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IDProjectCategoryLast Update
0002403AI War 1 / ClassicSuggestion - Balance TweaksJan 16, 2011 1:12 am
ReporterBobTheJanitor Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.065 
Fixed in Version4.068 
Summary0002403: Zenith Reserve cost balancing
DescriptionIs the AIP cost for opening a Zenith Reserve possibly too high, especially at the high end? Compared to the AIP for activating a Golem, for example, it doesn't seem that even a Mark V Reserve is going to live up that destructive power, but it comes at a cost of 50 AIP. Capturing an ARS or Factory will give you a lot of ships as well, but the only AIP cost is the 20 for taking the world. Sure, you do have other resource and time costs for building the ships, but that's counterbalanced by the fact that you can't build any more Zenith Reserve ships and once they're gone, that's it. Maybe the cost is correct for the convenience of getting immediate ships, but it seems that if I run into a case where I need instant ships, I've probably already lost the game.

And also on the subject, are the tooltips for these correct? I don't think I've ever seen one take 400,000 energy, let alone one million.
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Chris_McElligottPark

Jan 16, 2011 1:12 am

administrator   ~0008639

Thanks!

* The Zenith Reserve Mark I-V AIP previously was 10*ShipLevel, which got really non-worthwhile by the upper end of that scale. Now it is 5*shiplevel for AIP.

* The tooltips for mark II-V zenith reserves was still out of date, referring to older energy costs. Fixed.

Issue History

Date Modified Username Field Change
Jan 12, 2011 1:04 am BobTheJanitor New Issue
Jan 16, 2011 1:12 am Chris_McElligottPark Note Added: 0008639
Jan 16, 2011 1:12 am Chris_McElligottPark Status new => resolved
Jan 16, 2011 1:12 am Chris_McElligottPark Fixed in Version => 4.068
Jan 16, 2011 1:12 am Chris_McElligottPark Resolution open => fixed
Jan 16, 2011 1:12 am Chris_McElligottPark Assigned To => Chris_McElligottPark