View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0002589 | AI War 1 / Classic | Suggestion - Balance Tweaks | Jan 21, 2011 6:55 pm | Jan 21, 2011 6:56 pm | |
Reporter | Prezombie | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 4.071 | ||||
Summary | 0002589: Capturables shouldn't be generated in the Wormhole GP clusters. | ||||
Description | Putting high-value targets next to a wormhole is usually a bad idea, for both sides. If a unit is capturable, and is irreplaceable or generates AI progress when it dies, putting it next to a wormhole is just asking for trouble, especially the big bumpers of rescued cities. But having a high-value fabber next to a wormhole is also pretty stressful. I'm not saying add a painful piece of code so they're never generated within distance X of a hole, just that they not be built in a Wormhole GP's cluster. | ||||
Tags | No tags attached. | ||||
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This has been discussed before, and I've been a bit on the fence, but for now am leaving it as-is. When you capture a planet of such a sort, you wind up with an interesting different challenge, and may need to capture the planet on the other side of that wormhole, etc. I think that often it leads to more interesting situations than it does bad ones. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 21, 2011 6:55 pm | Prezombie | New Issue | |
Jan 21, 2011 6:56 pm | Chris_McElligottPark | Note Added: 0009519 | |
Jan 21, 2011 6:56 pm | Chris_McElligottPark | Status | new => closed |
Jan 21, 2011 6:56 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 21, 2011 6:56 pm | Chris_McElligottPark | Resolution | open => won't fix |