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IDProjectCategoryLast Update
0002977AI War 1 / ClassicSuggestion - New Unit Ideas - Economic and Utility UnitsMar 1, 2011 9:29 am
ReporterOrelius Assigned ToChris_McElligottPark  
Status consideringResolutionopen 
Product Version5.002 
Summary0002977: Mobile Command Stations
DescriptionI've recently had the thought of having a mobile command station. While command stations as of now, are completely immobile and largely inflexible.

The mobile command station would have the same health and armor as a mark I military command station but lack the attack and other bonuses. It would require maybe 1000-2000 knowledge to unlock, and you can only build one. This command station would be rather expensive, maybe costing around 50k of both metal and crystal and 10k energy. It would produce no energy or resource income, does not give an allied speed boost, warp detection, or even gather scout intel.

The mobile command station would require a 15-second deployment that renders it immobile for the duration of time. After the deployment phase, it can still move around, albeit slowly. The mobile command station is able to undeploy instantly and regain its former movement speed. The mobile command station would have 300(ish) speed while undeployed, and 30(ish) speed while deployed. While undeployed, the mobile command station would have normal cloaking, similar to that of a scout.

The purpose for even making this would be to having supply on any planet that does not have structures that specifically block supply, like co-processors. It will also cause planet ownership change if there is no AI command station on that planet, causing the capturable buildings to become yours. You can also build buildings with the mobile command center and construct the resource gatherers. The mobile command station will not be destroyed if another command station is built while the mobile command station is on that planet, it will merely undeploy. the mobile command station can not deploy on a planet that already has a command station.

In addition, it should also be transportable to allow for it to enter into deeper enemy territory.

And to balance it all out, perhaps a modest AI progress increase if it is destroyed/scrapped?
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TechSY730

Feb 28, 2011 8:54 pm

reporter   ~0010852

This does bring about tricky issues like what happens when this gets unloaded on a planet that already has a command station. Simply preventing it from being unloaded while on a non-nuetral planet won't do, as the transport could be destroyed and forced to unload.

Also, I'm not sure about this, but I think in many places the code assumes that there is no more than 1 command station on any planet. If that assumption is violated, strange things could happen. There would have to be some new mechanic in place to let stationary command stations take priority over mobile command stations, or otherwise the "owner" of the planet could be undefined (as the command station currently defines the owner of the planet)

Orelius

Feb 28, 2011 9:38 pm

reporter   ~0010853

I think that a better definition of this would be a mobile supply-giver, not a command station. And as mentioned (I think) within the description, the mobile command station has a deployed (where it acts as a command station) and undeployed (where it is more mobile) state. So if the transport were destroyed, nothing strange would happen.

I think that it could work as a structure that gives supply and transfers ownership to the player if there is no command station of supply blocks on that planet. So, for example, it wouldn't be able to deploy on nuked worlds.

Or rather, it could also be able to build command stations, like the colony ship, and not act like a command station at all.

Alternatively, the command station part can be removed entirely, and the ship just having the ability to create supply on non-player-adjacent worlds, it'll still have the same concept, it'll just require to have some mobile builders there, too.

Issue History

Date Modified Username Field Change
Feb 28, 2011 7:33 pm Orelius New Issue
Feb 28, 2011 8:54 pm TechSY730 Note Added: 0010852
Feb 28, 2011 9:38 pm Orelius Note Added: 0010853
Mar 1, 2011 9:29 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Mar 1, 2011 9:29 am Chris_McElligottPark Status new => considering