View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002981 | AI War 1 / Classic | Suggestion - New Unit Ideas - Turrets and Defenses | Mar 1, 2011 1:54 pm | Mar 23, 2011 7:45 pm | |
Reporter | Red Spot | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | open | ||
Product Version | 5.002 | ||||
Fixed in Version | 5.002 | ||||
Summary | 0002981: Counter-attack Counter-post | ||||
Description | Or if you like, a: Counter Counter-attack Post :) Basicly a 1-cap post you can build, possibly have the destruction come with a hefty AIP-penalty, that once build prevents any counter-attacks to hit in x-radius around it. Perhaps a few marks could be made where both the counter-radius as well as the AIP-penalty will be scaled according the mk1 version. Eg: mark1 - 2 jumps radius no counter-attacks - 10 AIP on destruction mark2 - 4 jumps - 20 AIP (optional, the idea revolves around the 'mark 1' version) mark3 - 6 jumps - 30 AIP (optional, ...) Give it a low-low health so when the AI does target it you better have your defenses in order. Also give it a 'counter' for smart players that try to build one when they have no planets outside its protective radius, being that it will default to hitting your homeplanet. Basicly just so you can guard a small few(single??) planet that has some delicate structures, like Z-power generators. Not sure if this is intended, but with lots of counter-posts on high difficulties it becomes painfull they tend to (randomly?) prefer the planet I want them to hit the least. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_AI_Unit_-_Warp_CounterAttack_GP Oops :| |
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Yea, the warp jammer command station pretty much for-fills this role (with a radius of 0, aka, the planet it is on only). |
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negates the entire point of the warp jammer command station. |
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Well, there is a suggestion on the forums to make the warp jammer command station not a command station, but a normal building. It would still cost the same though, or maybe even a bit more, but that would seem much more useful. Also, if this is done (or maybe even not), maybe an (expensive to build and research) Mk. II version could be made that jams warps on this planet and all adjacent planets. (Any more than 1 planet radius would be broken beyond belief) |
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Also, changed back to open. It is sort of up to the devs to determine whether it will not be fixed or not. ;) |
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It isnt a bug, it was a feature request for something I did not realise already existed. So this can be closed as the ticket shouldnt have been made in the first place. I am not going to make this a fight about who will edit this ticket last, but in my book it should be closed as it has become a non-issue. |
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 1, 2011 1:54 pm | Red Spot | New Issue | |
Mar 1, 2011 5:38 pm | Red Spot | Note Added: 0010876 | |
Mar 1, 2011 5:39 pm | Red Spot | Resolution | open => won't fix |
Mar 1, 2011 5:39 pm | Red Spot | Fixed in Version | => 5.002 |
Mar 1, 2011 6:09 pm | TechSY730 | Note Added: 0010877 | |
Mar 1, 2011 7:03 pm | Malibu Stacey | Note Added: 0010879 | |
Mar 1, 2011 7:53 pm | TechSY730 | Note Added: 0010880 | |
Mar 1, 2011 7:54 pm | TechSY730 | Note Added: 0010881 | |
Mar 1, 2011 7:54 pm | TechSY730 | Resolution | won't fix => open |
Mar 2, 2011 12:08 pm | Red Spot | Note Added: 0010888 | |
Mar 23, 2011 7:45 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Mar 23, 2011 7:45 pm | Chris_McElligottPark | Status | new => considering |