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IDProjectCategoryLast Update
0026897AI War 2SuggestionMay 12, 2022 4:51 pm
ReporterStrategic Sage Assigned ToZeusAlmighty  
Severityminor 
Status resolvedResolutionfixed 
Product Version4.015 The Thrifty Architrave 
Summary0026897: Necromancer Modules Notification
DescriptionThere was some talk on the discord about possibly adding more small modules to limit the Unused Modules prompting you to change flagships or necropolises with only one point left even with nothing available to buy without removing an existing module.

Maybe there's a better way, but I think the simplest method of handling this is probably still to just not have those show up if you can't afford any of the available modules. That means some won't be mentioned, but I think that's better that not being able to go through to the items that have more module points to spend because of having a 1-point balance you don't intend to use somewhere.
TagsNo tags attached.

Activities

BadgerBadger

Apr 10, 2022 3:41 pm

manager   ~0065904

I would rather have more small modules (which are only XML) than mess with the code

Strategic Sage

Apr 10, 2022 3:59 pm

reporter   ~0065905

Adding more small modules I think just kicks the can down the road without actually solving it. There's still going to be situations where a player uses the small ones and has nothing left, and without a UI method to cycle through all of the available fleets to upgrade without changing an allocation you don't actually want to change ... it also makes modules much harder to balance if there's more that are just 'throw-ins'.

BadgerBadger

Apr 10, 2022 4:02 pm

manager   ~0065906

Last edited: Apr 10, 2022 4:03 pm

If a player is using all the small ones then that seems like a balance issue to me; surely the most powerful and interesting modules will be the costly ones; if the small ones are preferred then I think the modules need a rebalance.

If it is possible but not-a-good-idea then the game is giving players feedback that they are making bad choices.

Strategic Sage

Apr 10, 2022 4:22 pm

reporter   ~0065907

Given this approach, I suggest giving everything the following:

** Minor Hull Boost (or whatever) - half the boost that the 2-point one gives
** Same for Shields

Having two more 1-pointers on everything will hopefully give people something to sink it into without being too annoying on the balance side.

ptarth

Apr 18, 2022 2:25 pm

reporter   ~0066115

I like the idea of adding 1-point modules, it would solve my major problem of having single points remaining for both flagships and necropolises.
I don't like the idea of hiding the card if you can't afford another module, because it feels like I'm wasting resources.

I like the proposed minor hull and minor shield stats.
I'd also like to see 1 and 2 point offensive modules. (I'm not convinced that the Plasma Bolt and the Fusion Bomb are worth the points, but that's a different question.)
Some ideas for the new offensive modules: long ranged sniper weapon, life drain weapon, melee AOE weapon, continuous beam weapon, short range stunning. Effectively weak versions of all of the upgraded flagship weapons.

ZeusAlmighty

May 12, 2022 4:51 pm

manager   ~0066732

Several new 1 point modules have been added. Players can still have this problem based on their choices, but that's ultimately a player choice now

Issue History

Date Modified Username Field Change
Apr 10, 2022 2:29 pm Strategic Sage New Issue
Apr 10, 2022 3:41 pm BadgerBadger Note Added: 0065904
Apr 10, 2022 3:59 pm Strategic Sage Note Added: 0065905
Apr 10, 2022 4:02 pm BadgerBadger Note Added: 0065906
Apr 10, 2022 4:03 pm BadgerBadger Note Edited: 0065906
Apr 10, 2022 4:22 pm Strategic Sage Note Added: 0065907
Apr 10, 2022 8:54 pm BadgerBadger Assigned To => ZeusAlmighty
Apr 10, 2022 8:54 pm BadgerBadger Status new => assigned
Apr 18, 2022 2:25 pm ptarth Note Added: 0066115
May 12, 2022 4:51 pm ZeusAlmighty Status assigned => resolved
May 12, 2022 4:51 pm ZeusAlmighty Resolution open => fixed
May 12, 2022 4:51 pm ZeusAlmighty Note Added: 0066732