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IDProjectCategoryLast Update
0016094The Last FederationSuggestionJan 6, 2015 3:09 pm
ReporterBackgroundc Assigned To 
Status consideringResolutionopen 
Product Version2.011 
Summary0016094: [Betrayal] Military Outposts
DescriptionBackgroundc:"Military Outposts can still only be destroyed(you can only destroy them but sometimes your minions cap them for you). Also why limited to build just one?
(i can still steal more outposts)."

x4000:"Working as intended. They go down with the ship!"

I don't get your answer... sorry

x4000:"In terms of outposts per type, I believe I put that rule in there to keep it from being a case where you could just absolutely steamroll the AI by putting up tons of outposts. The AI is programmed specifically to go easy on your outposts, so letting you have too many would be a big exploit for the player side. Alternatively, I could have the AI turn more aggressive, but then it would be inexplicable to players when their stuff suddenly gets attacked, and not only that, it would be pretty frustrating trying to constantly defend them (hence the original go-easy-on-them rules in the first place)."
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So the idea was to avoid steamrolling? Well the AI can build more and will steamroll you if you are not taking care of this quickly.
At late game you will need a few of this Outposts (Military mostly) because the AI will out tech and brute force you at some point.

The main Issue is the Military Outpost because you can only build one and cant steal them specific (the other Types can easily be stolen).

It is only frustrating to build them early and losing them early. At late game they are easily replaceable.
What really frustrating is if you lose this Outpost-Type and it becomes irreplaceable.
Armadas most of the time are doing a good job at defending Outposts.

My idea for changes to Outposts:
-Add a cap tech for outposts (like for armadas) but with 10-15 years between them.
-The more Outpost you own of a Type the higher the cost goes 25.000>75.000>150.000>...
-Outpost have there own space power (like hp) so you can calculate how long they survive a attack(they cant fight back).
Military.:400 Man.:250 Sci.:200
After not been attack for a month they start slowly to recover(Manufacturing Outposts have their Tools handy and recover faster). Outpost hp is only drained if there is no defender left.
-the SD idea:0016092
-Outposts need a min population in order to run it.
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child of 0016079 closedChris_McElligottPark [Betrayal] 4 Bugs Planet Outposts Pirates and Your own hostile armada (and other stuff) 

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Backgroundc

Jan 6, 2015 12:05 pm

reporter   ~0039836

Last edited: Jan 6, 2015 12:07 pm

to annoy you(x4000) i made a screenshot with 4 Military Outposts under my control

Backgroundc

Jan 6, 2015 12:06 pm

reporter  

Issue History

Date Modified Username Field Change
Jan 6, 2015 12:02 pm Backgroundc New Issue
Jan 6, 2015 12:05 pm Backgroundc Note Added: 0039836
Jan 6, 2015 12:05 pm Backgroundc Description Updated
Jan 6, 2015 12:06 pm Backgroundc File Added: Screenshot_2015_01_06_09_16_02.png
Jan 6, 2015 12:07 pm Backgroundc Note Edited: 0039836
Jan 6, 2015 12:11 pm Backgroundc Relationship added child of 0016079
Jan 6, 2015 3:09 pm Chris_McElligottPark Status new => considering