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IDProjectCategoryLast Update
0002745AI War 1 / ClassicSuggestion - New Unit Ideas - Economic and Utility UnitsMar 7, 2011 8:11 am
ReportersoMe_RandoM Assigned ToChris_McElligottPark  
Status consideringResolutionopen 
Summary0002745: Mini wormholes
DescriptionMini wormholes these wormholes act like normal wormholes except they link 2 spaces together instead planet to planet. doesn't require supply, can be captured. right click while selected changes linked wormholes can link to normal wormholes. edit: fleet ships cant use mini wormholes and anything with less than 500,000 health. (fleet ships are to many star ships and fortress can use them some other ships ecter)

Edit: i had thought about it and building it doesn't seem right. so it change be to capturable if feel needs to be if implemented
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related to 0002746 consideringChris_McElligottPark Worm 

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KDR_11k

Feb 5, 2011 2:13 am

reporter   ~0010037

Huh? What'd that be for?

soMe_RandoM

Feb 5, 2011 3:42 am

reporter   ~0010038

instant movements between spaces withing the planet and connecting wormholes

KDR_11k

Feb 5, 2011 5:41 am

reporter   ~0010039

Last edited: Feb 5, 2011 5:42 am

Get a Zenith Timespace or logistics command, much less micro.

soMe_RandoM

Feb 5, 2011 6:25 am

reporter   ~0010040

it be an automatic behavior unless control tab not to

TechSY730

Feb 5, 2011 1:10 pm

reporter   ~0010041

How on earth would ships be able to figure out whether it would be faster to through the mini-wormhole or regular move there. It may seems like a simple calculation (and it probably is), but when applied to THOUSANDS of ships, it can quickly make mass move orders take quite a bit of time.
Making them automatically choose whether to or not seems impractical considering the scale of this game.

I could see use for it on enemy planet. If you can somehow manage to build two of them on a hostile system, it could be a great way to get to important targets without alerting or angering everything in-between.

On player planets, it could really help out melee ships, because they could skip a bunch of the approach that they would normally be pounded on during that time.

But other than those circumstances, I would have to agree that conventional speed boosters do what you are trying to accomplish with this idea just fine.

KDR_11k

Feb 6, 2011 2:44 am

reporter   ~0010051

If the melee units would get pounded on approach the teleporter already got blasted to bits by the AI force.

ArcDM

Mar 6, 2011 6:09 pm

reporter   ~0010923

Is this just a kind of wormhole that the AI can use exclusively until you capture it then you can only use it exclusively?

And whats the point of limiting the kinds of ships that can use it?

soMe_RandoM

Mar 6, 2011 6:55 pm

reporter   ~0010925

it acts like normal worm hole, and capturing it just allows you to control where its links go, so human players can use it. well AI should use them when need but it doesn't have to be an automatic behavior maybe ALT right click as u might want to kill something near it not go into it. using it on ai planet since they can change links of wormholes so when you go through it, it could have changed it to near an guard post you trying to avoid pure example zombie guard post.

Red Spot

Mar 7, 2011 8:11 am

reporter   ~0010930

Last edited: Mar 7, 2011 8:11 am

So in effect a wormhole that I can point directly at the AIs homeworlds and prevents me from having to 'go deep' as I'll just point my wormhole at it?
Bit too OP for my taste.

Issue History

Date Modified Username Field Change
Feb 5, 2011 2:10 am soMe_RandoM New Issue
Feb 5, 2011 2:11 am soMe_RandoM Relationship added related to 0002746
Feb 5, 2011 2:13 am KDR_11k Note Added: 0010037
Feb 5, 2011 3:42 am soMe_RandoM Note Added: 0010038
Feb 5, 2011 4:29 am soMe_RandoM Category Suggestion - New Features => Suggestion - New Unit Ideas - Economic and Utility Units
Feb 5, 2011 5:41 am KDR_11k Note Added: 0010039
Feb 5, 2011 5:42 am KDR_11k Note Edited: 0010039
Feb 5, 2011 6:25 am soMe_RandoM Note Added: 0010040
Feb 5, 2011 10:42 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Feb 5, 2011 10:42 am Chris_McElligottPark Status new => considering
Feb 5, 2011 1:10 pm TechSY730 Note Added: 0010041
Feb 5, 2011 9:03 pm soMe_RandoM Description Updated
Feb 6, 2011 2:44 am KDR_11k Note Added: 0010051
Mar 6, 2011 6:09 pm ArcDM Note Added: 0010923
Mar 6, 2011 6:55 pm soMe_RandoM Note Added: 0010925
Mar 7, 2011 8:11 am Red Spot Note Added: 0010930
Mar 7, 2011 8:11 am Red Spot Note Edited: 0010930