View Issue Details

IDProjectCategoryLast Update
0002004AI War 1 / ClassicSuggestion - Balance TweaksDec 20, 2010 12:28 pm
ReporterVinraith Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.049 
Fixed in Version4.052 
Summary0002004: Mining Golem might need a boost
DescriptionA single, less-than-full transport full of mixed-mark bombers takes one down in a few seconds, is that intended?
TagsNo tags attached.
Internal Weight

Relationships

duplicate of 0001438 resolvedChris_McElligottPark Mining Golem a bit anticlimatic 

Activities

Lancefighter

Dec 11, 2010 11:38 pm

reporter   ~0006044

Last edited: Dec 11, 2010 11:39 pm

you can take them out with mk1 siege starships with no issue at all. (siege outrange them)
edit

give it something stupid like 10k radar damping, with 11k attack range and insane dps..

Basically, if you want to kill it, its gonna cost you :p

Vinraith

Dec 16, 2010 12:46 am

reporter   ~0006297

Yeah, this could definitely stand to be a lot more formidable. I don't think you want to change the timer, simply because of the "getting to it" issue, but it should be a lot harder to kill than it is.

Chris_McElligottPark

Dec 17, 2010 12:16 pm

administrator   ~0006358

Time for a bit of a reimagining, I agree:

* Mining Golem attack power has been increased 10x, armor has been decreased 3x. Health of the mining golem has been increased from 40m to 120m.
** When mining golems explode, they now destroy the planet and all the resource points, but no ships. This means that there is no risk of AI Progress increase from them, they just cut off access to resources.
** Mining golems are now only seeded on planets in player territory, or within one hop of player territory.
** Instead of a single mining golem per planet, it is now one per human player in multiplayer games.
** Instead of a single planet getting a mining golem at once, three planets all get them at the same time, now.
** Mining golems are now spawned every four hours (or so), rather than every 8ish hours.
** The net effect here is that with this minor faction on, you'll have planets exploding and sometimes you'll just need to let them explode. This can put crimps in your and/or AI supply, and can also put the pressure on in terms of resource availability.

Chris_McElligottPark

Dec 17, 2010 12:17 pm

administrator   ~0006359

Oh, and:

* Mining Golems also now have 10k radar dampening.

Vinraith

Dec 17, 2010 1:45 pm

reporter   ~0006374

Last edited: Dec 17, 2010 1:48 pm

*Mining golems are now only seeded on planets in player territory, or within one hop of player territory.

Hmm. With the other steps you've taken I can see why this is necessary, but my favorite thing about the mining golem was having to figure out how to get to where it was if I wanted to save that planet. I'll try the new version, of course, but it's certainly a radical change.

Chris_McElligottPark

Dec 18, 2010 4:41 pm

administrator   ~0006408

Well, I figured that was basically too similar to the rebel human colonies.

Vinraith

Dec 18, 2010 4:45 pm

reporter   ~0006409

Last edited: Dec 18, 2010 4:46 pm

Yeah, I can see the point. Like I said, I obviously need to play them in their new configuration before coming to any conclusions. I can see how they could be very interesting this way.

Chris_McElligottPark

Dec 18, 2010 4:50 pm

administrator   ~0006411

I'm certainly open to changes, at any rate.

Vinraith

Dec 18, 2010 5:54 pm

reporter   ~0006412

Of course, which is why you guys are great. :)

Chris_McElligottPark

Dec 18, 2010 9:32 pm

administrator   ~0006419

Thanks. :)

Vinraith

Dec 19, 2010 7:24 pm

reporter   ~0006427

The new version of this is interesting. I've been through two "cycles" of it now, and for the most part I think it works fine as is. With the ships always spawning nearby, though, I'm not sure 90 minutes is remotely necessary anymore. Maybe 30 would be more appropriate?

Chris_McElligottPark

Dec 20, 2010 12:28 pm

administrator   ~0006436

Great! And, great idea on lowering the timer, that's in for the next release.

Issue History

Date Modified Username Field Change
Dec 11, 2010 4:00 pm Vinraith New Issue
Dec 11, 2010 4:01 pm Vinraith Summary Mining Golem could use a boost => Mining Golem might need a boost
Dec 11, 2010 11:35 pm Vinraith Category Gameplay - Balance Issue => Suggestion - Balance Tweaks
Dec 11, 2010 11:38 pm Lancefighter Note Added: 0006044
Dec 11, 2010 11:39 pm Lancefighter Note Edited: 0006044
Dec 14, 2010 10:40 pm unclean Relationship added duplicate of 0001438
Dec 16, 2010 12:46 am Vinraith Note Added: 0006297
Dec 17, 2010 12:16 pm Chris_McElligottPark Note Added: 0006358
Dec 17, 2010 12:16 pm Chris_McElligottPark Status new => resolved
Dec 17, 2010 12:16 pm Chris_McElligottPark Fixed in Version => 4.052
Dec 17, 2010 12:16 pm Chris_McElligottPark Resolution open => fixed
Dec 17, 2010 12:16 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 17, 2010 12:17 pm Chris_McElligottPark Note Added: 0006359
Dec 17, 2010 1:45 pm Vinraith Note Added: 0006374
Dec 17, 2010 1:48 pm Vinraith Note Edited: 0006374
Dec 18, 2010 4:41 pm Chris_McElligottPark Note Added: 0006408
Dec 18, 2010 4:45 pm Vinraith Note Added: 0006409
Dec 18, 2010 4:46 pm Vinraith Note Edited: 0006409
Dec 18, 2010 4:50 pm Chris_McElligottPark Note Added: 0006411
Dec 18, 2010 5:54 pm Vinraith Note Added: 0006412
Dec 18, 2010 9:32 pm Chris_McElligottPark Note Added: 0006419
Dec 19, 2010 7:24 pm Vinraith Note Added: 0006427
Dec 20, 2010 12:28 pm Chris_McElligottPark Note Added: 0006436