View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0017193 | Stars Beyond Reach | Gameplay Issue | Jun 8, 2015 3:41 am | Sep 14, 2015 6:08 pm | |
Reporter | nas1m | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.876 (Much Sanity Was Added) | ||||
Fixed in Version | 0.909 (Super Ultra Mega New Version) | ||||
Summary | 0017193: Rogues might be too powerful early-game | ||||
Description | Currently, when encountering a rogue, I come across two scenarios in my games: 1. Mid Game The rogue appears at a location that already has some defenses in place and destroys a few buildings before being wiped out. There seems to be nothing that I can do to prevent at least the loss of some buildings (is there a way to intercept underground attacks?), although loosing a couple does not create a problem in this situation. This scenario does not pose a problem aside being a bit boring maybe (might be resolved simply by scaling up the number of simultaneous rogues, though). 2. Early Game The rogue appears before a significant amount of military buildings are in place. Plopping them down then is mostly ineffective, since many monsters seem to match or exceed the range of barracks (and maybe even helipads - I haven't checked) and simply pick off the under construction buildings one by one (if I don't have the crowns to plop them down in significant numbers that is). Thus the fact that rogues come without warning (or can't be seen wandering on the map before coming into attack range - this might actually be cool and a good use for early game sonar) and apparently one-shot every building they encounter, makes them a bit too strong/crippling early-game in my book, especially if more then one decides to show up. [scouting stuff - see related issue...] | ||||
Tags | No tags attached. | ||||
related to | 0017192 | considering | Chris_McElligottPark | Make monsters mobile and scoutable? |
|
Linking nas1m's thread about it: http://www.arcengames.com/forums/index.php/topic,17709.0.html |
|
For 0.909: * Passive monsters now aggro when: ** An independent rogue in the same territory (including itself) is damaged. ** There is a constructed non-rogue, non-thoraxian, non-saucer building in a tile directly adjacent to it *** Instead of the prior rule of there being a non-rogue, non-thoraxian, non-yali, non-saucer building in the same territory. Thanks :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 8, 2015 3:41 am | nas1m | New Issue | |
Jun 8, 2015 3:42 am | nas1m | Relationship added | related to 0017192 |
Jun 8, 2015 3:42 am | nas1m | Summary | Rogues might be too powerfuil early-game => Rogues might be too powerful early-game |
Jun 8, 2015 3:42 am | nas1m | Description Updated | |
Jun 8, 2015 7:04 am | kasnavada | Note Added: 0042037 | |
Sep 12, 2015 12:36 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
Sep 12, 2015 12:36 pm | Chris_McElligottPark | Status | new => assigned |
Sep 14, 2015 6:08 pm | keith.lamothe | Note Added: 0042912 | |
Sep 14, 2015 6:08 pm | keith.lamothe | Status | assigned => resolved |
Sep 14, 2015 6:08 pm | keith.lamothe | Fixed in Version | => 0.909 (Super Ultra Mega New Version) |
Sep 14, 2015 6:08 pm | keith.lamothe | Resolution | open => fixed |