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IDProjectCategoryLast Update
0015345AI War 1 / ClassicSuggestion - Game MechanicsJun 4, 2014 7:13 pm
ReporterWinge Assigned To 
Status newResolutionopen 
Product Version7.033 
Summary0015345: Possible Rebel Colony Bonuses
DescriptionRebel Colonies are very nice...the first time you have to capture them, you get a cap of Resistance ships! And the second time...you get a big middle finger from the minor faction that says "capture X useless planet or get 100 AIP." Yes, they generate 110 metal/s, but that is not nearly enough to justify having to attack well out of the way for a planet that probably wasn't on the list anyways.

That said, just upping the cap of resistance fighters without further tweaks could get out of hand. I am starting this Mantis post as a way of brainstorming and working through possible changes that add a little bit more reward past the first colony. Discussion is welcome.

1. Make the Colony give a certain cap of Resistance ships, much like FS Spire Shipyards do. The per colony cap would almost certainly have to be lower than the current cap of resistance for balance reasons.
2. Give the Colony a Warp Jammer effect when a Human Command Center is present. Mixed feelings on this one; having a Resistance 'dock' could add a lot of firepower to a whipping boy. However, it would make taking those out-of-the-way planets a bit less of a pill to swallow.
3. Give the Colony the ability to launch Ally-controlled Resistance fighters on the planet or adjacent planet(s). Basically, it would work similar to the Resistance Fighters faction, but only locally. Would make it a good planet to make/combine with a whipping boy.
4. Energy Generation. Really, it should do this anyways.
5. Limit the number of Colony Rebellions based on the Faction Intensity setting. Unless you're doing FS or testing your high-AIP limits like my current game, this probably won't have any effect on your game.

Other ideas?
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malkiel

Jun 3, 2014 3:19 pm

reporter   ~0038427

when you liberate the second or subsequent colonies they change into a refugee ship, which then can be escorted (in a transport, cloaked, or whatever, this is a reward not a challenge) back to human space.

the colony ship would have 3 options, based on where you settle it:

factory city- generates significant energy and metal, can only be built on a homeworld. per planet limit of 1

electronic countermeasures department (ECMD): decreases AIP over time, but with a cost of reducing your hacking budget alongside it. this is to counter the AIP gains of saving that second backwater dead end behind three level 4 worlds. only build-able where the first colony is located.

warp Jammer- can be built in any system player controls that is not one of the two above system scenarios. with how infrequent multiple colonies are, I do not believe this would be overpowered, but a ship cap is probably in order.



for the ECMD option, I was thinking a rate of 1 AIP reduction every 3 minutes, so it would take 1 hour to balance the cost of taking the world it was on. this would reduce hacking amount WITHOUT RESPONSE, but will automatically shut down if hacking vulnerabilities found is below 0. like all other hacking based things, it would scale in cost by 1.5x each three minute "tick". my suggestion would be a base cost of 1 hack for the opening tick.

well, my brainstorm is down to a light drizzle now. someone else take over.

because hacking response has a floor, much like AIP, at a certain point I will not hack even though I have 100-200 hacking left because it just isn't worth that nasty response I get. trying to kill 2 birds with 1 stone here, as well as giving some extra AIP reduction in case someone is playing this on 10 and misses a colony.

TheokGrundor

Jun 4, 2014 7:13 pm

reporter   ~0038438

I like the idea of relocating the Colony to a safer area, maybe do an escort back to friendly territory and build it up into a special structure. I like how light of the spire works so perhaps a lighter version where you gather more people to your home-world/s in exchange for more ships or resources?

Another easier fix is to add a cap to how many rebel colonies can exist at a time (three for example), and each colony has better ship types available than the last. First small resistance craft, second has refitted transport ships and mid size craft, Final colony has large terraforming vessels retrofitted for bombardment and a refurbished previously decommissioned old-war dreadnought from before the AI went rogue.

Just a thought

Issue History

Date Modified Username Field Change
May 31, 2014 10:31 pm Winge New Issue
Jun 3, 2014 3:19 pm malkiel Note Added: 0038427
Jun 4, 2014 7:13 pm TheokGrundor Note Added: 0038438