View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024361 | AI War 2 | Gameplay Idea | Jan 26, 2021 11:32 pm | Feb 9, 2021 9:25 pm | |
Reporter | zdrgn | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 2.723 AI Accountant Fired, And Relentless Waves | ||||
Fixed in Version | Beta 2.730 Spies, Early Officers, And Randomness Options | ||||
Summary | 0024361: Scouting | ||||
Description | Feature Request: Grant me 1 scout(like a tier3 from AIWC) per military command post. That i can position and reposition at will for needed visibility thats not wasted hacking every time I cap/neuter a planet. Argument: I am grateful and appreciative of the simplification you've made to scouting, and how it requires no micro allowing me to use time to devise strategy. But I miss having visibility of fleet movements, and i'd like the option to reposition if i don't like my vantage point. I feel like this can just sit on top of the current system and people can use it as they desire or ignore it if it doesn't suit them. As far as balance, Military posts are of limited utility because they have poor energy output so you try to use them only as necessary. I wouldn't anticipate having more than 4 of these in an avg game. Esp High AI difficulties. Optional: it could start weak and get better with military tiers. Maybe have a range limit of 2->4 hops. So it's useful for seeing nearby troop movements like a real scout in conventional military, as opposed to some omnipotent spy that can sit on the AI homeworld. I would suggest tier 6+worlds insta kill it. | ||||
Tags | No tags attached. | ||||
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combat factories usually come with combat sentries use those as scouts. really any cloaked unit works. |
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Look up the scouting options, you can make your command stations see 0 to 3 hops away no matter what type it is. There is also the debug menu that gives you full vision, this is considered a lifestyle feature and doesn't disable achievement (also great for watching how minor factions and the AI interacts for the whole game). |
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You can also just hack for permanent vision |
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Been planning this for a bit now, since seeing this request and some other comments. Thanks! * Added a new civilian unit: Spy ** Provides visibility on an enemy planet with a very low chance of being detected. Able to cross through wormholes, unlike the rest of a command fleet. ** Has a high amount of cloaking, a very high albedo so it is hard to decloak, is fast, and has decent health. Costs a lot of metal (12k) and uses a lot of energy (2k) for the fact that it has no weapons or other tools. ** Logistical command stations get four of these, and military command stations get two. Home and economic command stations get none. ** It's worth noting that you can get the same effect by hacking planets to watch them with spy nanites, but that uses up finite hacking points. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 26, 2021 11:32 pm | zdrgn | New Issue | |
Jan 27, 2021 3:01 am | Tim_Fragmagnet | Note Added: 0060398 | |
Jan 27, 2021 3:16 am | ArnaudB | Note Added: 0060399 | |
Feb 9, 2021 12:09 am | BadgerBadger | Note Added: 0060485 | |
Feb 9, 2021 9:25 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 9, 2021 9:25 pm | Chris_McElligottPark | Status | new => resolved |
Feb 9, 2021 9:25 pm | Chris_McElligottPark | Resolution | open => fixed |
Feb 9, 2021 9:25 pm | Chris_McElligottPark | Fixed in Version | => Beta 2.730 Spies, Early Officers, And Randomness Options |
Feb 9, 2021 9:25 pm | Chris_McElligottPark | Note Added: 0060491 |