View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0027139 | AI War 2 | Suggestion | Apr 24, 2022 5:11 am | May 12, 2022 4:54 pm | |
Reporter | Wuffell_1 | Assigned To | ZeusAlmighty | ||
Status | closed | Resolution | fixed | ||
Product Version | 5.003 Revenant Efficacy | ||||
Summary | 0027139: The necropolis needs a shield option or a similar feature to prevent big enemies warping | ||||
Description | The necromancer is terrible at defences, especially choke points. That's kinda okay, cos the necro relies on the fleets to help defend. But they're just really really bad at stopping larger enemies from travelling through wormholes. Elderlings, which are essentially the necromancer's food, just wander past the defences like they're not there. The treacherous totem is good against smaller enemies, but not Elderlings. Early to mid game, it's hard to kill Elderlings, because the necro's early weapons are crowd control, and the Elderlings are tough. This means the defences don't do enough damage to kill them, so they can just pass through several planets, including ones 'fortified' by a defensive necropolis. I think the most obvious solution is for the necropolis to have a bubble shield option. I understand it was there before full release, but it was removed. Strategic Sage mentioned the necropolis died too quickly if it had a bubble shield. I can see why, but when used properly, that reason's not valid; if you have a chokepoint and the enemy walks through it, that's bad. If there's a chokepoint and the enemy has to stop and destroy the defences, that's good. Having said that, if people were unhappy and wanted it removed, I guess there's a reason for it ... likely because people were plonking the shield onto it when it didn't need one, so it soaked up too much damage. So my proposed solution is to allow the bubble shield to be added to the defensive necropolis only. That way,, anyone who places a defensive necropolis with a shield is bound to be using it so it will actually protect things, ie soak damage and die before anything else. it will be used to guard important things ... which really means, it'll use the shield when it's guarding chokepoints. This will also give the defensive necropolis a unique identity and it will feel useful to have it. It will also help the necromancer deal with those pesky Elderlings a little easier. Other solutions seem to be more complicated ... tweaking the engine rating so the treacherous totem will work properly, or something similar. I think it's just easier to slap the shield mods on the defensive necropolis. From what I heard it's not a balance issue, it was actually making things worse. Trust me, this won't make things worse, and it will make the necro feel like they can actually deal with Elderlings, instead of watching them fly on by till they finally get enough DPS to kill them :P | ||||
Tags | No tags attached. | ||||
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There was already a pretty lengthy discussion on Steam so I won't repeat most of that here. I think the defensive necropolis is just fine without a shield. It's cheaper by far than the others, and is effective at stopping most enemies. Recon ability is another big reason to use it. I think it's entirely appropriate for the player to not be able to stop Elderlings at a chokepoint and have to kill them with their fleet, and you don't face enough of them on standard difficulties for this to be a regular concern, esp. if your attacking fleets are out in the rest of the galaxy removing them and getting essence. I think treacherous totem works just fine, and if Necromancer has effective fixed defenses against all types of enemies, the distinctiveness of defending with your fleets - and having much more powerful fleets in return - is lost. It becomes massively OP because it just gets the strength compared to human empire without much of a weakness to counterbalance that. |
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It seems like giving the defensive necropolis (and only defensive) a bubble forcefield as a module option might be fine. I have no objections, but ill assing this to zeus since he is more knowledgable about balance |
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Players discovered that having a bubbleshield on the Necropolis created more problems than it solved, becoming a trap The Necromancer is simply not the humans, and the have some weaknesses that the humans don't. |
Date Modified | Username | Field | Change |
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Apr 24, 2022 5:11 am | Wuffell_1 | New Issue | |
Apr 24, 2022 7:22 am | Strategic Sage | Note Added: 0066383 | |
Apr 24, 2022 7:35 am | Strategic Sage | Note Edited: 0066383 | |
Apr 24, 2022 11:07 am | BadgerBadger | Note Added: 0066389 | |
Apr 24, 2022 11:07 am | BadgerBadger | Assigned To | => ZeusAlmighty |
Apr 24, 2022 11:07 am | BadgerBadger | Status | new => assigned |
May 12, 2022 4:54 pm | ZeusAlmighty | Status | assigned => closed |
May 12, 2022 4:54 pm | ZeusAlmighty | Resolution | open => fixed |
May 12, 2022 4:54 pm | ZeusAlmighty | Note Added: 0066733 |