View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005190 | AI War 1 / Classic | Suggestion - Balance Tweaks | Nov 17, 2011 7:16 am | Feb 18, 2012 6:32 pm | |
Reporter | Atomjack | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.019 | ||||
Summary | 0005190: Superterminals should be destroyed when the command station is destroyed | ||||
Description | Superterminals currently make it too easy to manage AIP. If you are willing to grind, you can reduce AIP to the floor even with a relatively small fleet by building a command station, letting a few superterminal waves come through, destroying your command station, then mopping up the zombies. Rinse and repeat, and unless you have the AIP-over-time mechanic ratcheted way up you have a way to decrease AIP with no risk whatsover in a rather boring fashion. It would be much more exciting to make the superterminal a "fire-and-forget" bonus - if you can only trigger it once, then there's a nice tension between waiting as long as possible (so you have a stronger fleet available to handle the terminal spawns) and not wanting to take out data centers and the like to maximise the effective return from the terminal. As it is, you can trigger the terminal as soon as you find it, lower AIP to whatever you want to, rampage through the galaxy, build up your strength, and come back to the terminal whenever the AIP seems to be getting a bit high for comfort. | ||||
Tags | No tags attached. | ||||
Internal Weight | Polish Tweak | ||||
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Not to mention that is how most new players assume it works. |
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Seems like a good way to fix a currently extremely abusive tactic. However, the growth rate of the difficulty of the spawned zombies should be reduced some, to compensate for the fact that you will want to trigger it for a much longer period of time. |
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there is risk vs reward and the scaling of how difficult the waves become makes it not infinite. i actually would recommend raising the ship cap of the waves more myself to prevent abuse. i usually get about -400 to -500 aip out of a super terminal before the waves become unbreakable. this does seem like a bit much. but then i will destroy it myself to claim the world. |
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The inclusion of Fallen-Spire in your game should also ratchet up the spawn-count drastically depending on shard numbers or city stuff, if it isn't already. The AI should know about the power of heavy beams spawn-camping the other side of the terminal. I don't think we can ultimately prevent players from milking this for what its worth (>300 decreases), as there's no end to building fortifications before triggering the terminal. If the terminal blocks supply, we can artificially limit the player to having mobile fleet for the initial stages... although this may be too harsh. However, at least we can make it more interesting. Is it possible to start spawning guardians and spire-ships when the waves get to a certain size? |
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I would generally disagree with this request to self-destruct it with the command center. It depends on luck sometimes, but a lot of the times I find one I have to place myself far out of position to use it. This means a lot of my forces aren't defending against Exos, waves, etc. I'd like to see it get more powerful, but not be 'one-shot'. |
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I think a less drastic fix might be to have an activated superterminal continue spawning waves until there is no (targetable) human presence in the system, and possibly for a couple minutes afterwards. This would mean that scrapping your command station isn't an instantaneous off button for the waves. Further, losing your command station to the waves is even more dangerous than before, as more zombies will be turned loose upon you. To be truly evil, activating a superterminal could be permanent. You only gain the bonuses while you own the system, but if you use it for a while and then leave, the AI will attack vigorously whenever you enter. Thematically, the reason for either version is quite simple: Once you begin hacking the superterminal, the AI considers your presence in the system a major threat that must be completely eliminated. |
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I like FunnyMan's comprimise. Making superterminals a little harder to control in that way would probably fix a large number of abuses with superterminals. |
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For 5.027 these have been made considerably more dangerous, including the "no off switch" idea. |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 17, 2011 7:16 am | Atomjack | New Issue | |
Nov 17, 2011 7:17 am | tigersfan | Internal Weight | => Polish Tweak |
Nov 17, 2011 7:17 am | tigersfan | Assigned To | => keith.lamothe |
Nov 17, 2011 7:17 am | tigersfan | Status | new => assigned |
Nov 17, 2011 11:30 am | Hearteater | Note Added: 0017534 | |
Nov 18, 2011 11:56 pm | TechSY730 | Note Added: 0017549 | |
Nov 19, 2011 11:56 am | motai | Note Added: 0017551 | |
Jan 31, 2012 8:25 am | zharmad | Note Added: 0018439 | |
Jan 31, 2012 9:37 pm | GUDare | Note Added: 0018455 | |
Feb 13, 2012 1:09 pm | FunnyMan | Note Added: 0019003 | |
Feb 13, 2012 1:22 pm | TechSY730 | Note Added: 0019005 | |
Feb 18, 2012 6:32 pm | keith.lamothe | Note Added: 0019355 | |
Feb 18, 2012 6:32 pm | keith.lamothe | Status | assigned => resolved |
Feb 18, 2012 6:32 pm | keith.lamothe | Resolution | open => fixed |