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IDProjectCategoryLast Update
0009295AI War 1 / ClassicSuggestion - Balance TweaksAug 27, 2012 6:37 pm
ReporterRCIX Assigned To 
Status consideringResolutionopen 
Product Version5.064 
Summary0009295: Economic Command Stations
DescriptionEnergy Collectors produce 150k energy. Matter collectors 50k. Home command station gives 30k energy.

Economic command stations give... 2/3/4k energy. Big woop. :P Also, I don't think it's necessarily worth it for an Mk1 command station to give 8 more metal and crystal than the next available peacetime station (Logistical).

Suggestion:
 * Mk1 economic command station metal/crystal output 32 > 40
 * Economic command station energy output changed to 10/17.5/25k energy output
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0009346 new Buff Economic Command Station Power Generation 

Activities

Hearteater

Aug 18, 2012 7:54 pm

reporter   ~0027783

I would tend to agree, but Energy Collector energy production should probably come down a little, maybe 125k.

Draco18s

Aug 18, 2012 10:47 pm

developer   ~0027793

Energy collectors do need to come down. I have yet to build a matter collector.

Cinth

Aug 18, 2012 10:53 pm

manager   ~0027796

I've had a game recently where I needed ZPGs

Hearteater

Aug 18, 2012 11:15 pm

reporter   ~0027799

Was it beyond early game? Because I often like an early ZPG. But late game, I can have 500k+ extra energy with a ZPG and no Matter Collectors. So even without a ZPG I'd be fine.

Cinth

Aug 18, 2012 11:16 pm

manager   ~0027800

Actually it was mid game in the middle of doing some fallen spire stuff. Browned out at a horrible moment.

RCIX

Aug 18, 2012 11:29 pm

reporter   ~0027802

>Energy collectors do need to come down. I have yet to build a matter collector.

Am I doing it wrong then? >.>

Draco18s

Aug 18, 2012 11:49 pm

developer   ~0027803

Depends. It could very well be that [b]I'm[/b] doing it wrong. I tend to own a fairly large portion of interstellar space, having a backwater/buffer zone that's 6 to 8 systems (where the AI can only send waves to one planet of this group, which contains my homeworld). But that tends to leave me with about half million power even after building my fleet. And no ZPG.

Cinth

Aug 18, 2012 11:56 pm

manager   ~0027804

half a million could be some spirecraft, golems or a Z Trader item or three.

Draco18s

Aug 19, 2012 12:00 am

developer   ~0027805

I've found I'm not using that many spire craft. They're too situational and too...expensive...to use commonly. Z Trader items are far too expensive to justify (except a radar jammer II on top of a Advanced Factory).

Current game-state has 15 owned planets and about 800,000 free power.

Cinth

Aug 19, 2012 12:04 am

manager   ~0027806

just an example of where that extra power would have been helpful for.

Draco18s

Aug 19, 2012 12:04 am

developer   ~0027807

Oh, sure. I'm just saying I don't want to spend the M+C on such things.

RCIX

Aug 19, 2012 12:22 am

reporter   ~0027810

Funny thing is, I'm usually drowning in metal+crystal :P Maybe I should snag a ZPG on the next Trader swingby.

Draco18s

Aug 19, 2012 12:26 am

developer   ~0027812

HA! I am too XD
But I always seem to need it when I don't [i]have[/i] it, and vice versa. When we were building the Radar Jammer, we both ran out at the same moment we had to refleet. And other such occurrences.

martyn_van_buren

Aug 27, 2012 3:12 pm

reporter   ~0028011

I think something ChemArt said is probably right --- if you've got too many resources, it might be worth upping the difficulty and doing a lot more refleets.

Draco18s

Aug 27, 2012 3:20 pm

developer   ~0028014

@Martyn:
I haven't even won a game on the difficulty I'm [i]at[/i] yet. It's not that I'm not refleeting often enough, but that it's impossible to progress, due to the 2000 free units floating outside my wormholes that I can't hurt, but which have no interest in suiciding on my defenses.

martyn_van_buren

Aug 27, 2012 4:11 pm

reporter   ~0028015

Oh very sorry, I was responding to the concern that the game has been made easier with the looser resource system. I thought so but ChemArt convinced me otherwise. Out of curiosity, what difficulty are you on? Have you tried warheads?

Draco18s

Aug 27, 2012 4:36 pm

developer   ~0028016

7.3, If I recall Correctly. And yes, warheads have been tried (along with various golems, notably Hive, Artillery, and Armored). It reduces their numbers temporarily, but they jump back up again within a minute or two. And a minute or two isn't enough to be able to utilize the golems for anything (as moving them around too much causes the massive pile to jump through the wormhole and obliterate about four systems).

Toll

Aug 27, 2012 5:48 pm

reporter   ~0028017

I've actually found an awesome cure against those clots: Build a fort or ten on an AI world. Sure, you'll put all the surrounding planets on alert, but AI ships won't hesitate to enter the worlds with the forts on them since they're controlled by the AI. Takes a bit of planning though, since you can't really build them once the clotting is happening...

Draco18s

Aug 27, 2012 6:37 pm

developer   ~0028019

As an AI-decision option, I wonder if the AI could calculate it's FP of force-field immune units separately and decide if it has enough units to destroy the command station (and just the command station) in order to put the planet out of supply.

As that's what the case is in my current game. If I move the armored golem out of the system and immediately back in, the AI seizes on the opportunity to flood the system, easily kills the command station with it's vampire claws, puts the system out of supply, and then they march on through to where the OTHER clot is, and combined they have enough firepower to decide that my next system is easily taken.

That, or go for a flanking maneuver and simply realize it has half the needed FP on both sides and smoosh BOTH groups through...

Issue History

Date Modified Username Field Change
Aug 18, 2012 6:24 pm RCIX New Issue
Aug 18, 2012 7:39 pm RCIX Description Updated
Aug 18, 2012 7:54 pm Hearteater Note Added: 0027783
Aug 18, 2012 10:47 pm Draco18s Note Added: 0027793
Aug 18, 2012 10:53 pm Cinth Note Added: 0027796
Aug 18, 2012 11:15 pm Hearteater Note Added: 0027799
Aug 18, 2012 11:16 pm Cinth Note Added: 0027800
Aug 18, 2012 11:29 pm RCIX Note Added: 0027802
Aug 18, 2012 11:49 pm Draco18s Note Added: 0027803
Aug 18, 2012 11:56 pm Cinth Note Added: 0027804
Aug 19, 2012 12:00 am Draco18s Note Added: 0027805
Aug 19, 2012 12:04 am Cinth Note Added: 0027806
Aug 19, 2012 12:04 am Draco18s Note Added: 0027807
Aug 19, 2012 12:22 am RCIX Note Added: 0027810
Aug 19, 2012 12:26 am Draco18s Note Added: 0027812
Aug 20, 2012 11:42 am tigersfan Internal Weight => Feature Suggestion
Aug 20, 2012 11:42 am tigersfan Status new => considering
Aug 23, 2012 8:04 pm Hearteater Relationship added related to 0009346
Aug 27, 2012 3:12 pm martyn_van_buren Note Added: 0028011
Aug 27, 2012 3:20 pm Draco18s Note Added: 0028014
Aug 27, 2012 4:11 pm martyn_van_buren Note Added: 0028015
Aug 27, 2012 4:36 pm Draco18s Note Added: 0028016
Aug 27, 2012 5:48 pm Toll Note Added: 0028017
Aug 27, 2012 6:37 pm Draco18s Note Added: 0028019