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IDProjectCategoryLast Update
0008629AI War 1 / ClassicSuggestion - New Unit Ideas - Economic and Utility UnitsJul 17, 2013 8:43 am
ReporterKronic Assigned To 
Severityfeature 
Status consideringResolutionopen 
Product Version5.035 
Summary0008629: Beachhead Supply Station
DescriptionAs it stands, with the current supply mechanic, beachheads are pretty much a nice thought, but impractical. In order to create one, you need a planet adjacent anyway, which does beget the question as to why you don't just stage there instead. Therefore I was considering the benefits of a new unit similar to the knowledge and ship hacking stations, which essentially works as follows:

"Supply Hacker"
Takes 5 to 10 minutes to deploy, cannot move etc.
Low health and ship cap (5?)
When deployed, grants supply within the system (syphoning off the AI routines)
Probably best that it generates a small to medium retaliatory wave while setting up.
Only works within non-deepstrike range
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0001579 consideringChris_McElligottPark New Unit Suggestion: Military Builder 

Activities

SNAFU

Jun 19, 2012 1:25 pm

reporter   ~0025963

I'd just like to pitch in my 2 cents here that I think this is an excellent idea.

Beachheads are hard to setup and at best, demand more micromanagement than I'd like. It would be REALLY nice if auto-build engineer/remains rebuilder worked on planets in supply, if nothing else. This sounds like a step in the right direction, and being able to extend supply lines (at cost of course) could be a neat idea for frequent planet hoppers like myself.

TechSY730

Jun 19, 2012 1:38 pm

reporter   ~0025964

Last edited: Jun 19, 2012 6:01 pm

Related to the now attached issue in the sense that they both will allow you to build with some "sidestepping" of the normal supply rules, but in two very different ways.

Kronic

Mar 27, 2013 2:52 am

reporter   ~0031408

Bumping this for consideration - or at least discussion and awareness - as I'm getting a decent way into my first proper crosshatch style map, and some form of device to allow me to form a functional Beachhead would be of great use, as I have to be far more careful than I'm used to for planets I take, due to it being simply cost inefficient to Gate Raid enough to protect all the planned staging points.

Yes, I realise crosshatch is supposed to be hard, but throw me a bone here. :P

Kronic

Jul 9, 2013 3:11 pm

reporter   ~0033098

Actually, bumping this back up for consideration now that hacking is being reworked entirely - a "Supply hack" to establish a beachhead on an enemy system would be - in my opinion - an excellent addition to the new system.

ArcDM

Jul 9, 2013 3:22 pm

reporter   ~0033099

Last edited: Jul 9, 2013 3:23 pm

Now that knowledge does not require supply I (currently) see no reason for a device that gives supply outside of the players influence.

Since putting up a beachhead is more of a give-take in the way of available turrets this gives more of a tactical option than a straight advantage to the player. As such, does the AI really need a hacking response to the player getting supply in their system, cant the time waiting for it be enough. [After thinking about it a response would make sense in all except for balance and player incentive]

Ranakastrasz

Jul 9, 2013 10:26 pm

reporter   ~0033102

S beachead, from my experience, is usually set up only if a system is too tough to take head on, so as to have a fallback position, or rather a position of power, where you set up turrets to handle large enemy attacks...

Having to hack on that specific planet before the beachhead seems like it wouldn't be very useful, because you have to have had a beachhead, or equivilent, before you can hack it effectively.

So long as it lets you then deploy a structure, preferably extremely durable/permacloaked, that gives supply to that and adjacent planets, I can see it as acceptable.
~If it just allowed you to build a supply node afterwards in this and all adjacent system, that would work as well.

ArnaudB

Jul 10, 2013 4:29 am

reporter   ~0033104

I realized that I don't use beachead much for offensive. I use the mostly to neutralize a system without killing the command station. (Even if energy troubles tend to limit the use of that method.

"hacking supply" I am not sure about that. A structure might be more like it. Could be an idea for another minor faction, who can't help much militarily but that can offer supply.

Kronic

Jul 10, 2013 6:00 pm

reporter   ~0033108

I was thinking of it mostly for interaction with other factions, and similar - a full rpair depot for Champions just outside of Nebulas, Forcefield and turret coverage during Spire Shard Retrieval; as well as some other roles I had planned for it originally - staging/refleeting areas (Warp gates or factories with turret protection) one hop outside deep strike range, schenanigans involving transports (I realize these may be one reason why supply extension could be a problem), and similar.

Overall, I feel it'd be one of the more specialized hackings - it's not something you'd do every game, but sometimes you just get some map synergy that works really well with it.

ArnaudB

Jul 12, 2013 9:04 am

reporter   ~0033109

Actually one thing which I realized bother me with Hacking supply is the SuperTerminal.

If you've points to spend to get a Supply on a planet, why not simply hack the Super-Terminal and get the AIP reduction to take the system you want instead?

Haven't really tried the ST since the hacking update, but I believe my point stand.

Kronic

Jul 17, 2013 8:43 am

reporter   ~0033137

Honestly, I hadn't considered that. I guess in my own internal ticker the penalty for supply hacking was a bit less than the penalty for 20AIP reduction from the ST, as you don't get the resources and the like. Furthermore, I guess you might not always have the ST, or you may have been grinding on it too much (I personally have never actually used the ST, I'll admit. >.>).

Issue History

Date Modified Username Field Change
Jun 19, 2012 10:27 am Kronic New Issue
Jun 19, 2012 1:25 pm SNAFU Note Added: 0025963
Jun 19, 2012 1:37 pm TechSY730 Relationship added related to 0001579
Jun 19, 2012 1:38 pm TechSY730 Note Added: 0025964
Jun 19, 2012 3:17 pm tigersfan Internal Weight => Feature Suggestion
Jun 19, 2012 3:17 pm tigersfan Status new => considering
Jun 19, 2012 6:01 pm TechSY730 Note Edited: 0025964
Mar 27, 2013 2:52 am Kronic Note Added: 0031408
Jul 9, 2013 3:11 pm Kronic Note Added: 0033098
Jul 9, 2013 3:22 pm ArcDM Note Added: 0033099
Jul 9, 2013 3:23 pm ArcDM Note Edited: 0033099
Jul 9, 2013 10:26 pm Ranakastrasz Note Added: 0033102
Jul 10, 2013 4:29 am ArnaudB Note Added: 0033104
Jul 10, 2013 6:00 pm Kronic Note Added: 0033108
Jul 12, 2013 9:04 am ArnaudB Note Added: 0033109
Jul 17, 2013 8:43 am Kronic Note Added: 0033137