View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0015312 | AI War 1 / Classic | Bug - Gameplay | May 27, 2014 10:33 pm | Jun 1, 2014 9:25 pm | |
Reporter | HTL2001 | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 7.030 | ||||
Summary | 0015312: SuperFortress (player) does not require supply | ||||
Description | I was debating "ruining" this since spawning in 20 of these on an AI controlled world is funny. Less funny is the resulting reprisal wave. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0003035 | new | Trader buildings can be built with no supply |
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As far as I know, some units are supposed to not require supply for one reason or the other. Since it's not an actual balance issue I don't see a reason why it should be changed. It's not exactly practical to try and get a huge construction crew deep into AI territory and then hope for the trader to show up there and then build the thing there (you need supply to start the bulding-process anyway as far as I remember). |
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More important is the fact that you can't disable AI Superforts by cutting off their supply, which may or may not be desired (it does feel like a bit of a Weaksauce Weakness if you could). |
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> (you need supply to start the bulding-process anyway as far as I remember) nope, 0003035 (yes it still works, and it seems all the trader buildings do not need supply) More to the point though is what histindine mentioned, that you can't cut supply to disable these, player or AI side. I can see keeping this on AI side but removing it playerside. |
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That one is surely a bug, though. There's a reason why everything's marked red, you're not supposed to be able to start them without supply. Since that kind of "deepstrike trader-toy" cheesing is not supposed to work (if it does work it's only because of the bug you're describing in 0003035) and thus there is no reason to remove the (still rather small) defensive benefits of the thing still working even if your supply gets removed. As said above, a SUPERfortress powering down unless it has direct supply feels like a "Weaksauce Weakness". |
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It occurs to me that this is also relevant for not turning player superforts into oversized 36M metal paperweights under certain circumstances involving nukes (Scorched Earth AI on a planet you want to fortify, Nuke Trains, Neinzul silos, Avenger, GCS, or just being plain careless with a warhead). |
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Is this actually a problem? If it changes on the player side, it should change on the AI's too. Some maps, taking the surrounding planets to kill a superfort would be a high AIP hit (sometimes upwards of 100 AIP). It's not that hard to kill them with Bombers...or, if you really want to cheese it, Space Planes. |
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The AI superfort doesn't regen so its not too bad to deal with slowly anyway. Anyway, I don't think it would effect balance much one way or the other, I just thought it might have been unintentional. |
Date Modified | Username | Field | Change |
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May 27, 2014 10:33 pm | HTL2001 | New Issue | |
May 28, 2014 6:42 am | Shoat | Note Added: 0038357 | |
May 28, 2014 9:08 am | Histidine | Note Added: 0038360 | |
May 28, 2014 12:48 pm | HTL2001 | Note Added: 0038367 | |
May 28, 2014 12:48 pm | HTL2001 | Relationship added | related to 0003035 |
May 28, 2014 2:45 pm | Shoat | Note Added: 0038368 | |
May 28, 2014 9:12 pm | Histidine | Note Added: 0038370 | |
May 28, 2014 9:14 pm | Histidine | Note Edited: 0038370 | |
May 28, 2014 9:15 pm | Histidine | Note Edited: 0038370 | |
May 31, 2014 10:45 pm | Winge | Note Added: 0038405 | |
Jun 1, 2014 9:25 pm | HTL2001 | Note Added: 0038412 |