View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0025552||AI War 2||Suggestion||Sep 12, 2021 12:26 pm||Sep 12, 2021 2:20 pm|
|Product Version||Beta 3.605 Code Will Change|
|Summary||0025552: Adding a tag that allows XML to set starting shield/health after being built.|
|Description||This would allow a XML tag to be added to a game entity that specifies a specific starting health/shield points after the entity is built. This can help with balance issues such as turrets/station keeping frigates/shield generators starting with full shields after being built, and can help with stopping scrapping/rebuilding as a viable way to lengthen the durability of some planets.|
|Tags||No tags attached.|
This is brilliant. I think I'd like to make this a more central thing rather than specific to certain units. Perhaps make this a part of Expert mode.
Basically it's a way of forcing people to think sufficiently in advance. Limiting the rate at which shields can then be boosted would completely gut some of the cheesier strategies.
I may want to pair this with some of the other new tools and goodies for players, like warheads, so this doesn't feel like a straight up nerf. I'd like people to be more creative in a larger sense, with more things to consider doing, versus spending a lot of time optimizing an edge expoity sort of mechanic like this.
||I think having it central to expert mode would be great, but I think it would also be a good idea for a tag that could be inserted per unit because that can help get rid of full shield upon build completion even for normal or challenger mode or flexibility in balancing (like forcefield frigs starting at arbitrary shield count)|