View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0011808 | AI War 1 / Classic | Suggestion - Game Mechanics | Jun 11, 2013 3:44 am | Jun 11, 2013 10:18 pm | |
Reporter | Kizrak | Assigned To | keith.lamothe | ||
Status | closed | Resolution | fixed | ||
Product Version | 6.000 | ||||
Summary | 0011808: Remains for Advanced Factory & Fabricators | ||||
Description | I quit the game for while because, for all intents and purposes, losing a advanced factory or fabricator is losing condition for difficult game. Permanently losing 1 or 2 hundred ship cap is devastating. I saw during recent patch (5.0 I believe) that Fabricators has their HP increased about 16x. While in the correct direction, I believe a better solution could be having advanced factories and fabricators to have remains when they are killed. This would allow them to be rebuilt after a single planet defeat. Alternatively, they could behave like rebel colonies with 2 hours of super invis protection, or whatever. This doesn't need to be default, maybe it could be option. Without this change, losing a battle (adv fac/fab) automatically turns into losing the war. Including ones of these changes fixes that. Another option would be to making losing adv fac/fab into game losing condition. I've had games where I've lost a adv fac or fab and haven't noticed for half hour only to realize I had lost one or the other and have to spend 20 minutes searching for the last save that I had all my adv fac/fabs. I'd almost be equally happy for the option that would make losing a adv/fac/fab into game losing condition, if somehow people see the other two options as overpowered or cheese. Thanks, -Alan | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Welcome to the forums (or bugtracker, in any event) :) The community's been around this block, actually, in terms of making the irreplaceables not irreplaceable or giving them the rebel colony cloaking, etc. A few points: 1) Losing an advFact is not generally a losing condition. There are two advFacts and two ASCs. And generally the game can be won without either. Losing a fabricator is _definitely_ not a losing condition outside of some very edge-case situations. 2) The most recent expansion adds the Chivalric AI type for if you want to not have to worry about losing these (though minor faction units can still kill them), and the Dual-Type AI system if you want to mix Chivalric with more normal picks. 3) The most recent expansion also adds Core Turret Controllers, which make it much easier to defend multiple planets because those mkV turrets have a per-planet cap. 4) Even without that expansion, you can put a mkIII military command station and two miniforts on up to 6 of these "irreplaceables", and the irreplaceables are being seeded in very defensible positions (way away from wormholes, etc) nowadays. This can actually hold off many minor attacks by itself. All that said, thanks for the feedback :) |
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If this is something the community wants ("The community's been around this block, actually, in terms of making the irreplaceables not irreplaceable or giving them the rebel colony cloaking, etc."), does it not make sense to add it as option? From your own words, it appears something many people in the community have asked for. I'm not sure how hard this option would be to implement, but if it isn't entirely difficult, it seems like worthwhile investment. Thank you, -Alan |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 11, 2013 3:44 am | Kizrak | New Issue | |
Jun 11, 2013 3:45 am | Kizrak | Severity | minor => major |
Jun 11, 2013 10:32 am | keith.lamothe | Internal Weight | => New |
Jun 11, 2013 10:32 am | keith.lamothe | Note Added: 0032830 | |
Jun 11, 2013 10:32 am | keith.lamothe | Status | new => closed |
Jun 11, 2013 10:32 am | keith.lamothe | Assigned To | => keith.lamothe |
Jun 11, 2013 10:32 am | keith.lamothe | Resolution | open => fixed |
Jun 11, 2013 10:18 pm | Kizrak | Note Added: 0032855 |