View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003210 | AI War 1 / Classic | Suggestion - Balance Tweaks | Apr 7, 2011 10:23 am | Apr 8, 2011 5:32 pm | |
Reporter | Prezombie | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 5.009 | ||||
Summary | 0003210: Unwanted capturables should be worth scrapping. | ||||
Description | Rather than making expensive items have only 0.1% scrap (seriously, not even 10k for an ion cannon? The scrapyard is ripping you off), I think that actually giving them a reasonable trade-in value would balance out well, so that even if you don't think that M1 ion cannon is worth keeping to fight with, it's trade in value should still make you consider capturing it for the scrap value. | ||||
Tags | No tags attached. | ||||
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Thing is, the reason why the scrap value is so low is because ion cannons became too easy a source of resources in the early game, as all you had to do was scrap a single ion cannon for no AIP cost. It doesn't need changing. If you want a quick resource boost, take the meager 1 AIP to crack open a distribution node. |
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10% was too high for them (as Orelius said, it made keeping ion cannons not as useful as scrapping them for the cash), but as you point out .1% is too low. Maybe a compromise? (Like 1% or maybe .5%?) |
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Firstly, if you aren't playing with the expansions, no nodes for you. Secondly, the nodes (and archives) already set a precedent that small resource jackpots are acceptable if there's a cost attached. If you made the Mark IV Cannon worth about the same as a node, and stepped down the scrap value by marks, with the mark one at near 100k (I'm thinking 5%), it would be enough to be worth the hassle of not taking out the military capturable. One way to keep it from being an instant boost would be to have it fixed at 1% for advanced technology scrap, but add a way to get 5% with the use of a new unit, purchasable from the zenith trader, or just from the econ menu, or capturable from an AI planet would be deconstructer nanites, which attach to a piece of advanced technology, and over the course of half an hour give you resources, with some kind of penalty elsewhere, be it a token |
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Considering the massive scrap value you can get from black hole machines (which can make playing vs. a one-way doormaster very easy if done correctly) I don't see how there could be a balance issue with upping the scrap value of cannons a little bit. Right now they're pretty dinky considering the extra ships you lose by capturing one as opposed to just killing it. And although they can be somewhat useful capturables if you get a high mark one on one of your border worlds, often they end up on some backwater planet where they never get a chance to shoot things. |
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Suggestion: Mk1 = return 5% & +1 AIP when scrapped Mk2 = return 4% & +2 AIP when scrapped Mk3 = return 3% & +3 AIP when scrapped Mk4 = return 2% & +4 AIP when scrapped Mk5 = return 1% & +5 AIP when scrapped The AIP penalty would be so that it only comes into play when scrapping, and not when the AI kills it, or else you wouldnt want to take a planet with a ION or just scrap them by definition. This makes it costly on AIP, but does provide an altenate way to get some quick R-boost. |
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The AIP looks about right, maybe make it +(Mk-1) AIP due to the commonality of the Mk1 Ions. The percentage is way off though, Mk3 would be half your cap, and Mk4 and 5 would fill you to the brim, way way more than I was considering. A flat scrap value of (Mk*100k) resources for Ions, and 100-300k, depending on how "valuable" it is to the AI, the more you want to kill it, the more scrap it would be worth. for other capturable military stuff (besides 4Fs and Fabs), would be enough to make the player take note, cause a real "capture/kill" choice, and influence a "raid/neuter/capture" choice, which is the real meat of the game. Any early game with ZR activated has "Step one: Node raid". It really bothers me that you can get such a bonus early on for doing something rather simple, but actually doing one of the harder things in the early game, capturing a planet with special hardware, usually means little after, and nothing once you've consolidated your side of the galaxy. |
Date Modified | Username | Field | Change |
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Apr 7, 2011 10:23 am | Prezombie | New Issue | |
Apr 7, 2011 3:03 pm | Orelius | Note Added: 0011766 | |
Apr 7, 2011 6:01 pm | TechSY730 | Note Added: 0011769 | |
Apr 7, 2011 9:09 pm | Prezombie | Note Added: 0011774 | |
Apr 8, 2011 12:29 pm | BobTheJanitor | Note Added: 0011793 | |
Apr 8, 2011 12:39 pm | Red Spot | Note Added: 0011794 | |
Apr 8, 2011 5:32 pm | Prezombie | Note Added: 0011801 |