 17, 2020 9:36 pm Asteroid Severity minor => tweak
Oct 17, 2020 9:49 pm Smidlee Note Added: 0059306
Oct 18, 2020 12:13 am Endovior Note Added: 0059307
Dec 14, 2020 4:53 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 14, 2020 4:53 pm Chris_McElligottPark Status new => closed
Dec 14, 2020 4:53 pm Chris_McElligottPark Resolution open => no change required
Dec 14, 2020 4:53 pm Chris_McElligottPark Note Added: 0059987