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IDProjectCategoryLast Update
0009565AI War 1 / ClassicSuggestion - New Unit Ideas - StarshipsApr 20, 2013 6:45 am
ReporterFaulty Logic Assigned To 
Status newResolutionopen 
Summary0009565: Split Neinzul Enclave IV into two techs
DescriptionmkIV would cost 2000k and produce mkIV ships if and only if the player controlled another structure/vessel which could produce mkIV fleet ships. It could also produce the mkIV drones regardless of such support.

mkV would cost significantly more, and grant the ability to produce mkIV ships in the same manner as the current mkIV. It would not grant the ability to produce mkV fleet ships in any way. Nor would it produce mkV drones.

Original idea lost to the depths of the forums, it isn't mine, but should be up here.
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Faulty Logic

Sep 12, 2012 8:12 pm

reporter   ~0028357

Last edited: Sep 12, 2012 8:13 pm

I don't know if it should be able to produce drones mkV. I am inclined towards it.

That was fast, Techsy.

TechSY730

Sep 12, 2012 8:16 pm

reporter   ~0028358

Some unanswered questions:

1) should the Mk. IV enclave only be able to build Mk IV drones if the conditions to meet build Mk IV fleet ships?
2) should the Mk. V enclave be able to make Mk. V drones? (if yes, the answer to 1 should be no)

Faulty Logic

Sep 12, 2012 8:24 pm

reporter   ~0028360

Updated description to answer 1 (no).

The existence of mkV drones would depend on the NE V's k cost. I would like to see them, but have no strong opinion, because you are mainly buying a replaceable advanced factory, not a combat starship.

Lthesaurus

Sep 12, 2012 8:46 pm

reporter   ~0028361

I think mkV Neinzul Enclaves would be better off without drones. Seems like a replaceable advanced factory is quite awesome enough, especially what is (as far as I know) a mobile one.

TechSY730

Sep 13, 2012 11:14 am

reporter   ~0028366

Last edited: Sep 13, 2012 11:15 am

For a somewhat hackish way of implementing the conditional buildability of Mk. IV stuff, how about making Mk. IV fleet ships a dynamic cap (like the FS ships), have it default to 0x, each advanced factory, advanced factory foldout, and Mk. V enclave would provide an additional 1x, and the cap for Mk. IV fleet ships will be capped at 1x.

Somewhat strange, and will lead to odd things like seeing Mk. IV ships with a cap of 0 until you capture/build the right thing, which seems a bit unintuitive, but it would get the job done.

Faulty Logic

Apr 16, 2013 10:34 pm

reporter   ~0031506

No, that would also grant all the AIs mkIV ships reclamation immunity, at least from non-zombie reclaimers.

TechSY730

Apr 19, 2013 11:36 am

reporter   ~0031510

@Faulty Logic
Ugh, good point.


Welp, back to the drawing board. *shrug*

Faulty Logic

Apr 20, 2013 6:45 am

reporter   ~0031514

Maybe have the enclave have a warp gate tied to the factory with no delay rather than build the ships itself?

You'd need a clear text description for that to work out, though.

Issue History

Date Modified Username Field Change
Sep 12, 2012 8:08 pm Faulty Logic New Issue
Sep 12, 2012 8:09 pm Faulty Logic Description Updated
Sep 12, 2012 8:12 pm Faulty Logic Note Added: 0028357
Sep 12, 2012 8:13 pm Faulty Logic Note Edited: 0028357
Sep 12, 2012 8:16 pm TechSY730 Note Added: 0028358
Sep 12, 2012 8:20 pm Faulty Logic Description Updated
Sep 12, 2012 8:24 pm Faulty Logic Note Added: 0028360
Sep 12, 2012 8:33 pm Faulty Logic Description Updated
Sep 12, 2012 8:46 pm Lthesaurus Note Added: 0028361
Sep 13, 2012 11:14 am TechSY730 Note Added: 0028366
Sep 13, 2012 11:15 am TechSY730 Note Edited: 0028366
Apr 16, 2013 10:34 pm Faulty Logic Note Added: 0031506
Apr 16, 2013 10:40 pm Faulty Logic Description Updated
Apr 19, 2013 11:36 am TechSY730 Note Added: 0031510
Apr 20, 2013 6:45 am Faulty Logic Note Added: 0031514