View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003127 | AI War 1 / Classic | Suggestion - Balance Tweaks | Mar 28, 2011 4:40 am | Mar 28, 2011 9:14 pm | |
Reporter | Prezombie | Assigned To | keith.lamothe | ||
Status | closed | Resolution | no change required | ||
Summary | 0003127: Transport ships don't scale with fleet size. | ||||
Description | At is is, both normal and large ship caps have 20 ships, enough to transport a total of 4000. I'm not sure if it would be better to scale the transport's carrying capacity or ship cap, I'd say carrying capacity makes more sense. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Why this won't be changed: 1) There are quite a few things that don't scale (starships, low-cap fleet ships, science ships, etc, etc) that can go in transports. 2) We made a concious decision when adding the variable caps that we wouldn't try to balance them _exactly_ the same, just make sure that each of them had a decent balance unto itself and round off any particularly harsh corners. |
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I understand that there's a lot of things that don't scale, but it really feels that being able to quickly transport around 80 ship caps on small (which never happens in a normal game) is a much different game than a game where you only have rapid transport for about 20 ship caps, which you can reach with only one or two ARS, and then you're making multiple runs, or if you're attacking three deep, buying many more transports over the course of the game, when they're the same price. The military that does scale far surpasses the military that doesn't, doubling capacity on high ship caps wouldn't cheapen transports. It's also rather ironic, going for larger ship caps because you want larger battles, and then realizing halfway through that your overall offensive fleet is weaker than it might have been if you had chosen a cap that allowed all your ships transport. |
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I hate to argue with the devs, but I am with Prezombie on this one. A massive part of the game is the ability to deep strike. A very, VERY important tool for this is transports. So while I understand that you aren't aiming for the balance of each to be _exactly_ the same, this is such a big part of the game that there is a significant, and IMO, ugly difference between them. Plus, on high ship caps, this increased difficulty to deep strike can hurt balance, so this issue is even hurting the "weaker" form of your objective to keep each ship cap balanced unto themselves. |
Date Modified | Username | Field | Change |
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Mar 28, 2011 4:40 am | Prezombie | New Issue | |
Mar 28, 2011 9:28 am | keith.lamothe | Note Added: 0011532 | |
Mar 28, 2011 9:28 am | keith.lamothe | Status | new => closed |
Mar 28, 2011 9:28 am | keith.lamothe | Assigned To | => keith.lamothe |
Mar 28, 2011 9:28 am | keith.lamothe | Resolution | open => no change required |
Mar 28, 2011 8:45 pm | Prezombie | Note Added: 0011560 | |
Mar 28, 2011 9:14 pm | TechSY730 | Note Added: 0011561 |