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IDProjectCategoryLast Update
0000828AI War 1 / ClassicBalance IssueJan 3, 2011 11:45 am
ReporterNightchill Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Product Version3.903 
Summary0000828: Science Lab Mk II
DescriptionI am not sure the use of these now that they can not be used in enemy territory.

Some immunities such as mines do not seem to make sense
TagsNo tags attached.
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Winter Born

Oct 24, 2010 3:10 am

reporter   ~0002019

They do not work in a system with an enemy com station, but do work in an uncleared system (com station dead but enemy units still present)
They do gather kn @6/sec instead of 4/sec.
If they had cloaking they might be more worthwhile.

Chris_McElligottPark

Oct 24, 2010 3:20 am

administrator   ~0002020

For now, I'm reasonably happy with them -- I want to wait and see. Mark II labs have always been only useful in edge cases for most players, but when you need them you REALLY need them. Their niche now is when you need to get the knowledge out of a hot-zone quickly. If you're constantly under fire, and probably will give up the planet soon, then building one or two of these might make sense. Those are rare circumstances, but that's okay; given that mark II labs are always unlocked right from the start, anything that wasn't only useful in rare circumstances would pretty much negate the usefulness of the mark I.

Issue History

Date Modified Username Field Change
Oct 23, 2010 2:53 am Nightchill New Issue
Oct 24, 2010 3:10 am Winter Born Note Added: 0002019
Oct 24, 2010 3:20 am Chris_McElligottPark Note Added: 0002020
Oct 24, 2010 3:20 am Chris_McElligottPark Status new => resolved
Oct 24, 2010 3:20 am Chris_McElligottPark Resolution open => no change required
Oct 24, 2010 3:20 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 3, 2011 11:45 am Chris_McElligottPark Status resolved => closed
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue