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IDProjectCategoryLast Update
0027139AI War 2SuggestionMay 12, 2022 4:54 pm
ReporterWuffell_1 Assigned ToZeusAlmighty  
Status closedResolutionfixed 
Product Version5.003 Revenant Efficacy 
Summary0027139: The necropolis needs a shield option or a similar feature to prevent big enemies warping
DescriptionThe 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
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Strategic Sage

Apr 24, 2022 7:22 am

reporter   ~0066383

Last edited: Apr 24, 2022 7:35 am

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.

BadgerBadger

Apr 24, 2022 11:07 am

manager   ~0066389

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

ZeusAlmighty

May 12, 2022 4:54 pm

manager   ~0066733

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.

Issue History

Date Modified Username Field Change
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