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IDProjectCategoryLast Update
0021773AI War 2Gameplay IssueOct 10, 2019 11:21 pm
ReporterZeusAlmighty Assigned To 
Status newResolutionopen 
Product Version0.899 Intel Objective Difficulty Ratings 
Summary0021773: Battlestations Rework -- Proposal: Designate a battle station as a Mobile version of the unique types of Command Station
DescriptionBattleStations and Command-Stations Tech Integration

Background/Problem
In addition to being mobile and carrying munitions (turrets, mines,etc) they have a special utility bonus effect

Current battlestations:
Bubble-Shield Battlestations: Provides similar shielding as a standard bubbleshield
Engineering Battlestation: Provides several engineers worth of production capacity
Ensnarer Battlestation: Provides x250 (alot!) tractor beams -- (good for kidnapping)
Revealer Battlestation: Provides mid-size decloaking

Pros:
Nice RNG for extra defense options to help shore up important planets
Having a variety of the *kinds* of starting choices promotes replayability (more variables to experiment with)

Cons
These have no tech associated with them and are generally gather little Exp compared to your main fleets--they do not scale over a full game, rarely getting to mark 5
They are difficult to keep alive as they are slow and modest of health
In practice, they feel like a citadel without weapons. They don’t really add much depth in the utility they provide, since their abilities have all been cloned from something pre-existing. In other words, they feel like the combat factories were before they had drones

Proposal: Designate a battle station as a Mobile version of the unique types of Command Stations (Econ/Logistics/Military)

(One relevant extra thing to consider: Command Station tech isn’t particularly enticing on it’s own right, but only by necessity.)
 
In effect, the battlestations would be classified according to the command station tech. They would mark up any time you spent science on its corresponding tech. This means examining the sorts of roles that players can currently use these.

a)These can be used to set up beachheads, since you can build turrets et al on a planets you don’t control
b)Distribute turrets and defenses according to their relevant function across you planets.
c)Useful niches with current utility options, such as kidnapping lots of AI forces to soften the AI before assaulting using the ensnarer battlestation or protecting your mobile combat factories with the bubbleshield battlestation

**My proposed new battlestations would still their basic RNG functionality**
Revised Battlestations

Mining Rig -- Economy
This is the engineering battle station which also provides a scaling boost to the metal generators on the planet it’s currently on. (*Defensive only;to work offensively, this would require an effect letting the Rig to target mining stations on enemy planets...hmm, like letting it target a specific neutral mine on non-player planets with a massive bonus to its econ rate… that would be neat)

Mastermind Battlestation-- Logistics:
Merges “ensnarer” and “revealer” battlestations abilities. In addition, this acts like a normal logistics and grants the watch status to planets it is currently on. (I still think this needs something unique: Disrupt things that depend on “how many units are present on the planet. This would in practice keep eyes from waking up no matter how many units you have on the planet.

BunkerBuster -- Military:
This is the bubbleshield battle station that gains the temporary defense buff when traversing wormholes. In addition, all of its munitions have an uninterruptible x10 build rate

Note:This would require adjusting the the starting options accordingly, but I think this would be a much more intriguing way to open up gameplay specializations
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Issue History

Date Modified Username Field Change
Oct 10, 2019 11:20 pm ZeusAlmighty New Issue
Oct 10, 2019 11:21 pm ZeusAlmighty Description Updated