View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0015302 | AI War 1 / Classic | Suggestion - Balance Tweaks | May 25, 2014 1:30 pm | May 29, 2014 2:13 pm | |
Reporter | MaxAstro | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 7.030 | ||||
Summary | 0015302: Making Regeneration Chambers More Useful | ||||
Description | My experience is that regeneration chambers are one of the worst aspects of the youngling experience. They are finicky to manage, exactly how they work is unclear, they frequently steal control of your younglings from you at inopportune times, and they don't really reliably accomplish their mission of keeping your younglings in combat-ready shape. My suggestion for fixing this is to make regen chambers provide planet-wide regeneration to younglings instead of only healing ones docked with the chamber. The regen rate would be slowed, and would only apply to younglings not damaged in the past (whatever the time is after being damaged that repairs are impossible). Alternatively, they could only provide regen on planets with no enemy presence (probably the better idea). This way, the fiddly, unclear aspects would be gone. You'd simply know that planets with regen chambers will keep your younglings alive at full combat strength, and planets without will have younglings die over time. This would probably have to be combined with a change to the cap on regen chambers. It would also serve to make AI regen chambers actually have a purpose (personally I think the AI should have a special rule that regen chambers get reinforced with younglings even if the AI doesn't have any unlocked, but I'll take them just not being completely meaningless). | ||||
Tags | No tags attached. | ||||
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I honestly like their current mechanics, so if something similar to what you suggest (which is a good idea for the defensive upkeep of younglings and probably not subject to younglings "forgetting" to regenerate) is put in, I'd like to have the old regen chamber mechanics saved and reworked* into something new (because they're thematically very cool). *They could be reworked into a "mobile beehive" type ship, a huge-health defensive starship which automatically shelters and heals up low-health younglings on the same planet just like current regen chambers do. That way you could take an entire fleet of younglings with you wherever you want without relying on having a clear road from your stardocks to their target. This would, however, require younglings to remember their previous orders after being released from shelter and to also still be "selectable" and accept new orders while sheltered, so that controlling a fleet of younglings accompanied by a hive ship does not become fiddly and bothersome (as in younglings constantly being left behind because they were regenerating while you gave the last order, or because they regenerated once after you gave the last order and forgot it afterwards), so it basically requires fixing all of the current regen chambers' problems anyway... still, it would be neat. |
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I tend to avoid youngling ship unlocks like the plague, because of how fiddly using them is. Planet wide regen sounds a bit OP, except maybe if it only works with no enemies present, like you said. Another idea is to treat them like the railpods, where they only self-damage while shooting, to avoid having to do stand-down micro. I forget if this happened often, but this could also help if your regen chamber is far away and some ships died en route to the chamber. |