View Issue Details

IDProjectCategoryLast Update
0021877AI War 2Gameplay IssueNov 23, 2019 10:18 am
ReporterAsteroid Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version1.001 Official Game Launch! 
Fixed in Version1.005 Answering Your Top Requests 
Summary0021877: Custom fleet issues
Description- They're very expensive. 7000 energy apiece for something that's supposed to replace control groups? Never did a game make me pay for the privilege of using control groups. As it is they're often not worth using, I'd rather protect my worlds with more turrets.

- Fleets you capture have no empty slots, it doesn't make sense for the player to be unable to put all his ships in his initial fleet while he can put them all in the custom fleet.

- "Empty slots" are clearly a "thing" which appears in the fleet swap dialogue, not a real empty slot, this is also confusing and feels unpolished for a released game.

Another side-effect of their introduction is that they cheapen flagships you can find, finding a cloaked fleet was a big deal (I assume it was possible but very rare, never happened to me), now you just build your own. Not sure what can be done about this tough.
TagsNo tags attached.

Activities

RocketAssistedPuffin

Oct 23, 2019 12:24 pm

reporter   ~0053850

The energy cost is so Nucleophilic stuff works on them, as Guard Posts like Pikes have multi-shot and are unable to focus fire on a Transport. Sabot and Nucleophilic are the main "anti big thing" AI defenses.

Perimeter did the same with the cost for a group I think incidentally, though it's been years since I've played it. PC can't actually boot it...

You cannot find things like Cloaked Flagships. They are set to never seed.

Chris_McElligottPark

Oct 23, 2019 1:56 pm

administrator   ~0053860

The empty slots being a thing is not a bug, that's not even that strange. It would be rage-inducing to lose your slots if you traded things around, because then other fleets would get smaller without any way of getting larger again.

Imagine: fleet A trades to fleet B's empty slot. fleet A doesn't get an empty slot and is thus smaller forever. You can't even trade back to make it like it once was. Sad panda.

Asteroid

Oct 23, 2019 6:09 pm

reporter   ~0053897

I've submitted a separate proposal for a revamp of how the transfer/swap aspect works that should fix the real or perceived issues with empty slots, and overall make the whole experience much nicer:
https://bugtracker.arcengames.com/view.php?id=21895

Regarding the energy, could we make Flagships produce 7000 energy and consume 7000 energy so they cost zero overall? I'm already not super-sold on them being an adequate replacement for control groups, so having a huge cost attached to them is pretty much the nail in the coffin of that system. And the word out there is increasingly that they're not worth using.

RocketAssistedPuffin

Oct 23, 2019 6:42 pm

reporter   ~0053903

That energy set up would look very strange I think, and would cause confused questions.

I think I will actually just remove it, and make them cost no energy. It occurred to me that I tend to micro them around things like Nucleophilic units, and that's annoying micro that should probably be eliminated. Optimal to do it, but not desired - removing the energy cost fixes two issues.

Still weak to Sabots however.

Asteroid

Oct 23, 2019 7:43 pm

reporter   ~0053911

Sounds good to me as a stopgap fix. I think perhaps this should apply to all flagships not only custom ones for consistency?

The system overall is still weird though, because custom flagships are kinda flat out better (cloaking, speed...), and you can end up with empty flagships you can't scrap that just sit there. Or actually might as well use them as immortal scouts since they can't die.

RocketAssistedPuffin

Oct 23, 2019 8:01 pm

reporter   ~0053913

Already done to all Transport Flagships.

RocketAssistedPuffin

Nov 23, 2019 10:18 am

reporter   ~0054701

All of this seems to have been solved.

Issue History

Date Modified Username Field Change
Oct 23, 2019 11:33 am Asteroid New Issue
Oct 23, 2019 12:24 pm RocketAssistedPuffin Note Added: 0053850
Oct 23, 2019 1:56 pm Chris_McElligottPark Note Added: 0053860
Oct 23, 2019 6:09 pm Asteroid Note Added: 0053897
Oct 23, 2019 6:42 pm RocketAssistedPuffin Note Added: 0053903
Oct 23, 2019 7:43 pm Asteroid Note Added: 0053911
Oct 23, 2019 8:01 pm RocketAssistedPuffin Note Added: 0053913
Nov 23, 2019 10:18 am RocketAssistedPuffin Assigned To => Chris_McElligottPark
Nov 23, 2019 10:18 am RocketAssistedPuffin Status new => resolved
Nov 23, 2019 10:18 am RocketAssistedPuffin Resolution open => fixed
Nov 23, 2019 10:18 am RocketAssistedPuffin Fixed in Version => 1.005 Answering Your Top Requests
Nov 23, 2019 10:18 am RocketAssistedPuffin Note Added: 0054701