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IDProjectCategoryLast Update
0003095AI War 1 / ClassicSuggestion - Game MechanicsMay 9, 2011 2:40 pm
ReporterFunnyMan Assigned To 
Status newResolutionopen 
Product Version5.007 
Summary0003095: Duplicate fabricators provide no additional benefit
DescriptionI had a game recently where I encountered 3 Anti-Starship Arachnid fabricators. This is a rather depressing situation, because after capturing the first one, the other two are nearly useless. Having a second (let alone a third) provides no additional benefit, beyond simple redundancy should one get blown up.

Either fabricators should be limited so that only one of each type will spawn, or capturing additional ones should provide some sort of benefit, such as increasing the ship cap.

(The current situation is somewhat similar to advanced factories, but a single advanced factory provides far more benefit than a single fabricator, making it far more important to acquire and protect at least one.)
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Red Spot

Mar 24, 2011 5:55 pm

reporter   ~0011438

Cant really vote here, I am for them not spawning as duplicates, I am against any sort of bonus to a bonus. I am more against stacked bonusses than I am for them not spawning duplicates. (I'll vote in favour, assuming Chris & Keith wouldnt stack bonusses anyway.)

In the end I cant help feel its too trivial to even bother though. I can often not even take ½ of them, and those I do is cause they give some bonus that would be usefull in the game at hand. Effectivly saying I wont be taking the duplicates as they no longer provide as bonus.

TechSY730

Mar 24, 2011 6:42 pm

reporter   ~0011439

Just have a new check in the seeding process to stop a fabricator type from beeing spawned unless all other fabricators of the class it is looking for (experimental vs. Mk V vs. special starship) have already been seeded, and even in that case maybe it should just try a different class of fabricators.

End result, no dupes in the first place, problem solved.

Sunshine

Mar 24, 2011 8:32 pm

reporter   ~0011441

The benefit is that, when choosing which planets to take (considering each planet you take has some cost), if you happen to want Anti-Starship Arachnids, you now have 3 options and the redundancy.

It's not really that great for Arachnids though because they don't seem to be very popular with players even though they're quite powerful as I remember it.

Red Spot

Mar 25, 2011 1:41 pm

reporter   ~0011456

They were powerfull, then they got nerfed and became 'usefull' .. no more, no less :)

martyn_van_buren

May 9, 2011 11:00 am

reporter   ~0012131

I don't think this is really a problem; unless you're fantastically lucky and get multiple fabricators near your home world, you're liable to lose them, so it's never bad to have a spare. Maybe that's just my style---depending on the ship type, I usually don't consider fabs important enough to protect heavily, so I often lose them in big CPAs and the like.

HTL2001

May 9, 2011 2:40 pm

reporter   ~0012133

I think this should apply to rebel colonies as well. Not necessarily a huge boost to ship cap but... maybe some sort of diminishing returns.

Issue History

Date Modified Username Field Change
Mar 24, 2011 4:58 pm FunnyMan New Issue
Mar 24, 2011 5:55 pm Red Spot Note Added: 0011438
Mar 24, 2011 6:42 pm TechSY730 Note Added: 0011439
Mar 24, 2011 8:32 pm Sunshine Note Added: 0011441
Mar 25, 2011 1:41 pm Red Spot Note Added: 0011456
May 9, 2011 11:00 am martyn_van_buren Note Added: 0012131
May 9, 2011 2:40 pm HTL2001 Note Added: 0012133