View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0014822 | The Last Federation | Gameplay Idea | Apr 30, 2014 6:34 pm | May 22, 2014 2:32 am | |
Reporter | Drak | Assigned To | keith.lamothe | ||
Status | feedback | Resolution | reopened | ||
Product Version | 1.006 Beta (Besieging And Federating) | ||||
Fixed in Version | 1.015 (Nuanced Bloodshed) | ||||
Summary | 0014822: Suggestion: Planetary Defense Missions (like help against overwhelming forces, etc) | ||||
Description | This suggestion has to do with planetary defense missions. Now that planetary sieges are much faster, defending a planet against huge armadas is basically impossible, so here's my suggeestion: Upon taking a mission like this, the attackers should come in waves of new ships every so many turns (possibly every turn, adding a set number/percentage/whatever balances best/is most fun.) This way, the assault forces can't attack the planet as long as you're engaging them, but huge enemy fleets still pose a real problem as it becomes a battle of attrition (appropriate to the siege setting), and once you withdraw (or are forced to by death) the remaining forces get to bomb the planet as normal for the duration that the battle lasted. This allows for a the possibility of an advanced enough player to essentially hold the line, and is satisifyingly heroic, as well as appropriate for the Hrdral player. Since the kills you earn reduce the number of enemy ships bombing the planet immediately, then even if the battle took a very long time you can affect a significant change on the outcome. But truly overwhelming odds can still make the task near impossible (and therefore much more rewarding) but they don't make it hopeless, which is the point of the Hydral character, to bring hope where there was none, vie player skill. Adding occassional fire from the (possibly destructable) planetary defenses (ion cannons) if you chose the "help" variation of this mission every so often would be a nice additional feature. I believe it's possible to bomb the planet from the tactical combat already (though I'm not sure). Expanding (or adding) this feature would further force the player to not just run-away to drag out a siege (though the penalty imposed by passage of real time from dragging out conflicts may already be incentive enough). And the DOOZY would be to advance the strategic simulation while in the tactiocal simulation, and allow for the appearance of reinforcements from both sides. Though I realize this is likely beyond the scope of a "feature" and would be more the domain of a "siege" expansion, I mention it here because it'd be the coolest :). | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
parent of | 0014507 | resolved | keith.lamothe | Combat: Help Defend Against Invader Armada Does Not Pull In All Available Enemies |
related to | 0014402 | resolved | Chris_McElligottPark | bigger battles |
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With the adjusted solar map rates and the smaller armada counts, I think this is less of an issue now, if an issue at all. But feedback welcome! |
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Yeah, bombing definitly takes longer now. I am still concerned though that it could become impossible to save a planet if reinforcements are coming in faster than you can fight them off, not because you lack the capacity as a tactician, but because you lack the ability to destroy more than one or two per battle. (Not to mention the extra influence hits you have to take because you have to keep re-selecting the defense mission, which doesn't make sense either). Perhaps two mission types. "Fight off attackers" would let you fight them al at once (the mad genius or die option). And a "Skirimish with attackers" that only picks up a few at a time, like the current setup. There are times, especially in the late game, that I could take on the whole fleet at once and do FAR more damage in FAR less time (even with all their extra fire power) than the interface is allowing me to. It gets frustrating, and I'd at least like the option of taking on the entire attacking force at once, personally. I'll decide when I've bitten off too much with the withdraw button. |
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Let me give you an example of how the interface is preventing me from accomplishing what I should (tactically) be able to do: If I equip my ship with a cloak and a nuke, why am I limitted to taking out only two or 3 out of 500+ ships? Done right, that's the kind of thing that could (and should) turn the tide of any but the most desperate of battles. Similar ideas apply to having a huge tech lead - you should be able to mow down any opposition you encounter, problem is, for some reason you just can't find their main task force? I can LITERALLY fly across the system in under a day, but for some reason, I can't get to the other side of this planet in less than a week? |
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Oh, I'm with you. I'm not sure why there is a limit on how many armadas are showing up in there, or at least one that is that severe. With the way that flagships scale coming in now, there's not a reason for that, although once there was. |
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For 1.015: * The following actions now place MUCH looser restrictions (from 3ish per side to 99 per side) on the number of total armadas committed to the combat (they still get "queued" so that only so many are actually present in the battle, but they'll show up as others get destroyed): ** Help Defend Against Invader Armadas ** Hold Off Overwhelming Attack ** Defend Outpost ** Help Invader Armadas With Attack ** Attack Planetary Defensive Armadas ** Attack Planetary Defensive Armadas On Your Own Thanks :) |
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If I get you right the issue I just linked likely can be closed now ; ). |
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SOOOOOO MUCH BETTER! THANK YOU! (Screenshot of an extremely enjoyable planetary defense included). Averaged 2.7 ship kills per turn, sooo wouldn't have been possible the old way! The tactical mission was a blast, the impact I had on the planet's attackers was meaningful (bu not overwhelming), the relation adjustments weren't trivial, but weren't unmanagable. All around a really good/fun experience. |
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Added another screenshot - I actually had to withdraw from this one (which was awesome - I really got to feel like I'd given it my all!), but the planet was saved, and I got a 3.5 kills per turn. That was one fun tactical mission! I was literally throwing everything I had at them - it was a blast! |
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Added some screenshots of the results of the change for your reference, as well as a glowing review of the results imo. Bask in the win, pat yourselves on the back for a job well done, make sure the results are within your expectations, and then close it back up. Cheers! |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 30, 2014 6:34 pm | Drak | New Issue | |
May 5, 2014 12:31 pm | Chris_McElligottPark | Note Added: 0037442 | |
May 5, 2014 12:31 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 5, 2014 12:31 pm | Chris_McElligottPark | Status | new => feedback |
May 5, 2014 3:44 pm | Drak | Note Added: 0037477 | |
May 5, 2014 3:44 pm | Drak | Status | feedback => assigned |
May 5, 2014 9:47 pm | Drak | Note Added: 0037519 | |
May 5, 2014 9:51 pm | Drak | Note Edited: 0037519 | |
May 5, 2014 10:20 pm | Chris_McElligottPark | Note Added: 0037521 | |
May 5, 2014 10:20 pm | Chris_McElligottPark | Assigned To | Chris_McElligottPark => keith.lamothe |
May 6, 2014 10:41 am | keith.lamothe | Internal Weight | => New |
May 6, 2014 10:41 am | keith.lamothe | Note Added: 0037556 | |
May 6, 2014 10:41 am | keith.lamothe | Status | assigned => resolved |
May 6, 2014 10:41 am | keith.lamothe | Fixed in Version | => 1.015 (Nuanced Bloodshed) |
May 6, 2014 10:41 am | keith.lamothe | Resolution | open => fixed |
May 6, 2014 10:55 am | nas1m | Relationship added | parent of 0014507 |
May 6, 2014 10:55 am | nas1m | Note Added: 0037557 | |
May 8, 2014 8:57 pm | Drak | Note Added: 0037754 | |
May 8, 2014 8:57 pm | Drak | File Added: OneDefenseMuchBetter.JPG | |
May 8, 2014 8:59 pm | Drak | Note Edited: 0037754 | |
May 8, 2014 9:37 pm | Drak | Note Edited: 0037754 | |
May 9, 2014 1:04 am | Drak | Note Added: 0037767 | |
May 9, 2014 1:04 am | Drak | File Added: OneDefenseMuchBetter2.JPG | |
May 9, 2014 1:45 am | Drak | Note Added: 0037771 | |
May 9, 2014 1:45 am | Drak | Status | resolved => feedback |
May 9, 2014 1:45 am | Drak | Resolution | fixed => reopened |
May 9, 2014 1:46 am | Drak | Note Edited: 0037767 | |
May 22, 2014 2:32 am | Drak | Relationship added | related to 0014402 |