View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0016056 | AI War 1 / Classic | Suggestion - Game Mechanics | Nov 29, 2014 4:59 am | Nov 30, 2014 3:00 pm | |
Reporter | Spikey00 | Assigned To | |||
Status | acknowledged | Resolution | open | ||
Product Version | 8.017-8.019 | ||||
Summary | 0016056: Unified engineer 'point' system granted by command stations | ||||
Description | With the new command stations being able to supply more storage for resources, let's overhaul the engineer system that is currently purely gated by knowledge. Make the system more dynamic and flexible to the player's circumstance and decrease the need for potential macromanagement and further emphasize the flavour of command stations, and to create an additional knowledge category sink. * All stations now automatically spawn a MK1 repair-only drone and inferior rebuilder (perhaps let higher tiers spawn more). This is done to minimize macromanagement for those whose playstyle is to capture tons of planets, and to at least allow for the repair and rebuilding of turrets on all planets without intervention. * Different stations contribute to an engineer 'currency' pool Some arbitrary kindergarten math like: - MK1 engineer = 1 point, starting cap at 40 - MK2 engineer = 2 points, starting cap at 20 - MK3 engineer = 4 points, starting cap at 20 - MK4 engineer = 5 points, starting cap at 20 (experimental fab captured or hacked) - Rebuilder = 6 points, starting cap at 20 (these are valuable and more niche now) Economy stations provide 3, 10, 20 points (by tier) 6 MK3 stations = 30 MK3 engineers Logic stations provide 2, 6, 15 points 6 MK3 stations = 22.5 MK3 engineers Military stations provide 1, 3, 10 points 6 MK3 stations = 15 MK3 engineers Home station/mobile cores provide MK1 engineer - base allowance of 20 (without investing anything; you can build up to 40 with points) Rebuilder - base allowance of 10 Experimental engineer fabricator provides permanent 100 points It probably would be too overpowered/undermining the tech scaling if they do not have a ship cap with these new mechanics, so we should allow players the option to sink even more knowledge than necessary. Although my numbers are probably flawed, and everything should be considered more astutely. The 120 cap total is to ensure if you really really wanted an engineer of each type on every planet... you can! - MK1 engineer cap: 40 starting +500 knowledge for +20 to cap +750 knowledge for +20 to cap +1000 knowledge for +20 to cap +1750 knowledge for +20 to cap (120 total!) 4000 knowledge to unlock everything - MK2 engineer/rebuilder cap: 0 starting, base cap of 20 (down from 58) * Must have invested up to the 750 knowledge MK1 bracket (2000K vs 1000K now) +750 knowledge for +20 to cap +1000 knowledge for +20 +1500 knowledge for +20 +2250 knowledge for +20 +3500 knowledge for +20 (120 total) 9000 knowledge to unlock everything -MK3 engineer cap: 0 starting, base cap of 20 (down from 78) * Must have invested up to the 1000 knowledge MK2 bracket (3000K vs 3000K now) +1500 knowledge for +20 +2250 +20 +3250 +20 +4500 +20 +6500 +20 (120) 18000 knowledge to unlock everything MK4 engineer cap: 20 starting (down from 39) - Each planet not owned by the AI directly provides one maximum ship cap. Option to automatically build these on planets is added to the CTRLs interface upon capture. Rebuilder cap: 20 starting * Remember that each command station now has a drone that automatically rebuilds remains, so these will be used for mostly chokepoint/permanently dangerous areas now. +500 knowledge for +10 +1000 knowledge for +10 +1250 knowledge for +10 +1500 knowledge for +10 +1750 knowledge for +10 +2000 knowledge for +10 +2250 knowledge for +10 +2500 knowledge for +10 +2750 knowledge for +10 +3000 knowledge for +10 (120) 17500 knowledge to unlock everything I think I covered everything I wanted to jot down for now. TLDR: stations always generate at least one rebuilder and one repair drones so CTRL menu isn't absolutely necessary, less engineers for early game but can actually scale to lategame, command stations are more important, generally enough cap to reduce macromanagement of numbers of engineers, and gives you more to sink your knowledge in. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
Date Modified | Username | Field | Change |
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Nov 29, 2014 4:59 am | Spikey00 | New Issue | |
Nov 30, 2014 3:00 pm | Chris_McElligottPark | Status | new => acknowledged |