View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003095 | AI War 1 / Classic | Suggestion - Game Mechanics | Mar 24, 2011 4:58 pm | May 9, 2011 2:40 pm | |
Reporter | FunnyMan | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 5.007 | ||||
Summary | 0003095: Duplicate fabricators provide no additional benefit | ||||
Description | I had a game recently where I encountered 3 Anti-Starship Arachnid fabricators. This is a rather depressing situation, because after capturing the first one, the other two are nearly useless. Having a second (let alone a third) provides no additional benefit, beyond simple redundancy should one get blown up. Either fabricators should be limited so that only one of each type will spawn, or capturing additional ones should provide some sort of benefit, such as increasing the ship cap. (The current situation is somewhat similar to advanced factories, but a single advanced factory provides far more benefit than a single fabricator, making it far more important to acquire and protect at least one.) | ||||
Tags | No tags attached. | ||||
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Cant really vote here, I am for them not spawning as duplicates, I am against any sort of bonus to a bonus. I am more against stacked bonusses than I am for them not spawning duplicates. (I'll vote in favour, assuming Chris & Keith wouldnt stack bonusses anyway.) In the end I cant help feel its too trivial to even bother though. I can often not even take ½ of them, and those I do is cause they give some bonus that would be usefull in the game at hand. Effectivly saying I wont be taking the duplicates as they no longer provide as bonus. |
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Just have a new check in the seeding process to stop a fabricator type from beeing spawned unless all other fabricators of the class it is looking for (experimental vs. Mk V vs. special starship) have already been seeded, and even in that case maybe it should just try a different class of fabricators. End result, no dupes in the first place, problem solved. |
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The benefit is that, when choosing which planets to take (considering each planet you take has some cost), if you happen to want Anti-Starship Arachnids, you now have 3 options and the redundancy. It's not really that great for Arachnids though because they don't seem to be very popular with players even though they're quite powerful as I remember it. |
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They were powerfull, then they got nerfed and became 'usefull' .. no more, no less :) |
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I don't think this is really a problem; unless you're fantastically lucky and get multiple fabricators near your home world, you're liable to lose them, so it's never bad to have a spare. Maybe that's just my style---depending on the ship type, I usually don't consider fabs important enough to protect heavily, so I often lose them in big CPAs and the like. |
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I think this should apply to rebel colonies as well. Not necessarily a huge boost to ship cap but... maybe some sort of diminishing returns. |
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 24, 2011 4:58 pm | FunnyMan | New Issue | |
Mar 24, 2011 5:55 pm | Red Spot | Note Added: 0011438 | |
Mar 24, 2011 6:42 pm | TechSY730 | Note Added: 0011439 | |
Mar 24, 2011 8:32 pm | Sunshine | Note Added: 0011441 | |
Mar 25, 2011 1:41 pm | Red Spot | Note Added: 0011456 | |
May 9, 2011 11:00 am | martyn_van_buren | Note Added: 0012131 | |
May 9, 2011 2:40 pm | HTL2001 | Note Added: 0012133 |