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IDProjectCategoryLast Update
0012018AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsJul 30, 2013 3:06 pm
ReporterRanakastrasz Assigned To 
Status newResolutionopen 
Product Version7.009 
Summary0012018: Cloak Priotization
DescriptionCloaker 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.....

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Date Modified Username Field Change
Jul 30, 2013 3:06 pm Ranakastrasz New Issue