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IDProjectCategoryLast Update
0013483The Last FederationBalance IssueMar 28, 2014 3:56 pm
ReporterMisery Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version0.811 
Fixed in Version0.813 (Hiring Goons) 
Summary0013483: Very dramatically lower dispatch time required
DescriptionSlowing down the game as a whole did next to nothing to stop these from being disastrous.... anything over 40 months is very risky, and a huge number of these cost way more than that. I tried one that was at 180, which isnt huge compared to many others, and it utterly destroyed the current situation in the solar map. There's no possibility of any strategy at all with most of these, as instead they'll totally delete any strategy you were in the process of implementing.

These are completely game-breaking. Currently, I think this is by far the biggest issue right now.

Not sure what to suggest for balance, but one way or another these are totally useless when their costs are so absurd. Even the really low cost ones can be a very bad idea.
TagsNo tags attached.
Internal WeightNew

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keith.lamothe

Mar 28, 2014 3:56 pm

administrator   ~0035364

For 0.813:

* Previously if an armada arrived at an planet/ouptost that it intended to attack, and that target had no defensive armadas attached to it, the armada would immediately execute its "on arrival" logic. This included ground invasion against planets, and simply destroying a target outpost.
** Now in this case it will still use the "schedule auto-combat" logic that it would if there were defensive armadas anchored there. So there's a delay in which reinforcements (either you, or race armadas) can get there before the megadeaths start really rolling in.

* Added a new black market action: Hire Security
** These will defend outposts you control from enemy armadas trying to destroy them. This decreases the remaining number of security units, but you can hire more.

* Added a new black market action: Hire Scientists
** These will assist you in Research-Technology dispatches, reducing the number of months a project will take (and being consumed in the process). This cannot reduce a project to fewer than 5 months, and any excess scientists will not be consumed.
** Going along with this, Research-Technology will no longer let you pick a tech that would take over 30 months (taking scientists into account), as that would basically be a "blow up the galaxy" button.

* Added a new black market action: Hire Construction Workers
** These will assist you in Property-Development and Space-Outpost-Development dispatches, reducing the number of months a project will take (and being consumed in the process). This cannot reduce a project to fewer than 2 months, and any excess workers will not be consumed.
** Going along with this, these building-stuff dispatches will no longer let you pick a tech that would take over 30 months (taking workers into account).


Thanks :)

Issue History

Date Modified Username Field Change
Mar 27, 2014 1:03 am Misery New Issue
Mar 27, 2014 10:08 am Chris_McElligottPark Assigned To => keith.lamothe
Mar 27, 2014 10:08 am Chris_McElligottPark Status new => assigned
Mar 28, 2014 3:56 pm keith.lamothe Internal Weight => New
Mar 28, 2014 3:56 pm keith.lamothe Note Added: 0035364
Mar 28, 2014 3:56 pm keith.lamothe Status assigned => resolved
Mar 28, 2014 3:56 pm keith.lamothe Fixed in Version => 0.813 (Hiring Goons)
Mar 28, 2014 3:56 pm keith.lamothe Resolution open => fixed
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue