View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0012018 | AI War 1 / Classic | Suggestion - Unit Abilities And Behaviors | Jul 30, 2013 3:06 pm | Jul 30, 2013 3:06 pm | |
Reporter | Ranakastrasz | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 7.009 | ||||
Summary | 0012018: Cloak Priotization | ||||
Description | Cloaker starships currently prioritize some ships over others. I believe it may be by resource cost, or similar. This rule needs modified, regardless, to help with some situations. ~Volatile units first. Warheads, AIP+ Units. ~Non-combat units. More versatile units first (Builder, at least one, before engineers, for example) ~Combat Units. Complicated ~Highest Cost comes first, generally, BUT ~Shield bearers, and similar defensive units, need to be ABSOLUTELY LAST. Because, naturally, they should be taking the damage, not staying safe while your other ships explode. ~Cost divided by health may be a better gauge. The glass-cannon type units, with low health per cost, will generally be better to protect. Higher tiers will here also tend to get a higher value, I think. ~My shield bearers all turn invisible near a cloaker starship before, say, bombers, and hence the bombers all die before shield bearers. To normal, non shield-piercing fire..... | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
Date Modified | Username | Field | Change |
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Jul 30, 2013 3:06 pm | Ranakastrasz | New Issue |