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IDProjectCategoryLast Update
0015702AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsAug 25, 2014 3:27 am
ReporterToll Assigned To 
Status newResolutionopen 
Product Version8.001 
Summary0015702: Hacking labs self-destruct
DescriptionSo far, I haven't found any point in the hackers staying around after their hack is completed. So why not have them simply blow themselves up after a job well done?
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brianchase

Aug 24, 2014 9:40 pm

reporter   ~0039074

I completely agree with this and have voiced my opinion on it in the forums. I've also personally never seen the need for us to be able to make multiple knowledge extractors as well since you could easily make 50 of them without incurring much resource or energy penalty. I'd rather see them as a control option and have them take a much larger penalty while limiting you to using only one but then being destroyed after usage. For being such an integral part of the game it seems like it should be something almost difficult to do; imagine having to turn off a couple shields and pausing some construction projects because you are getting ready to literally mine knowledge from a planet. I think it would fit better and possibly pace the game a bit better in the long run.

AdamMil

Aug 25, 2014 3:27 am

reporter   ~0039076

Last edited: Aug 25, 2014 3:27 am

Assuming you're talking about the building constructed by the Hacker and not the Hacker itself, I agree that it should self-destruct given that it's not reusable.

Issue History

Date Modified Username Field Change
Aug 24, 2014 4:57 am Toll New Issue
Aug 24, 2014 9:40 pm brianchase Note Added: 0039074
Aug 25, 2014 3:27 am AdamMil Note Added: 0039076
Aug 25, 2014 3:27 am AdamMil Note Edited: 0039076