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IDProjectCategoryLast Update
0002125AI War 1 / ClassicSuggestion - Balance TweaksJan 3, 2011 11:44 am
ReporterSuzera Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Summary0002125: Scout rebalance idea - Make them like transports
DescriptionGive them all permacloaking and have them all lose a different % of health for each non-owned planet they cross. This would make the depth of scouting much easier to control AND keep it consistent across difficulties so you don't have people on difficult 7 scouting the entire map with ease with mk 3 scouts just to keep them viable for difficulty 8.

Mk 1 could lose 50% per planet and thus scout out 2 hops
Mk 2 could lose 25% per planet and thus scout out up to 4 hops
Mk 3 could lose 13% per planet and thus scout out up to 8 hops
Mk 4 could be as it is now

Give them no regen. Put them all at the current mk 1 cap level in ship count. This will make it more useful to use the lower tier scout ships for constant info on close planets, and the upper marks for farther away. Give counterspies the ability to blow up permacloaked ships, or specifically scouts mk1-3 if you want to leave mk 4 scouts open.

If they aren't made immune to repair as well, the scouting range per mk could be pushed by militarily going out with engineers to repair them so they can get a few more hops.
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Suzera

Dec 23, 2010 6:02 pm

reporter   ~0006959

This would also make it less player-time intensive since you wouldn't have to go through the timesink of rebuilding a full ship cap over and over and over again. You could just send one down each lane and then position them where you want constant information.

Chris_McElligottPark

Dec 23, 2010 6:04 pm

administrator   ~0006962

Possibly, but it would remove a lot of the nuances and art of scouting, which some players really appreciate. I've got a few other nerfs to scouts in for the next version already, so lets see how that does.

TechSY730

Dec 23, 2010 6:05 pm

reporter   ~0006963

Yes, but then what about all the hard work they put into balancing tachyon guardians with scouts explicitly in mind?

TechSY730

Dec 23, 2010 6:05 pm

reporter   ~0006964

Should this be marked as feedback instead of considering?

Chris_McElligottPark

Dec 23, 2010 6:05 pm

administrator   ~0006965

Well, that's sunk costs -- past work is irrelevant for future decisions.

TechSY730

Dec 23, 2010 6:06 pm

reporter   ~0006966

Oh duh, I was trying to induce a sunk costs fallacy. My bad. :D

Chris_McElligottPark

Dec 23, 2010 6:06 pm

administrator   ~0006967

I'm soliciting feedback on scouts elsewhere. This sort of structure had occurred to me before, but I view it as a last resort, mainly. I'd rather get scouts balanced in a different way, but if nothing else works eventually I'd do something like this.

MaxAstro

Dec 23, 2010 6:08 pm

reporter   ~0006969

Really not a fan of putting a hard limit on scout ranges.

keith.lamothe

Dec 23, 2010 6:41 pm

administrator   ~0006977

I'd already thought of doing exactly this with the attrit-per-wormhole, but decided it would devolve into an endless stream of player requests for improving the logic it uses to choose a path from point A to point B, and auto-explore would probably just have to be ditched altogether. Also, I think a lot of players would just not like it.

I'd be more likely to advocate a removal of scouts and simply have command stations automatically provide scout intel on all planets within 2 hops (with a tech line with steps that increase that to 3, 4, 5, whatever, and some massively expensive tech that just gives full-vis).

But I don't think that's a good way to go either.

Chris_McElligottPark

Dec 23, 2010 6:43 pm

administrator   ~0006980

Good point, I had not even gotten to thinking of those other complications.

Suzera

Dec 23, 2010 6:58 pm

reporter   ~0006981

Automatic scouting from command stations would be cool with me. That's even less busywork.

And actually this would potentially add a lot more nuance to scouting than there is now since you would have to choose where you put your precious few scouts. You have 50 planets within 8 hops and you have a maximum of 18 scouts with mk 1+2+3. What do you want to look at and where will you be blind?

Right now it is just building a full ship cap and sending them out over and over again until you're done.

Issue History

Date Modified Username Field Change
Dec 23, 2010 5:53 pm Suzera New Issue
Dec 23, 2010 6:02 pm Suzera Note Added: 0006959
Dec 23, 2010 6:04 pm Chris_McElligottPark Note Added: 0006962
Dec 23, 2010 6:04 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 23, 2010 6:04 pm Chris_McElligottPark Status new => considering
Dec 23, 2010 6:05 pm TechSY730 Note Added: 0006963
Dec 23, 2010 6:05 pm TechSY730 Note Added: 0006964
Dec 23, 2010 6:05 pm Chris_McElligottPark Note Added: 0006965
Dec 23, 2010 6:06 pm TechSY730 Note Added: 0006966
Dec 23, 2010 6:06 pm Chris_McElligottPark Note Added: 0006967
Dec 23, 2010 6:08 pm MaxAstro Note Added: 0006969
Dec 23, 2010 6:41 pm keith.lamothe Note Added: 0006977
Dec 23, 2010 6:43 pm Chris_McElligottPark Note Added: 0006980
Dec 23, 2010 6:43 pm Chris_McElligottPark Status considering => resolved
Dec 23, 2010 6:43 pm Chris_McElligottPark Resolution open => won't fix
Dec 23, 2010 6:58 pm Suzera Note Added: 0006981
Jan 3, 2011 11:44 am Chris_McElligottPark Status resolved => closed