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IDProjectCategoryLast Update
0021311AI War 2Gameplay IdeaJul 8, 2019 10:40 am
ReporterChris_McElligottPark Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.871 More Control, Part 1 
Fixed in Version0.874 Basic Fleet Management 
Summary0021311: New Capturable: Global Command Augmenters (and then fewer battlestations).
DescriptionThe idea here is basically that you'll be able to go and find capturable structures that give you the sort of units that normally go on battlestations. Aka, turrets, tractor beams and mines and other defenses, and so on. These would basically give you a new "global armory" with a per-command-station cap for these types of units.

For example, I might capture something that gives 10 pike turrets and 5 ambush turrets to to all my command stations added to their existing cap. Certain command stations might get an extra bonus to having more of those (military maybe gets a 1.5x bonus on turret caps, logistical maybe a 1.5x bonus on tractor beam caps and things like that, home command maybe gets a 2x bonus on caps in general).

This then gets back to the style of AIWC, where you have per-planet turret caps. But you're acquiring these from the AI as you go through the galaxy, not having these be something that are all there from the start or that you have to unlock via science.

These granters should be capturable in the same way that battlestations are, but they should ALSO be hackable in an expensive way in order to get them without having to go capture the planet itself.

Thanks to AnnoyingOrange for inspiring this change.
TagsNo tags attached.

Relationships

parent of 0021353 resolvedDominus Arbitrationis Ability to hack Global Command Augmenters (two methods). 
child of 0021310 resolvedChris_McElligottPark Fleets Phase 3 - Parent 

Activities

BadgerBadger

Jun 25, 2019 12:32 pm

manager   ~0051959

I wonder if these should be "If they die, they're gone permanently"; that would incentivize hacking them.

Chris_McElligottPark

Jun 25, 2019 2:12 pm

administrator   ~0051961

I like that! I think that is definitely what these should be.

Chris_McElligottPark

Jul 5, 2019 3:36 pm

administrator   ~0052058

* Major new capturable: Global Command Augmenter
** Capturing this structure lets ALL of your command stations build more defensive structures (as listed below). Different command station types get more or fewer based on their 'Global Command Augmentation Mulitplier.' Aka military command stations get a lot more, economic get fewer, etc.
** These are only seeded in new savegames, but these are now the primary way to get more turrets and other defenses for yourself.
** Battlestations are still a thing and are cool, as are citadels,
* There is a new commandstation_addedtocommandstation_multiplier xml tag that defines a multiplier for how many turrets and other defenses are added to the command stations of each type.
** Home command stations get 2x, economic get 0.5x, logistical get 1x, and military get 2x.

* The game now only seeds one battlestation or citadel per planet, period. The galaxy map settings for seeding more than one per planet have been removed.
** In general we are moving away from having remotely so many of these things, as they were way too annoying to use.

* The game now seeds Global Command Augmenters in the galaxy on planets in roughly the same pattern it used to seed regular Battlestations.

* The game now seeds only roughly about 1/3 as many basic battlestations on the galaxy map as it used to, and doesn't seed one near your starting location at all (though of course you do have the starting battlestation nowadays, anyway).

* The game now seeds only roughly half as many citadels on the galaxy map as it used to, and doesn't seed one near your starting location at all.

Dominus Arbitrationis

Jul 5, 2019 8:46 pm

administrator   ~0052062

*Adds the hack for GCA's. It costs 120 hacking points if someone else took the planet, but you didn't get any AIP for it (Or if the AI still owns it), but only 30 otherwise. Both values are XML configurable.
**Values probably need some balancing done, but I'm not good with that, so Help Wanted there.
*Added an XML value for when you want a secondary hacking cost. If not defined, defaults to 0. This has only been defined for the GCA and IGC hacks, and has no effect elsewhere at this time.
* Adds the hack for IGC's. It costs 90 hacking points if someone else took the planet, but you didn't get any AIP for it (Or if the AI still owns it), but only 30 otherwise. Both values are XML configurable.

Chris_McElligottPark

Jul 8, 2019 10:40 am

administrator   ~0052073

Thank you so much for that, Quinn!!

Issue History

Date Modified Username Field Change
Jun 25, 2019 12:21 pm Chris_McElligottPark New Issue
Jun 25, 2019 12:21 pm Chris_McElligottPark Status new => assigned
Jun 25, 2019 12:21 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jun 25, 2019 12:21 pm Chris_McElligottPark Relationship added child of 0021310
Jun 25, 2019 12:32 pm BadgerBadger Note Added: 0051959
Jun 25, 2019 2:12 pm Chris_McElligottPark Note Added: 0051961
Jul 5, 2019 3:36 pm Chris_McElligottPark Note Added: 0052058
Jul 5, 2019 3:36 pm Chris_McElligottPark Summary New Capturable: Turret Granters (and then fewer battlestations). => New Capturable: Global Command Augmenters (and then fewer battlestations).
Jul 5, 2019 4:00 pm Chris_McElligottPark Relationship added parent of 0021353
Jul 5, 2019 8:46 pm Dominus Arbitrationis Note Added: 0052062
Jul 8, 2019 10:40 am Chris_McElligottPark Status assigned => resolved
Jul 8, 2019 10:40 am Chris_McElligottPark Resolution open => fixed
Jul 8, 2019 10:40 am Chris_McElligottPark Fixed in Version => 0.874 Basic Fleet Management
Jul 8, 2019 10:40 am Chris_McElligottPark Note Added: 0052073