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IDProjectCategoryLast Update
0005190AI War 1 / ClassicSuggestion - Balance TweaksFeb 18, 2012 6:32 pm
ReporterAtomjack Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version5.019 
Summary0005190: Superterminals should be destroyed when the command station is destroyed
DescriptionSuperterminals currently make it too easy to manage AIP. If you are willing to grind, you can reduce AIP to the floor even with a relatively small fleet by building a command station, letting a few superterminal waves come through, destroying your command station, then mopping up the zombies. Rinse and repeat, and unless you have the AIP-over-time mechanic ratcheted way up you have a way to decrease AIP with no risk whatsover in a rather boring fashion.

It would be much more exciting to make the superterminal a "fire-and-forget" bonus - if you can only trigger it once, then there's a nice tension between waiting as long as possible (so you have a stronger fleet available to handle the terminal spawns) and not wanting to take out data centers and the like to maximise the effective return from the terminal. As it is, you can trigger the terminal as soon as you find it, lower AIP to whatever you want to, rampage through the galaxy, build up your strength, and come back to the terminal whenever the AIP seems to be getting a bit high for comfort.
TagsNo tags attached.
Internal WeightPolish Tweak

Activities

Hearteater

Nov 17, 2011 11:30 am

reporter   ~0017534

Not to mention that is how most new players assume it works.

TechSY730

Nov 18, 2011 11:56 pm

reporter   ~0017549

Seems like a good way to fix a currently extremely abusive tactic. However, the growth rate of the difficulty of the spawned zombies should be reduced some, to compensate for the fact that you will want to trigger it for a much longer period of time.

motai

Nov 19, 2011 11:56 am

reporter   ~0017551

there is risk vs reward and the scaling of how difficult the waves become makes it not infinite. i actually would recommend raising the ship cap of the waves more myself to prevent abuse. i usually get about -400 to -500 aip out of a super terminal before the waves become unbreakable. this does seem like a bit much. but then i will destroy it myself to claim the world.

zharmad

Jan 31, 2012 8:25 am

reporter   ~0018439

The inclusion of Fallen-Spire in your game should also ratchet up the spawn-count drastically depending on shard numbers or city stuff, if it isn't already. The AI should know about the power of heavy beams spawn-camping the other side of the terminal.

I don't think we can ultimately prevent players from milking this for what its worth (>300 decreases), as there's no end to building fortifications before triggering the terminal. If the terminal blocks supply, we can artificially limit the player to having mobile fleet for the initial stages... although this may be too harsh.

However, at least we can make it more interesting. Is it possible to start spawning guardians and spire-ships when the waves get to a certain size?

GUDare

Jan 31, 2012 9:37 pm

reporter   ~0018455

I would generally disagree with this request to self-destruct it with the command center. It depends on luck sometimes, but a lot of the times I find one I have to place myself far out of position to use it. This means a lot of my forces aren't defending against Exos, waves, etc.

I'd like to see it get more powerful, but not be 'one-shot'.

FunnyMan

Feb 13, 2012 1:09 pm

reporter   ~0019003

I think a less drastic fix might be to have an activated superterminal continue spawning waves until there is no (targetable) human presence in the system, and possibly for a couple minutes afterwards. This would mean that scrapping your command station isn't an instantaneous off button for the waves. Further, losing your command station to the waves is even more dangerous than before, as more zombies will be turned loose upon you.

To be truly evil, activating a superterminal could be permanent. You only gain the bonuses while you own the system, but if you use it for a while and then leave, the AI will attack vigorously whenever you enter.

Thematically, the reason for either version is quite simple: Once you begin hacking the superterminal, the AI considers your presence in the system a major threat that must be completely eliminated.

TechSY730

Feb 13, 2012 1:22 pm

reporter   ~0019005

I like FunnyMan's comprimise. Making superterminals a little harder to control in that way would probably fix a large number of abuses with superterminals.

keith.lamothe

Feb 18, 2012 6:32 pm

administrator   ~0019355

For 5.027 these have been made considerably more dangerous, including the "no off switch" idea.

Issue History

Date Modified Username Field Change
Nov 17, 2011 7:16 am Atomjack New Issue
Nov 17, 2011 7:17 am tigersfan Internal Weight => Polish Tweak
Nov 17, 2011 7:17 am tigersfan Assigned To => keith.lamothe
Nov 17, 2011 7:17 am tigersfan Status new => assigned
Nov 17, 2011 11:30 am Hearteater Note Added: 0017534
Nov 18, 2011 11:56 pm TechSY730 Note Added: 0017549
Nov 19, 2011 11:56 am motai Note Added: 0017551
Jan 31, 2012 8:25 am zharmad Note Added: 0018439
Jan 31, 2012 9:37 pm GUDare Note Added: 0018455
Feb 13, 2012 1:09 pm FunnyMan Note Added: 0019003
Feb 13, 2012 1:22 pm TechSY730 Note Added: 0019005
Feb 18, 2012 6:32 pm keith.lamothe Note Added: 0019355
Feb 18, 2012 6:32 pm keith.lamothe Status assigned => resolved
Feb 18, 2012 6:32 pm keith.lamothe Resolution open => fixed