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IDProjectCategoryLast Update
0000773AI War 1 / ClassicBalance IssueOct 20, 2010 11:28 pm
Reporterthemachineissentient Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version3.800 
Fixed in Version3.801 
Summary0000773: Mark two raid starships killing orbital station cryogenic pods in 18 min.
DescriptionI did not even scout. Difficulty eight, Starfleet commander, bully. Not sure if this is intended or not. A possible balance suggestion would be increasing the health of the human pods and allow them to be repaired. This would at least give you the opportunity to fight back without having them instantly killed.
TagsNo tags attached.
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Activities

themachineissentient

Oct 20, 2010 8:07 pm

reporter  

Testing 3.8.sav (442,813 bytes)

themachineissentient

Oct 20, 2010 8:09 pm

reporter   ~0001645

Last edited: Oct 20, 2010 8:10 pm

One more suggestion, allow counter sniper turrets to intercept raid starship weapon fire. This would still allow the blade ships to be a nuisance, although I think 20,000 health is still a little low for these things if we are going to be defending the home base a lot early on.

Lancefighter

Oct 20, 2010 8:28 pm

reporter   ~0001647

I think counter sniper would be a bit much, but what about dark matter?

themachineissentient

Oct 20, 2010 8:31 pm

reporter   ~0001649

What do you mean by a bit much? Having to research dark matter would be even more...Unless you are talking about making that available by default.

I understand from prior defects that the game in the first few minutes should be balanced for the initial planet and those adjacent without having to research anything.

Lancefighter

Oct 20, 2010 8:32 pm

reporter   ~0001650

a bit much for the use of couter-sniper turrets.

Researching counter-darkmatter turrets is ABSOLUTELY POINTLESS if you arent playing with astro trains - so move raid starship to dark matter ammo.

keith.lamothe

Oct 20, 2010 8:37 pm

administrator   ~0001651

We just need to fix the raid starships attacking with zero provocation.

Lancefighter

Oct 20, 2010 8:37 pm

reporter   ~0001652

But that might take effort!

themachineissentient

Oct 20, 2010 8:39 pm

reporter   ~0001653

Okay, so, no health boost for the pods? ;/

I never use dark matter turrets anyways, even with trains... I never have enough knowledge that I wouldn't rather spend it elsewhere. Maybe if I was playing a train AI I may be tempted.

Chris_McElligottPark

Oct 20, 2010 11:28 pm

administrator   ~0001679

* The health of captive human settlements, home human settlements, and human cryogenic pods, has all been increased 10x.

Issue History

Date Modified Username Field Change
Oct 20, 2010 8:07 pm themachineissentient New Issue
Oct 20, 2010 8:07 pm themachineissentient File Added: Testing 3.8.sav
Oct 20, 2010 8:09 pm themachineissentient Note Added: 0001645
Oct 20, 2010 8:10 pm themachineissentient Note Edited: 0001645
Oct 20, 2010 8:28 pm Lancefighter Note Added: 0001647
Oct 20, 2010 8:31 pm themachineissentient Note Added: 0001649
Oct 20, 2010 8:32 pm Lancefighter Note Added: 0001650
Oct 20, 2010 8:37 pm keith.lamothe Note Added: 0001651
Oct 20, 2010 8:37 pm Lancefighter Note Added: 0001652
Oct 20, 2010 8:39 pm themachineissentient Note Added: 0001653
Oct 20, 2010 11:28 pm Chris_McElligottPark Note Added: 0001679
Oct 20, 2010 11:28 pm Chris_McElligottPark Status new => resolved
Oct 20, 2010 11:28 pm Chris_McElligottPark Fixed in Version => 3.801
Oct 20, 2010 11:28 pm Chris_McElligottPark Resolution open => fixed
Oct 20, 2010 11:28 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue