View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009565 | AI War 1 / Classic | Suggestion - New Unit Ideas - Starships | Sep 12, 2012 8:08 pm | Apr 20, 2013 6:45 am | |
Reporter | Faulty Logic | Assigned To | |||
Status | new | Resolution | open | ||
Summary | 0009565: Split Neinzul Enclave IV into two techs | ||||
Description | mkIV 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. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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I don't know if it should be able to produce drones mkV. I am inclined towards it. That was fast, Techsy. |
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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) |
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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. |
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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. |
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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. |
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No, that would also grant all the AIs mkIV ships reclamation immunity, at least from non-zombie reclaimers. |
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@Faulty Logic Ugh, good point. Welp, back to the drawing board. *shrug* |
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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. |
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 |