View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0026485 | AI War 2 | Balance Issue | Feb 22, 2022 10:41 am | Feb 22, 2022 11:42 am | |
Reporter | Bob Kovak | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Summary | 0026485: Destroying enemy ships should provide some positive benefit other than survival | ||||
Description | Destroying enemy ships should give the player some sort of benefit. Please let me know if this is a mod or an option I can turn on. I understand this is not an RPG, but it would be nice if player owned ships could receive science for every enemy ship destroyed on the planet. This would count toward the ships next level, and if you wanted to level up the ship quicker, you spend science for the remaining XP of the ship level. It is not that much different than the way it is now to level a ship up - the button that is "spend 500 science to go to mark 2" on a fleet should instead be a progress bar and a button, as the progress bar decreases the science cost to the next level AND auto-upgrades the fleet to the next level if the science is hit. Additionally, destroying ships of a specific weapon technology type, such as Artillery, could progress your science in that category by some amount. This too would be a progress bar on the technology tab per weapon type, such that spending science is simply the remaining science to upgrade Artillery (as an example). As you fight more an more ships, your tech in that category would slowly fill up until it levels up. | ||||
Tags | No tags attached. | ||||
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This is similar to how the necromancer in DLC3 works. You should check that out when it is released. That said, "Experience" was part of flagship progression for a wihle in this game and it was not a success. |
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Yep, this is very much a necromancer type of feature, which is a completely alternative game mode. We've tried EXP in various ways in the past in the main game, and it did not work out well at all. There's lots of long posts over the last four years explaining what was wrong with the various implementations, how we tried to mitigate those, and why they did not work out. Thankfully, Necromancer is working out, and is really fun, but it's taken a year to get it working well, and it's a hugely divergent way to play. We can't just merge that into the main factions. |
Date Modified | Username | Field | Change |
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Feb 22, 2022 10:41 am | Bob Kovak | New Issue | |
Feb 22, 2022 10:50 am | BadgerBadger | Note Added: 0064690 | |
Feb 22, 2022 10:51 am | BadgerBadger | Note Edited: 0064690 | |
Feb 22, 2022 11:42 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 22, 2022 11:42 am | Chris_McElligottPark | Status | new => closed |
Feb 22, 2022 11:42 am | Chris_McElligottPark | Resolution | open => no change required |
Feb 22, 2022 11:42 am | Chris_McElligottPark | Note Added: 0064696 |