View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0015702 | AI War 1 / Classic | Suggestion - Unit Abilities And Behaviors | Aug 24, 2014 4:57 am | Aug 25, 2014 3:27 am | |
Reporter | Toll | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 8.001 | ||||
Summary | 0015702: Hacking labs self-destruct | ||||
Description | So 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? | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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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. |
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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. |
Date Modified | Username | Field | Change |
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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 |