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IDProjectCategoryLast Update
0002389AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsJan 12, 2011 2:38 pm
Reporterlyravega Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version4.065 
Summary0002389: Military Command Station related
DescriptionI like their relocating attack, however it is an experimental technology - giving it more attacks and paralyze & engine damage with each shot might suit them more.

Currently, I'm having fun as I watch them zap enemies around, but that also leads to another issue - turrets trying to fire them are just wasting their time as their "ammo" dissipates after the target is being zapped.
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TechSY730

Jan 11, 2011 6:21 pm

reporter   ~0008289

Paralysis may be a good addition for the Mk. II and Mk. III versions. Mk. III already has full planet decloaking, but do you think engine damage should be added on top of that?

lyravega

Jan 11, 2011 7:28 pm

reporter   ~0008298

Last edited: Jan 11, 2011 7:30 pm

I'm saying that instead of relocator, paralyzing and/or engine damaging attacks might suit it better, afterall, it's something to be protected, it's not something that will provide protection.

If it focuses on just one ship among a hundred, paralyze won't do much. I don't know if paralyze attacks have special "coding", like engine damage - swapping targets if their engine is blown, that's why I throw it there. It doesn't need to take out engines, slowing them as much as they can might help big time.

Chris_McElligottPark

Jan 12, 2011 1:06 pm

administrator   ~0008363

For now, it seems like their current design is pretty popular.

lyravega

Jan 12, 2011 1:56 pm

reporter   ~0008374

As I've said, that leads to another issue - defensive turrets / ships cannot do much. And with an attritioner and/or experimental translocators inside a forcefield if you are lucky, enemy ships can't do much at all, no matter what comes through. Add a black hole machine on top of that, some maws if you have access to these aswell, and well. Impenetrable defense with a handful of ships. Kind of an abuse in my opinion.

Chris_McElligottPark

Jan 12, 2011 2:38 pm

administrator   ~0008383

Defensive ships on FRD mode will continue to work quite well. Turrets will also work well if you place them a little ways away from the command station with tractors and/or gravitational turrets to hold the enemy ships in place. Then you have the military command station itself as kind of the last-defense goalie punting the other ships out into the middle of nowhere, buying more time from those that do break through.

Players are always figuring out impenetrable defenses that the game then has to break, that's nothing new. I don't think that the root of the problem here is the military command station itself, in the scenario you describe. And, the AI would indeed eventually break through even something like that, if it had enough ships. If you have a save demonstrating unbalanced strategies like that, always feel free to post, but my inclination would be to fix that in some different way other than taking away the translocation shots of the military command station (as you note, having translocator experimental ships under a forcefield would have the same net effect anyhow, so this strategy isn't even something newly available, it's just the first time someone thought of it).

Issue History

Date Modified Username Field Change
Jan 11, 2011 6:16 pm lyravega New Issue
Jan 11, 2011 6:21 pm TechSY730 Note Added: 0008289
Jan 11, 2011 7:28 pm lyravega Note Added: 0008298
Jan 11, 2011 7:30 pm lyravega Note Edited: 0008298
Jan 12, 2011 1:06 pm Chris_McElligottPark Note Added: 0008363
Jan 12, 2011 1:06 pm Chris_McElligottPark Status new => closed
Jan 12, 2011 1:06 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 12, 2011 1:06 pm Chris_McElligottPark Resolution open => won't fix
Jan 12, 2011 1:56 pm lyravega Note Added: 0008374
Jan 12, 2011 2:38 pm Chris_McElligottPark Note Added: 0008383