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IDProjectCategoryLast Update
0024361AI War 2Gameplay IdeaFeb 9, 2021 9:25 pm
Reporterzdrgn Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product VersionBeta 2.723 AI Accountant Fired, And Relentless Waves 
Fixed in VersionBeta 2.730 Spies, Early Officers, And Randomness Options 
Summary0024361: Scouting
DescriptionFeature 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.
TagsNo tags attached.

Activities

Tim_Fragmagnet

Jan 27, 2021 3:01 am

reporter   ~0060398

combat factories usually come with combat sentries

use those as scouts.
really any cloaked unit works.

ArnaudB

Jan 27, 2021 3:16 am

manager   ~0060399

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).

BadgerBadger

Feb 9, 2021 12:09 am

manager   ~0060485

You can also just hack for permanent vision

Chris_McElligottPark

Feb 9, 2021 9:25 pm

administrator   ~0060491

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.

Issue History

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