View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0023584 | AI War 2 | Suggestion | Aug 24, 2020 7:35 pm | Nov 30, 2020 7:21 pm | |
Reporter | Isiel | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 2.126 Dark Spire, Eyes, and Fixes | ||||
Fixed in Version | 2.644 So Many Good Things All At Once | ||||
Summary | 0023584: timer option for Nanocaust | ||||
Description | I think there should be an option for an invasion timer for the Nanocaust when you set up the game. Currently, if you don't set it to immediate, you first have to find the beacon, whose location is out of your control, and then possibly second guess yourself and decide not to activate it at all. I feel like adding an invasion timer would remedy this, as you would have time to prepare, but the Nanocaust will show up regardless. | ||||
Tags | No tags attached. | ||||
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For what it's worth I like this idea. The beacon could still be around to bring them on even earlier if we want the extra science, and then that's like a little race with the timer? |
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I didn't even think about that. I like that idea. |
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Adding on to this, if custom input is to be avoided, 30min/1h/2h/3h/4h/6h/8h would be fairly comprehensive for fast & slow players without making an endless list. |
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Done |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 24, 2020 7:35 pm | Isiel | New Issue | |
Aug 25, 2020 8:06 am | Lord Of Nothing | Note Added: 0058177 | |
Aug 25, 2020 1:39 pm | Isiel | Note Added: 0058179 | |
Aug 30, 2020 10:52 am | ParadoxSong | Note Added: 0058289 | |
Nov 30, 2020 7:21 pm | BadgerBadger | Assigned To | => BadgerBadger |
Nov 30, 2020 7:21 pm | BadgerBadger | Status | new => resolved |
Nov 30, 2020 7:21 pm | BadgerBadger | Resolution | open => fixed |
Nov 30, 2020 7:21 pm | BadgerBadger | Fixed in Version | => 2.644 So Many Good Things All At Once |
Nov 30, 2020 7:21 pm | BadgerBadger | Note Added: 0059809 |