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IDProjectCategoryLast Update
0017692Stars Beyond ReachBalance IssueOct 5, 2015 12:01 pm
Reporterdfinlay Assigned To 
Status newResolutionopen 
Product Version0.916 (Money-Grubbing Citizens) 
Summary0017692: Planet Responses Seem Pretty Pushover, at least in Act 2 and on Normal
DescriptionJust finished a game were I made it to Act 3 by conquest and despite being super aggressive, Planetary responses didn't even slow me down. Usually, they could just be safely ignored, being small debuffs to one territory. The few that were serious enough to be an issue could just be negated by spending a resource, which I was swimming in and got more of every time I conquered a territory. The Planet felt very much like the League of Nations slapping down Moral Sanctions on me, which I assume was not the intent.
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Rythe

Oct 5, 2015 12:01 pm

reporter   ~0043400

Well, I was going to do a longer writeup, but I suppose you beat me to it.

I'll add that planet retaliation is some mix of tedious, dull, and ineffectual in my experience too.

What I would like to happen is if the planet randomly spawned a MtG Plaguebearer or Wurmcoil Engine type thing in a neutral territory outside one of your own or in one of your territories. It'd have some guards, and each turn it'd attack your territory to leave some sort of affliction behind. Afflictions could be a plague (that kills itself out in a turn or two), some bit of destruction, or other sorts of service type chaos to at least a few buildings. To stop it, you'd have to kill it with military forces or wait for it to get bored and wander off.

The event mechanic as current doesn't do this sort of thing justice or allow the player to interact with the planet's retaliation in an involved, satisfying way.

Issue History

Date Modified Username Field Change
Oct 5, 2015 1:02 am dfinlay New Issue
Oct 5, 2015 12:01 pm Rythe Note Added: 0043400