View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0006192 | AI War 1 / Classic | Suggestion - Balance Tweaks | Feb 27, 2012 7:57 pm | Feb 28, 2012 3:57 pm | |
Reporter | Spikey00 | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 5.027 | ||||
Summary | 0006192: Buff the ARS? | ||||
Description | Not entirely necessary, but perhaps the ARS should be buffed and included with the new science vessel changes in 5.028. 100k HP, no cloaking, 6 knowledge per second are its current stats. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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HP buff, yea I can see. Maybe even a knowledge/s increase. But I think cloaking is not needed. Mk. I has cheapness Mk. II has stealth and pretty good durability Mk. III (now aliased to Knowledge Hacker) can gather on enemy planets Mk. IV ? (will this be the Ship-Design Hacker, or is the Ship-Design Hacker a part of a different ship series?) Mk. V has the best knowledge gathering rate, and (should have) moderate durability Each mark has a different upside and different downsides. |
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Agreed. I feel like a bonus ship type (and now the chance of choosing a bonus ship type) is enough to make me pretty happy with it. If anything Mk. II seems like the weak link in the chain to me, but maybe that's just my playstyle. |
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Mk. II does have a higher knowledge gather rate, and it is cloaked, making it less likely to die if you put it on a still in danger planet, or if you are suddenly attacked when it comes in due to auto-gather knowledge (something that has happened to me before, and it took me a while to realize it) But yea, if you never, ever have your science station at a place with any sort of hostile presence, even when moving from planet to planet or auto-gathering, Mk. II science labs are useless. In that case, you're better off getting two Mk. I labs, which is around the same cost but together have a better rate than one Mk. II. |
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They have always been a throwaway vessel because the players should already have several MK1/2 sciences running around when they get to that point of capturing an ARS planet, and of course they were very weak. I'd really like to see something more unique be done with the ARS, possibly with knowledge raiding mechanics from 5.028. i.e. they can each k-raid up to 3k without increasing the AI zombie-ship-spawn response (but this should be indicated in the UI), so that's a maximum of 15k extra from a maximum five labs in one game. I suggest that the total amount of knowledge gatherable be dependant on the amount of ARSes humans control currently, so if they lost two but have three they could only gather 9k of the 15k knowledge, emphasizing keeping these labs safe throughout the game. They stop collecting raid knowledge if the player loses them in action and the cap is now exceeded. In multiplayer, the lab should collect for everyone. |
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I don't know, ARSs already have a role in hacking now, being the target of "ship type hacking" Though I guess you could use it for both, or exclusively one or the other. (Do you want to be able to choose your ship type, or use it to get "free" knowledge from a hostile planet, but not both for the same ARS) |
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I think I'm against that ---- hacking is already dauntingly complex. I'm sure X has this on his mind already, but I do think it's important to be careful new players don't find themselves too often in that situation where a tooltip suggests that there's some important mechanic they don't understand that's going to cost them the game if they don't master it. Currently (at least as of a year ago when I started playing) it's actually pretty easy to pick up the game a get a good enough idea of what's going on to be able to have an interesting and challenging but fair-feeling game in a few hours, and this is a really important thing to preserve. |
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Maybe they should reduce AIP by 5 when captured, but increase AIP by 10 when destroyed. So you get the benefit of a new ship type, and if you can protect them you get a small AIP decrease. If you can't...that's unfortunate. |
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Hearteater's suggestion sounds cool to me. You'd want to move it back into safe territory, so capturing one with deep raiding would create the possibility of an entirely optional escort mission for a small advantage. If so, tho, they should not be loadable to transports, as that would trivialize the issue. |
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They already aren't :) |
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Tight! It is cool when you get sort of emergent missions that way. And you do a lot in this game :) |
Date Modified | Username | Field | Change |
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Feb 27, 2012 7:57 pm | Spikey00 | New Issue | |
Feb 28, 2012 12:27 am | TechSY730 | Note Added: 0019906 | |
Feb 28, 2012 12:27 am | TechSY730 | Note View State: 0019906: private | |
Feb 28, 2012 12:27 am | TechSY730 | Note View State: 0019906: public | |
Feb 28, 2012 7:13 am | tigersfan | Internal Weight | => Feature Suggestion |
Feb 28, 2012 7:13 am | tigersfan | Status | new => considering |
Feb 28, 2012 1:46 pm | martyn_van_buren | Note Added: 0019933 | |
Feb 28, 2012 1:55 pm | TechSY730 | Note Added: 0019935 | |
Feb 28, 2012 1:55 pm | TechSY730 | Note Edited: 0019935 | |
Feb 28, 2012 2:12 pm | Spikey00 | Note Added: 0019938 | |
Feb 28, 2012 2:36 pm | TechSY730 | Note Added: 0019942 | |
Feb 28, 2012 2:37 pm | TechSY730 | Note Edited: 0019942 | |
Feb 28, 2012 2:54 pm | martyn_van_buren | Note Added: 0019947 | |
Feb 28, 2012 3:25 pm | Hearteater | Note Added: 0019951 | |
Feb 28, 2012 3:29 pm | martyn_van_buren | Note Added: 0019954 | |
Feb 28, 2012 3:37 pm | Hearteater | Note Added: 0019955 | |
Feb 28, 2012 3:57 pm | martyn_van_buren | Note Added: 0019957 |