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IDProjectCategoryLast Update
0012071AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsAug 17, 2013 9:34 pm
ReporterTie-Viper Assigned To 
Status newResolutionopen 
Product Version7.009 
Summary0012071: Can we remove attrition from the mk. V Neinzul Younglings again?
DescriptionI know that originally they were changed and given no attrition because of the delay time from warping in from the fab warp gate when it had a delay. However I think that having no attrition for the mk. V's really set them apart and made them special. Even now with the new hacking mechanics, the N. Youngling fabs would take lower priority for me than other fabs simply because of their units attrition. Were they not to have attrition again I would prioritize the fabs equally again compared to the other non-Neinzul fabs. I also don't believe that this would be unbalancing since it would only be the mk. V.
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zharmad

Aug 17, 2013 2:09 am

reporter   ~0033273

It's an ease of use thing for me, that is all.

Ranakastrasz

Aug 17, 2013 10:47 am

reporter   ~0033274

Alternatively, Paralasis, possibly only from warping in, could supress degeneration. Which makes a bit more sense. They are essentially in low power mode in that time.

Tie-Viper

Aug 17, 2013 9:34 pm

reporter   ~0033276

@Ranakastrasz:
I don't mind at all that the paralysis time for the fabricators warp gate was removed. Truthfully I like that a lot. Before that change was implemented the mk. V N. Younglings didn't have attrition so you wouldn't have them start at a fraction of their total health from attritioning while under paralysis. Even though the original issue has been solved, it was really fun to have the mark V's not attrition and more easily be able to use them with your fleet for offensive purposes.

Issue History

Date Modified Username Field Change
Aug 17, 2013 12:51 am Tie-Viper New Issue
Aug 17, 2013 2:09 am zharmad Note Added: 0033273
Aug 17, 2013 10:47 am Ranakastrasz Note Added: 0033274
Aug 17, 2013 9:34 pm Tie-Viper Note Added: 0033276