View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0026897 | AI War 2 | Suggestion | Apr 10, 2022 2:29 pm | May 12, 2022 4:51 pm | |
Reporter | Strategic Sage | Assigned To | ZeusAlmighty | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.015 The Thrifty Architrave | ||||
Summary | 0026897: Necromancer Modules Notification | ||||
Description | There 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. | ||||
Tags | No tags attached. | ||||
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I would rather have more small modules (which are only XML) than mess with the code |
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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'. |
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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. |
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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. |
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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. |
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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 |
Date Modified | Username | Field | Change |
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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 |