View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0006997 | AI War 1 / Classic | Suggestion - New Unit Ideas - Golems | Apr 4, 2012 12:31 pm | Aug 3, 2012 4:15 pm | |
Reporter | Eternaly_Lost | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 5.032 | ||||
Summary | 0006997: Remote Scouting Golem | ||||
Description | An idea that I had when I was looking at the Spirecraft scout ships, is that it would be nice to have a ship that could scout not only it system, but also all system directly connected to it. Well one could argue that it might make scouting to easy, the clear solution is to make it a broken Golem that you have to capture and repair. That way, you can only have remote scouting from one system, but if you put it at a very well connected world, you can keep scout intel on a bunch of systems allowing for your other scouts to go elsewhere. Another thing that this could allow is for the AI to do scouting. They get a 'Scouting Golem' Every so often from an Exo-Gate and moves it over to it own boarders to scout the human worlds. Should the Golem be destoryed, the AI ships nearby move in to immediately attack the boarder thinking that the human were gone. But well the scouting Golem remains, the AI reinforces it worlds nearby twice as heavy if it thinks that the humans are stronger near it then they are. Edit) As an additional feature, given that people seem to think that this idea is too weak as it is. This golem in addition to doing scouting would reduce the amount of AI reinforcements on all planets next to it by 75%. So you want to stick it in a planet with a lot of connections, leaving them on alert but 3/4 of the ships that the AI sends to those alerted planets are instantly destroyed as a side effect of the long range scanners. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I see this as the most disappointing random golem to capture. Why would I want this over a regenerator golem or a artillery golem? |
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The idea is that you don't have to send a scout into a system if you have this one next to it. So if you have a world that has 6 attached planets, you can scout them all with one unit, rather then having to send 6 of your scouts into those systems, meaning you can use your scouts on the front lines, rather then the AI worlds inside your front boarders to keep an eye on what appears there. |
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For Broken Golems you are not guaranteed any certain golem, the player might not get this Golem or they might get three of them. I would rather get a Golem that could turn the tide in a epic battle than one that replaces the job of my scouts for the easiest planets to scout (the ones bordering mine). For Spire Craft you are given the option of using your asteroid resources to make a scout. For Broken Golems you arnt given resources, you arnt given a choice, you are given what luck seeded into your galaxy. |
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I almost always find at least 1 copy of every Golem in my Galaxy, but I can see what you are saying. It could also be a Spire Craft, but given how much more of those you get, unless it a top level asteroid, you basically never need another type of scout if those are remote scouts. Plus there is nothing that says that this Golem only has a scouting effect. What if in addition to being a Scout, it also reduced AI reinforcements (say by 75%) on the planets next to it. A powerful defensive weapon if used right, rather then an offensive one. |
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That is what I am aiming at; what else the Golem can do to make it on par with the rest of the Golems and worth wanting. |
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One issue with the AI scouting thing as you proposed it. If (and that is a big if) the AI ever get moved to a scouting system, then just merely losing "sight" of a planet shouldn't make the AI rush in. The AI is not stupid (in fact, it is quite smart). Just as you wouldn't assume a planet is abandoned just because you lost your vision on that planet, neither would the AI. Sure, the AI wouldn't know what has changed since the last time it saw the planet, but it wouldn't be stupid enough to think that just because it can't see you anymore, it would think you were gone. |
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Getting a random seed for golems means you have a finite amount in the galaxy to capture. It would be terrible to get one of these using up your golem cap. |
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If you could re-brand this as a "Command Golem", giving a smaller interplanetary munitions and armor boosts for the AI (40%?) as well as inter-planetary scouting information, I would consider it. As for the players capturing such a Golem, maybe. |
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Between Scout IV's, Starship scouts, and spire scouts, I really have no problems scouting out where I need to, especially not for planets directly bordering the ones I control. Particularly, if yuu move the golem away (ie to go with your fleet to help it scout ahead), you've lost all your vision to those planets and need to send alternate scouts there anyway. The reinforement dampening idea is interesting in itself, but being a feature of the scouting golem would require you to leave the golem parked on one planet, probably a whipping boy. And you're going to have those surrounding planets scouted anyway. The "Command Golem" idea is also quite interesting - some sort of defense-focused or system-boosting golem, but that's really getting away from the ORIGINAL scouting golem concept. |
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How about a non-golem capturable that simply enables complete visibility? |
Date Modified | Username | Field | Change |
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Apr 4, 2012 12:31 pm | Eternaly_Lost | New Issue | |
Apr 4, 2012 5:02 pm | ArcDM | Note Added: 0021806 | |
Apr 4, 2012 6:05 pm | Eternaly_Lost | Note Added: 0021807 | |
Apr 4, 2012 10:47 pm | ArcDM | Note Added: 0021822 | |
Apr 4, 2012 10:52 pm | Eternaly_Lost | Note Added: 0021823 | |
Apr 4, 2012 10:54 pm | ArcDM | Note Added: 0021824 | |
Apr 6, 2012 2:23 pm | tigersfan | Internal Weight | => Feature Suggestion |
Apr 6, 2012 2:23 pm | tigersfan | Status | new => considering |
Apr 7, 2012 11:20 pm | TechSY730 | Note Added: 0021848 | |
Apr 8, 2012 11:24 am | Cyborg | Note Added: 0021853 | |
Apr 8, 2012 11:28 am | Eternaly_Lost | Description Updated | |
Apr 11, 2012 11:56 pm | zharmad | Note Added: 0021950 | |
Apr 12, 2012 12:56 am | LintMan | Note Added: 0021953 | |
Aug 3, 2012 4:15 pm | Faulty Logic | Note Added: 0027344 |