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IDProjectCategoryLast Update
0016414Stars Beyond ReachSuggestionApr 28, 2015 8:40 pm
Reporterptarth Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.804 
Fixed in Version0.807 
Summary0016414: Increasing number of troops in Peltian Barracks and Guard Posts
DescriptionIn my last game, I noticed that the Peltians are... not very good at ground combat. My maintenance guys were complaining about how often I was having them repaint the outside of the Apartment complexes close to the Peltian homebase.

So the Peltians get a 90% penalty to ground strength. To make up for that, how about having Peltian Combat Squads being made up of 10x the number of individuals. So that if you are the Peltians going into ground combat, you will be literally walking over hordes of your peoples [bodies]. To make up for it, boost birthrates, cremations, and Graveyard sizes by x10 (or more, lets face it, they aren't very big).
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Chris_McElligottPark

Apr 28, 2015 9:11 am

administrator   ~0040248

Generally speaking, the purpose behind things like that with one race being terrible at something is to make them more different on purpose, not to just trend them back towards the center like your suggestions are basically doing.

These guys stink at ground combat, which is why they're marked as one of the harder races to play. They're pretty ace at ranged combat, though, so you do have that going for you. And beyond that, a lot of the strategy with them is usually going to have to be non-military in nature.

It doesn't _have_ to be, of course, but you're definitely going to be having a harder time the more you're trying to fight with these in a ground combat capacity in particular.

ptarth

Apr 28, 2015 11:28 am

reporter   ~0040250

I was considering what it would take to make a ground war with the Peltians feasible. And the most straightforward answer is that you just need x10 the number of barracks, with all of the repercussions for that. And you'd have to x10 the number of attacks. When I was cleaning up the Acutians in their underground bunkers, I had 5+ Barracks, which would mean 50 for the Peltians. Which sounds rather tedious, but possible.

I also considered what would happen if a new player stumbles onto the Peltian Barracks, doesn't grok what a combat strength of 200 really means, and then is dismayed to see just how effective it is.

Which is where my proposal came from. It doesn't eliminate the costs (and in retrospect, pollution, energy, costs etc should also scale). It also doesn't reduce the uniqueness. Even with a generously birthrate bonus, having to deal with 600 Peltians dying on EVERY intercepted ground attack adds up fast. The enhanced birthrate would also mean their cities would develop different, less birthing centers for one.

Alternatively, provide race specific overrides for building text, so we can warn people just how bad an idea of the Peltian Barracks are.

Chris_McElligottPark

Apr 28, 2015 12:36 pm

administrator   ~0040252

Lots of good points. A lot of that comes into tutorials, but also some other bits I suppose. There are going to need to be a number of race-specific addendums for various buildings, actually.

Chris_McElligottPark

Apr 28, 2015 8:40 pm

administrator   ~0040261

Thought about it a lot more and changed my mind. Thanks!

* All guard posts now require 20 staff rather than 5.

* For all buildings that have ground attack or defense, the peltians (in the hands of the AI or the player) now use 4x the normal number of troops to somewhat make up for the fact that they are only 10% as strong as other races. Have fun with all those corpses!

Issue History

Date Modified Username Field Change
Apr 28, 2015 12:07 am ptarth New Issue
Apr 28, 2015 9:11 am Chris_McElligottPark Note Added: 0040248
Apr 28, 2015 9:11 am Chris_McElligottPark Status new => closed
Apr 28, 2015 9:11 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 28, 2015 9:11 am Chris_McElligottPark Resolution open => won't fix
Apr 28, 2015 11:28 am ptarth Note Added: 0040250
Apr 28, 2015 12:36 pm Chris_McElligottPark Note Added: 0040252
Apr 28, 2015 12:36 pm Chris_McElligottPark Status closed => acknowledged
Apr 28, 2015 8:40 pm Chris_McElligottPark Note Added: 0040261
Apr 28, 2015 8:40 pm Chris_McElligottPark Status acknowledged => resolved
Apr 28, 2015 8:40 pm Chris_McElligottPark Fixed in Version => 0.807
Apr 28, 2015 8:40 pm Chris_McElligottPark Resolution won't fix => fixed