View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003211 | AI War 1 / Classic | Suggestion - Balance Tweaks | Apr 7, 2011 10:44 am | Apr 7, 2011 3:10 pm | |
Reporter | Sunshine | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 5.009 | ||||
Summary | 0003211: Captive Settlement Resource Bonus way too low to be worth it nowadays | ||||
Description | Back in the day, 45 of each resource was a huge amount to be getting, which made captive settlements worth grabbing even if they were risky. Nowadays, after all the boosts to economy that players have gotten, 45 of each resource is a pretty miniscule amount and is completely outweighed by the +100 AIP risk. | ||||
Tags | No tags attached. | ||||
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Indeed. Now they just destroy the planet they're on, it can make it nearly impossible to justify capturing an ARS if it's too connected... I don't think changing the amount you earn from them would help, by the time they're worth capturing, the amount you get would be gamebreaking. I'm thinking that they should be rethought completely, rather than a token amount of resources at such a hefty risk, they should do something new, like give a permanent 1.2x buff to any allied ship on that and every neighboring planet, or be a fabricator for non-military units, for example a tiny cap heavy transport, a cloaked MRS, a reverse engineer (Hurts enemies, steals resources), a highly mobile miniature FF starship (For those difficult beachheads), And so on. |
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Perhaps they could be made like a rebelling colony - you don't get to make ships there but it's cloaked when you own the planet and for some time after losing it (maybe only like 10 mins though) |
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There's not much difference between an attack that can kill the settlement, and an attack that can kill the command station. You could also do something to make holding them in the long term profitable, like every 10-20 minutes makes a ship (with a lifetime limit at 2-4 hours) that can convert into a mark IV/V resource point gatherer. |