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IDProjectCategoryLast Update
0017193Stars Beyond ReachGameplay IssueSep 14, 2015 6:08 pm
Reporternas1m Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version0.876 (Much Sanity Was Added) 
Fixed in Version0.909 (Super Ultra Mega New Version) 
Summary0017193: Rogues might be too powerful early-game
DescriptionCurrently, 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...]
TagsNo tags attached.

Relationships

related to 0017192 consideringChris_McElligottPark Make monsters mobile and scoutable? 

Activities

kasnavada

Jun 8, 2015 7:04 am

reporter   ~0042037

Linking nas1m's thread about it:
http://www.arcengames.com/forums/index.php/topic,17709.0.html

keith.lamothe

Sep 14, 2015 6:08 pm

administrator   ~0042912

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 :)

Issue History

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