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IDProjectCategoryLast Update
0024060AI War 2Balance IssueNov 3, 2020 8:07 pm
Reportercrawlers Assigned To 
Status newResolutionopen 
Product VersionBeta 2.624 Revised Resource Bar 
Summary0024060: Dark spire in conquest mode have a hard time expanding
DescriptionUsually after a fight they manage to grab some land, but then the hunter fleet (or occasionally another minor faction) swoops in and kills off most of their conquest vengeance generators. It feels like they manage to make more meaningful increases to their land outside conquest mode, but within it they are just stuck near their non-conquest vgs with no lasting progress outside of them.

Vengeance generators need to be fed to build up to their full power, and since each time a conquest vg is blown up that progress is reset, this interferes with the dark spire's ability to keep up with the game as aip and ai forces build up.

This feels like the result of the dark spire on intensity 5. On higher intensities, perhaps they can overrun things just because they get so much stuff and thus dont suffer as badly from getting the conquest vgs blown up because they can push the enemy back.

They also seem to have a very hard time against spirefleet or ai exowar ships.

Does anyone else have experiences with/opinions on dark spire conquest mode?
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Activities

crawlers

Nov 3, 2020 5:28 pm

reporter   ~0059459

I would like to clarify, the issue is not with the dark spire in general, but with 2 specific things: a hard time expanding in conquest mode, and a hard time killing big ships.

Lord Of Nothing

Nov 3, 2020 8:01 pm

reporter   ~0059461

Now, this is just my £0.02, but:

I agree with what crawlers is saying, generally speaking. I tend to play on higher intensity DS, and it makes it slightly less of an issue to start with and reduces the generator feeding issue, but something similar is still the case with the actual generators just getting popped, and the Dark Spire certainly still have trouble with Exowar units (And spirefleet even more so, since those can be driven (Even without the railgun mod). I think to some degree that's justified, but the current situation feels too far in that direction.

I would also like to just add in a suggestion for some more powerful dark spire ships - just the existing models with a larger physical scale and stats - call them Umbral Phantom, Umbral Spector, or something lie that. Perhaps these larger ships could also be more able to engage other large ships. Even without fallen spire shenanigans higher dark spire intensities start to create stupid numbers of ships during combat on a V-Gen planet (Due to hacking, hunter ambushes, reserves, etc) and I've found this creates two issues:
1. They don't start stacked, so when combat is taking place on a V-Gen planet, the stacker sometimes just doesn't keep up and performance really suffers.
2. It tends to create very large numbers of Eidolons, which are a particularly strong example of a unit being massively tanky but low damage, and they really suffer for it - they're just not very effective for their strength, particularly against larger ships.

Lord Of Nothing

Nov 3, 2020 8:07 pm

reporter   ~0059462

Perhaps it would also be a good idea to limit the number of times a generator can spawn to once every ten seconds, (but still using all the death energy produced by the planet over that period), particularly if adding larger ships. That way if combat is intense enough it can actually spawn much bigger ships, and also, ships from a given spawn can start stacked, rather than lots of smaller stacks produced by lots of spawns.

Issue History

Date Modified Username Field Change
Nov 3, 2020 5:20 pm crawlers New Issue
Nov 3, 2020 5:28 pm crawlers Note Added: 0059459
Nov 3, 2020 8:01 pm Lord Of Nothing Note Added: 0059461
Nov 3, 2020 8:07 pm Lord Of Nothing Note Added: 0059462