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IDProjectCategoryLast Update
0001269AI War 1 / ClassicSuggestion - Balance TweaksDec 20, 2010 7:13 pm
Reportermr_lolz Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Summary0001269: Suggestion: superterminal changes
Descriptionespecially now defences are buffed, defending against the superterminal and leeching a huge number of high MK ships is pretty trivial (including v. useful booster types). Often players just build a huge mountain of defences around the terminal and shred everything the moment it pops out.

suggestion: give the terminal a strong armour boost effect for nearby ships to give them protection until they have spread out and away from the terminal a bit
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Winter Born

Nov 11, 2010 10:16 am

reporter   ~0003237

another possible buff would be to have the AI wave size increase much faster
or posibly have it spawn emp/lightning missles after a certain amount of AIP reduction

keith.lamothe

Nov 11, 2010 10:18 am

administrator   ~0003238

Ok, I just want to make sure I'm clear on this: y'all want the superterminal to go nuts on you if you try to farm it?

I can arrange that.

Toll

Nov 11, 2010 11:10 am

reporter   ~0003240

Hmm. While such an endeavour would be interesting, I just want to add one point to it.

Heck no. Stay off my Super-Terminal!

In a more serious comment... I've currently got a farm set up on the Super Terminal, but since I play with eight homeworlds, I could basically turn it on and keep it on indefinitely with the waves that come out. That's probably not intended, but if the waves spawned by it doesn't increase with caps, it's probably more than you'd be able to handle with only one homeworld (I currently have 6 SuperFortresses, full caps of beam, laser, MLRS, missile and basic turrets, as well as a full cap of leech starships, all marks). So, my suggestion: If the waves don't increase with caps, make them do so. If they do, a small buff in waves might be in order, but no warheads; I think that'd be a bit much, honestly. The current rate of wave spawning seems fine to me as well; four AIP per minute (240 AIP per hour) seems like a good enough rate.

Toll

Nov 11, 2010 11:11 am

reporter   ~0003241

Oh, and one suggestion regarding it: Make it so it's converted on planet change, make it pausable, and make it so the AI doesn't target it. The net result would be that you don't have to blow up your command station in order to stop it spawning waves.

TheDeadlyShoe

Nov 11, 2010 11:35 am

reporter   ~0003242

I'd just as soon have reclamator protection aura or something. Then you could still farm it if you're dedicated, but you'd have to let the superterminal units leave the area of the superterminal. and that doesnt even bring up all the sentinel frigates n snipers and other long range stuff it's got.

But anything to reduce its farmability is gut. :D

Kemeno

Nov 11, 2010 4:48 pm

reporter   ~0003251

A things I might suggest about the superterminal:

1. I think it's a little silly that you can capture the planet for a while to reduce the progress some, then blow your command station and stop the waves. I think it might be more interesting if the superterminal was a one shot deal; so once you captured the planet, waves would not stop spawning from the superterminal until you destroyed it. (Alternatively, maybe have it be captured on ownership changed but only targeted if there is no command station on it's planet - so it wouldn't just spawn endless numbers of ships until you lost the game, and the player could just blow it anytime to stop the waves.)

2. Maybe have the AI "panic" and launch CPA's or large waves if it finds that it can't break a players hold on the superterminal directly (say, after they've gotten a few/several hundred points of AIP reduction out of it). There should probably be some warning about this in the description and maybe in-game if this were to happen.

Chris_McElligottPark

Dec 20, 2010 7:13 pm

administrator   ~0006544

I recently made the superterminal create zombie ships that can't be reclaimed -- solved this in a different way. :)

Issue History

Date Modified Username Field Change
Nov 11, 2010 4:53 am mr_lolz New Issue
Nov 11, 2010 10:16 am Winter Born Note Added: 0003237
Nov 11, 2010 10:18 am keith.lamothe Note Added: 0003238
Nov 11, 2010 11:10 am Toll Note Added: 0003240
Nov 11, 2010 11:11 am Toll Note Added: 0003241
Nov 11, 2010 11:35 am TheDeadlyShoe Note Added: 0003242
Nov 11, 2010 4:48 pm Kemeno Note Added: 0003251
Dec 20, 2010 7:13 pm Chris_McElligottPark Note Added: 0006544
Dec 20, 2010 7:13 pm Chris_McElligottPark Status new => resolved
Dec 20, 2010 7:13 pm Chris_McElligottPark Resolution open => fixed
Dec 20, 2010 7:13 pm Chris_McElligottPark Assigned To => Chris_McElligottPark