View Issue Details

IDProjectCategoryLast Update
0022278AI War 2Balance IssueJan 8, 2020 6:26 pm
ReporterRyulong Assigned ToChris_McElligottPark  
Status closedResolutionfixed 
Product Version1.009 Hotfix 
Summary0022278: SuperCat 1.009 has fallen
DescriptionSo I'm supposed to file a bug report with this, right?

I'm not sure how much you want me to say here. AIP reduction is strong but highly seed dependent, spire frigates are awesome, bomber start and fusion in general is quite effective, and neutering planets gives a player free reign.

Sorry about the old version. GOG hasn't updated their offline installers yet, and I don't see anything in the 010 notes that would have changed the outcome here.

A sampling of saves attached. Please advise if I can say or provide more.
TagsNo tags attached.

Activities

Ryulong

Nov 25, 2019 3:19 am

reporter  

victory.save (832,600 bytes)
day 1.save (723,971 bytes)
day 2.save (791,846 bytes)

BadgerBadger

Nov 25, 2019 10:48 am

manager   ~0054716

I think the logical first step is to remove the bomber starting fleet. It's pretty game breaking in terms of the early game power you get if you sink some research into fusion.

BadgerBadger

Nov 25, 2019 11:41 am

manager   ~0054717

Last edited: Nov 25, 2019 11:41 am

Chris, you added the bomber fleet so I don't want to just remove it without your blessing. I feel like any starting fleet with two of the same ship line (let alone 3) is going to be very hard to balance. I think the current choice is either "Remove bomber fleet or significant nerfs to the bomber in general", and this is less impactful. (Some ideas in this paragraph are cribbed from Puffin's discourse on discord)

Ryulong

Nov 28, 2019 2:28 pm

reporter   ~0054732

I feel like I should write more.

I chose the bomber start (and fusion by extension) for the express purpose of clearing guard posts. My general procedure is to walk into a planet and destroy the guard posts ASAP to prevent counterattacks from spawning. After that, I kill off what threat I can before the warden fleet shows up, then retreat and wait for the threat I just freed to border my worlds so I can clean it up. This allows me to carve paths through AI territory towards objectives through the early game.

Most/all of my mid/lategame strength came from the spire frigate. Thanatos, an armored golem or maybe Ark One would have filled the same role. Once the frigate hits mark V, it can clear out everything up to mark VII worlds reinforced by the praetorian guard with the occasional retreat for repairs. Counterattacks do not spawn as long as these flagships don't get crippled on an active world. The only thing these flagships cannot eventually destroy is Phase 2. Phase 2 requires everything I can throw at it.

Whether I use bombers, flagships or something else, I feel as long as I can neuter planets and avoid counterattack waves, I can make progress. Counterattack waves are scary but preventable. There's usually enough AIP reduction floating around for me to grab a flagship before 70 AIP.

I would suggest adding some way for the AI to "reconquer" neutered planets. It strikes me as odd that guard posts will spawn when the AI reconquers a planet I have taken, but the AI is unable to rebuild a planet I have neutered but not taken. Respawning guard posts may open me back up to counterattack waves as well.

AIP reduction is still strong, but you probably already know that and I have no additional insight.

Hacks seem about right. 50 threat worth of ships spawning on an ARS hack is quite a deterrent.

Chris_McElligottPark

Dec 6, 2019 12:24 pm

administrator   ~0054859

Thanks!

* A new "skip_adding_to_seed_lists" tag has been added to fleet designs, which lets us keep them around for existing savegames but prevent them from showing up in the lobby or in seeding in new galaxies.
** This has now been applied to the "Bomber Fleet" starting fleet for players, as that was supremely overpowered and let some players cheese things on the highest difficulty levels.

RocketAssistedPuffin

Jan 8, 2020 6:26 pm

reporter   ~0055448

Long time since report was made. Many changes. If still possible, please make new one.

Issue History

Date Modified Username Field Change
Nov 25, 2019 3:19 am Ryulong New Issue
Nov 25, 2019 3:19 am Ryulong File Added: victory.save
Nov 25, 2019 3:19 am Ryulong File Added: day 1.save
Nov 25, 2019 3:19 am Ryulong File Added: day 2.save
Nov 25, 2019 10:48 am BadgerBadger Note Added: 0054716
Nov 25, 2019 11:39 am BadgerBadger Assigned To => Chris_McElligottPark
Nov 25, 2019 11:39 am BadgerBadger Status new => assigned
Nov 25, 2019 11:41 am BadgerBadger Note Added: 0054717
Nov 25, 2019 11:41 am BadgerBadger Note Edited: 0054717
Nov 28, 2019 2:28 pm Ryulong Note Added: 0054732
Dec 6, 2019 12:24 pm Chris_McElligottPark Note Added: 0054859
Jan 8, 2020 6:26 pm RocketAssistedPuffin Status assigned => closed
Jan 8, 2020 6:26 pm RocketAssistedPuffin Resolution open => fixed
Jan 8, 2020 6:26 pm RocketAssistedPuffin Note Added: 0055448