View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0009295 | AI War 1 / Classic | Suggestion - Balance Tweaks | Aug 18, 2012 6:24 pm | Aug 27, 2012 6:37 pm | |
Reporter | RCIX | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 5.064 | ||||
Summary | 0009295: Economic Command Stations | ||||
Description | Energy 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 | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0009346 | new | Buff Economic Command Station Power Generation |
|
I would tend to agree, but Energy Collector energy production should probably come down a little, maybe 125k. |
|
Energy collectors do need to come down. I have yet to build a matter collector. |
|
I've had a game recently where I needed ZPGs |
|
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. |
|
Actually it was mid game in the middle of doing some fallen spire stuff. Browned out at a horrible moment. |
|
>Energy collectors do need to come down. I have yet to build a matter collector. Am I doing it wrong then? >.> |
|
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. |
|
half a million could be some spirecraft, golems or a Z Trader item or three. |
|
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. |
|
just an example of where that extra power would have been helpful for. |
|
Oh, sure. I'm just saying I don't want to spend the M+C on such things. |
|
Funny thing is, I'm usually drowning in metal+crystal :P Maybe I should snag a ZPG on the next Trader swingby. |
|
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. |
|
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. |
|
@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. |
|
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? |
|
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). |
|
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... |
|
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... |
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 |