View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008906 | AI War 1 / Classic | Suggestion - New Features | Jul 12, 2012 2:44 am | Jul 12, 2012 12:16 pm | |
Reporter | GUDare | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 5.041 | ||||
Summary | 0008906: New Building: Scout Picket | ||||
Description | A request for a new building to be included into the game, an immobile Scout Relay Picket that could be built on any AI planet ignoring supply requirements. The Scout Relay Picket would be functionally equivalent to a Scout I, but have no build cap and no movement capabilities. The purpose of this building would be to allow you to free already purchased and researched scouts to go back to their primary duty, scouting, instead of being stuck on a random planet just 'watching'. The size of the map significantly influences the amount of effective scouting you can do because of scout caps. While these caps make sense for limiting the 'depth' of scouting, they also artificially make larger universes harder because of the need to picket. The limitations around this building should basically make sure that you can only construct them with a reasonable beach-head of some kind installed on a planet (a small fleetball should be enough) or that you've completely nerfed the planet to uselessness. It shouldn't take over for the scouts in investigating entrenched enemy terrain, just be used to allow recovery of scouts in systems that are too weak to fight back anymore, so you can 'keep an eye' on them. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I favor the version of this that requires moving at least a little mobile military onto the planet to build the structure; it should only be possible on worlds you're already willing to move your fleet through. You can get a scout or even a big group of scouts a hell of a long way out into the galaxy with enough micro, and it would be irritating as all hell if that were made a more optimal way to play. But waking some guards seems like a good cost for freeing up the scout cap. One other possibility would be to create a capless scouting thing that works a bit like a mobile repair station --- can't cloak for 30 seconds after moving and (maybe) can't get in transports, so you'd have to either clear out wormhole guards or escort the ship carefully to get it onto a world. |
Date Modified | Username | Field | Change |
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Jul 12, 2012 2:44 am | GUDare | New Issue | |
Jul 12, 2012 2:50 am | GUDare | Description Updated | |
Jul 12, 2012 11:19 am | tigersfan | Internal Weight | => Feature Suggestion |
Jul 12, 2012 11:19 am | tigersfan | Status | new => considering |
Jul 12, 2012 12:16 pm | martyn_van_buren | Note Added: 0026712 |