View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003070 | AI War 1 / Classic | Bug - Other | Mar 18, 2011 5:43 pm | Mar 22, 2011 11:45 pm | |
Reporter | FunnyMan | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.003 | ||||
Fixed in Version | 5.006 | ||||
Summary | 0003070: Regen golems can resurrect force fields | ||||
Description | While playing in a system with a Regen Golem and some Mark I force fields, I noticed that some of my force fields had inexplicably moved halfway across the system, next to the Regen Golem. The only conclusion I can reach is that the golem resurrected them when they were killed. This is bad for a few reasons: 1. Force fields are support structures, albeit mobile ones. Having the golem, which can resurrect ships, resurrect them is completely unintuitive. 2. Force fields move so slowly that it's often faster to destroy them and rebuild them on the other side of the system. Having them resurrected at a central point is thus counterproductive. 3. One of the main advantages of force fields is that they have a massive health for their resource cost. With a regen golem present, this becomes an extreme liability! The force field, which is cheap, will be resurrected with the golem's health, which is vastly more expensive. It's possible that other mobile structures, like fortresses, may share this behaviour. By point 1 (and possibly 2), they should also be fixed to not resurrect at regen golems. | ||||
Tags | No tags attached. | ||||
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I've just seen a Fortress Mark III resurrected by a Regen Golem, so this does indeed apply to forts as well. |
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... I feel like there is something very abuseable that can be done here... ... and I think I know what it is, but I'm not going to say. Need to test this out first. |
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The only abuse I can see here is stacking FFs on top of the regen golem and having it wade into enemy territory assisted by a fleet of engineers. You'd nee [i]massive[/i] resource income to have any benefit, however. On the order of 20 or 30 Omega Devices. |
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I'm not going to get a chance to test this soon actually, so it actually has to do with Spirecraft. Mk1 rams have 2 million hitpoints, how would you like to get 50 free mk1 rams? Or a bunch of free martyrs? Some free Shieldbearers? Irreplaceable units that can be replaced. Does this even work? Would a regen golem be able to respawn other golems that have less HP than it, like anything that's not an Armored Golem? |
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Remember that they aren't [i]free[/i]. You still have to pay the cost of waking up the golem, which isn't that cheap. |
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Autobombs self-destructing don't count as being destroyed, so the rams probably won't be rezzed either. I think you're right about golems, but that seems like a perfectly kosher unit combo to me: the regen golem takes a massive health hit to keep another golem alive. I'm not familiar enough with the other Spire tech to have an opinion either way. Stacking FFs on top of a regen golem isn't going to work terribly well, because rezzing another unit counts as combat damage, so the golem can't be repaired for a few seconds. So it'll lose health faster than you can repair it. And if you're stacking FFs and have engineers anyway, why not just bring a mobile builder and reconstruct them? It'd be cheaper, and you can use the builder anywhere the FFs can work (i.e. in supply). |
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Wether you build an automated piece of machinery that acts as a static device or an automated piece of machinery that actually also acts as a mobile device, while both are, doesnt make much difference in wether the regen-golem should be able to ressurect it. Vehicle = vehicle. edit: what I in effect am trying to say; when you end up letting an FF get ressurected that is a situation you allowed to evolve, not the games random nature. It is your resources that will be wasted as a penalty of poor planning. I like those sort of 'rewards' :) |
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Thanks! * Guard posts, fortresses, superfortresses, force fields, and exo-shields are all now immune to regeneration from regenerator golems/trains. |
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 18, 2011 5:43 pm | FunnyMan | New Issue | |
Mar 18, 2011 10:46 pm | FunnyMan | Note Added: 0011168 | |
Mar 21, 2011 1:39 pm | Sunshine | Note Added: 0011183 | |
Mar 21, 2011 5:14 pm | Draco18s | Note Added: 0011195 | |
Mar 22, 2011 10:31 am | Sunshine | Note Added: 0011214 | |
Mar 22, 2011 10:38 am | Draco18s | Note Added: 0011215 | |
Mar 22, 2011 3:42 pm | FunnyMan | Note Added: 0011221 | |
Mar 22, 2011 5:25 pm | Red Spot | Note Added: 0011236 | |
Mar 22, 2011 5:28 pm | Red Spot | Note Edited: 0011236 | |
Mar 22, 2011 11:45 pm | Chris_McElligottPark | Note Added: 0011301 | |
Mar 22, 2011 11:45 pm | Chris_McElligottPark | Status | new => resolved |
Mar 22, 2011 11:45 pm | Chris_McElligottPark | Fixed in Version | => 5.006 |
Mar 22, 2011 11:45 pm | Chris_McElligottPark | Resolution | open => fixed |
Mar 22, 2011 11:45 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |