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IDProjectCategoryLast Update
0014822The Last FederationGameplay IdeaMay 22, 2014 2:32 am
ReporterDrak Assigned Tokeith.lamothe  
Status feedbackResolutionreopened 
Product Version1.006 Beta (Besieging And Federating) 
Fixed in Version1.015 (Nuanced Bloodshed) 
Summary0014822: Suggestion: Planetary Defense Missions (like help against overwhelming forces, etc)
DescriptionThis 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 :).
TagsNo tags attached.
Internal WeightNew

Relationships

parent of 0014507 resolvedkeith.lamothe Combat: Help Defend Against Invader Armada Does Not Pull In All Available Enemies 
related to 0014402 resolvedChris_McElligottPark bigger battles 

Activities

Chris_McElligottPark

May 5, 2014 12:31 pm

administrator   ~0037442

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!

Drak

May 5, 2014 3:44 pm

reporter   ~0037477

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.

Drak

May 5, 2014 9:47 pm

reporter   ~0037519

Last edited: May 5, 2014 9:51 pm

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?

Chris_McElligottPark

May 5, 2014 10:20 pm

administrator   ~0037521

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.

keith.lamothe

May 6, 2014 10:41 am

administrator   ~0037556

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 :)

nas1m

May 6, 2014 10:55 am

reporter   ~0037557

If I get you right the issue I just linked likely can be closed now ; ).

Drak

May 8, 2014 8:57 pm

reporter   ~0037754

Last edited: May 8, 2014 9:37 pm

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.

Drak

May 8, 2014 8:57 pm

reporter  

OneDefenseMuchBetter.JPG (137,662 bytes)   
OneDefenseMuchBetter.JPG (137,662 bytes)   

Drak

May 9, 2014 1:04 am

reporter   ~0037767

Last edited: May 9, 2014 1:46 am

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!

Drak

May 9, 2014 1:04 am

reporter  

OneDefenseMuchBetter2.JPG (147,668 bytes)   
OneDefenseMuchBetter2.JPG (147,668 bytes)   

Drak

May 9, 2014 1:45 am

reporter   ~0037771

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!

Issue History

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