View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005746 | AI War 1 / Classic | Suggestion - Balance Tweaks | Feb 10, 2012 3:49 pm | Feb 13, 2012 6:37 am | |
Reporter | Spikey00 | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 5.024 | ||||
Summary | 0005746: Spirecraft scouts vs jumpcraft + scouts | ||||
Description | The use of Spirecraft scouts is redundant as you can instead construct jumpcrafts, load them with scouts, unload one where you want to scout, and repeat. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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The most obvious argument is that a SC scout adds a scout to free up other scouts to be used else where. The point here is that the SC jump ship makes scouting more efficient, practical, and cost effective vs planets with scouts placed on them. |
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I couldn't imagine a situation where you'd want that extra scout, since you already start with 10, then 20 with the MK2s for 1k knowledge. With micro, you could get vision for all those planets by just leaving a single scout, bypassing tachyon guards and such that prevented you from scouting the planet in the first place. EDIT: as the jumpcraft itself is also tachyon beam immune. So all you do is just teleport them away from the guard posts, dump the scouts, load all but one back in and repeat. |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 10, 2012 3:49 pm | Spikey00 | New Issue | |
Feb 10, 2012 11:11 pm | ArcDM | Note Added: 0018881 | |
Feb 10, 2012 11:20 pm | Spikey00 | Note Added: 0018882 | |
Feb 10, 2012 11:23 pm | Spikey00 | Note Edited: 0018882 | |
Feb 13, 2012 6:37 am | tigersfan | Internal Weight | => Feature Suggestion |
Feb 13, 2012 6:37 am | tigersfan | Status | new => considering |