View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002298 | AI War 1 / Classic | Gameplay Idea | Jan 8, 2011 1:19 pm | Jan 8, 2011 9:27 pm | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 4.064 | ||||
Summary | 0002298: AI fortresses tweaks | ||||
Description | AI fortresses to no longer be mobile, possibly to have slightly better range, and to always be camped out near a wormhole on the planet they are on. Idea to restrict travel in interesting ways, and to have them be sufficiently distinct from guardians, which currently fill a rather similar role. Frankly... perhaps increase the player fortress range and make those immobile, too. Unsure about that part, though. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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If it was not for radar dampening, I would support this. However, because of this, repositioning your fortresses every now and then may be useful. (They should NOT get immunity to radar dampening, that would make scouting WAY to hard again) |
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Given their penalty against the scout hull type, I don't think that radar dampening immunity would be too tough on scouts. Honestly, with them often being in wormhole paths anyway, and being freely mobile by the AI, it's dubious how much help the radar dampening is on scouts with them, anyway -- that was mostly added for things like the missile guardians, which were obliterating scouts from afar and already can't move when guarding, etc. |
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yes on mobility yes on range no on near a wormhole Perhaps with a slight increase in how many the humans can build? (when they get changed) Reasoning behind the no on near a wormhole: -not need to have your bombers cross a planet -not possible to 'snipe' enemy ships when you enter a planet with a fort next to the wormhole and no way to lure it away -transports will take far too easy/much damage (I think) |
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Agree with everything Red Spot said, except for the transport thing. With a measly 5% damage vs. scouts, even a Mk. III fortress will take some time to kill a transport. (Maybe it should be raised back to 10% :P) |
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Oh, and space planes, spire stealth battleships, and raid starships would have a really hard time if fortresses gained radar dampening immunity |
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Good points, all. I left the human ones alone, and just went with this: * AI fortresses of all marks now have 6x the health of their human counterparts (instead of 5x), but now have 3x lower range than the human versions. They also are now immobile. * AI Superfortresses now have simply been adjusted to be immobile, but have the same range and health as before. |
Date Modified | Username | Field | Change |
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Jan 8, 2011 1:19 pm | Chris_McElligottPark | New Issue | |
Jan 8, 2011 1:19 pm | Chris_McElligottPark | Status | new => assigned |
Jan 8, 2011 1:19 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 8, 2011 1:34 pm | TechSY730 | Note Added: 0007990 | |
Jan 8, 2011 1:43 pm | Chris_McElligottPark | Note Added: 0007994 | |
Jan 8, 2011 2:06 pm | Red Spot | Note Added: 0007997 | |
Jan 8, 2011 3:14 pm | TechSY730 | Note Added: 0007999 | |
Jan 8, 2011 3:15 pm | TechSY730 | Note Added: 0008000 | |
Jan 8, 2011 9:27 pm | Chris_McElligottPark | Note Added: 0008009 | |
Jan 8, 2011 9:27 pm | Chris_McElligottPark | Status | assigned => resolved |
Jan 8, 2011 9:27 pm | Chris_McElligottPark | Fixed in Version | => 4.064 |
Jan 8, 2011 9:27 pm | Chris_McElligottPark | Resolution | open => fixed |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |