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IDProjectCategoryLast Update
0002563AI War 1 / ClassicSuggestion - Game MechanicsJan 19, 2011 6:47 pm
ReporterPrezombie Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version4.071 
Summary0002563: Change Transport attrition to allow retreat.
DescriptionI can understand the logic of transport's attrition as part of the lean away from deepstrike strategy, but somehow, I don't think that the all the implications of the current setup was thought out all the way, as transports have *two* military applications beyond ferrying. Advancement, and *Retreat*. In the current setup, transports can't be used to retreat.

Planetary diagram:

H -> A -> B -> C -> D -> E(DS)

Now, a Transport at A has 100% health.
At B, it's dropped to 65%.
At C, it's dropped to 30%.
At D, it's dead, Jim.

A Round trip to A is trivial, and a round trip to B leaves 30% health free. However, a round trip to C is impossible, dying when it returns to B, Meaning a retreat from C is costly, and even the most successful retreat aggros a lot more of A, and B than the previous version without transport attrition. Of course, you could just scrap more than in previous versions, but often that spells disaster before the docks rebuild your fleet, especially with the added threat two planets away.

Secondly, if a player accepts and embraces this new "every trip to C is a suicide mission", they'll soon realize that the transport's safety feature of ejecting every ship at once when they die becomes a boon, giving the player the entire fleet right away, with absolutely no downsides, making waiting for the transport to die (often very short time once it's at 30%) preferable over unloading away from the action.

Here's how to fix both problems quickly and cheaply, and allow for retreat from that deep without letting the transports go too deep.

For problem one, Don't damage the transport, apply attrition of 20% to the *SPEED*. When it's on a friendly world, regenerate it's speed completely. When it visits planet B, put wormhole A-B on a unit specific "used wormholes" list, and it's speed drops by 20%. Do the same for the B-C wormhole, and the C-D wormhole. It's now at 40% speed, and can't use any more new wormholes that this final wormhole is to a player-owned world, in this case E, which would have been colonized after big loop around. like a unit-specific BH machine. Now give the fleet that's been offloaded a bit more than it can handle. Player decides to retreat, and the ship is allowed to reuse wormholes it went through on that current outing, but not gaining back any of the lost speed until it gets home. D-C, C-B, B-A, and A to home. Back home, it regenerates its speed and damage taken, and it's wormhole list is cleared, ready for the next trip.

As for the "let the transport die so I have all my units at once" strategy, don't harm ships that are given the emergency eject treatment, just paralyze them for a bit of time. I'd say 20/10 seconds for the two marks when not on a player planet. Enough to hurt the fleet, but not let it be obliterated.
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Chris_McElligottPark

Jan 19, 2011 6:23 pm

administrator   ~0009280

Getting stranded if you go 5 hops is intended. It makes for very interesting situations, actually.

Prezombie

Jan 19, 2011 6:32 pm

reporter   ~0009281

Getting stranded if you go 5 hops is intended? What are you talking about? You don't get stranded after 5 hops! Currently, you're effectively stranded after only the third hop, as once you get to the third hop, the transport can't leave the system without dying, meaning scrapping and leaving an aggroed fleet three hops away and heading your way, death if you can't build up again before it reaches you, or retreating through two more planets, making an even larger AI threat against you!

Chris_McElligottPark

Jan 19, 2011 6:39 pm

administrator   ~0009282

Excuse me. 4 hops. After a 3rd, you can go back one and replacement transports can pick them up. In short: it's working as intended, as I said.

Prezombie

Jan 19, 2011 6:47 pm

reporter   ~0009283

Oh, Replacement transports at 2 deep. I tried to think of how to use replacement transports, that option completely passed me by, I'm feeling stupid now. Mind spelling that out in the tooltip so it's obvious on how one is still able to retreat with them?

Issue History

Date Modified Username Field Change
Jan 19, 2011 6:01 pm Prezombie New Issue
Jan 19, 2011 6:23 pm Chris_McElligottPark Note Added: 0009280
Jan 19, 2011 6:23 pm Chris_McElligottPark Status new => closed
Jan 19, 2011 6:23 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 19, 2011 6:23 pm Chris_McElligottPark Resolution open => won't fix
Jan 19, 2011 6:32 pm Prezombie Note Added: 0009281
Jan 19, 2011 6:32 pm Prezombie Status closed => feedback
Jan 19, 2011 6:32 pm Prezombie Resolution won't fix => reopened
Jan 19, 2011 6:39 pm Chris_McElligottPark Note Added: 0009282
Jan 19, 2011 6:39 pm Chris_McElligottPark Status feedback => closed
Jan 19, 2011 6:40 pm Chris_McElligottPark Resolution reopened => won't fix
Jan 19, 2011 6:47 pm Prezombie Note Added: 0009283