View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009783 | AI War 1 / Classic | Suggestion - New Unit Ideas - Starships | Oct 20, 2012 7:42 am | Oct 24, 2012 3:31 am | |
Reporter | KDR_11k | Assigned To | |||
Status | new | Resolution | open | ||
Summary | 0009783: Neinzul Enclave Transport | ||||
Description | An Enclave Starship with a transport glued to its hangars. Produced units go straight into the transport, to be unloaded as a massive pile when the destination is reached. This is to easily deliver a fully healed cap of Younglings to a target. Alternatively a Youngling Insertion Pod, this would be as above except it can only produce one unit type (in all unlocked marks), the Youngling type it was built for. A Pod comes free with every unlocked Youngling ship type (as in "you can build the Pod for no extra K cost", the actual unit costs resources to build of course). Both of these should be capable of unloading all units simultaneously even in enemy territory. In turn they're pricier than regular transports. Pods could be made single-use (destroy to unload) and cheap instead. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Actually, I would argue that instead of a new unit, it should just be functionality rolled into Enclave Starships. Giving them a hangar for which to store Neinzul units and drones could make Enclave Starships much more appealing, with the precedent set with how roaming Enclaves work. Drones and Neinzuls would get stored in the bay post-production [Cap of roughly 100*mark?] with limited regen. Alternatively, have no regen and make it so ejected units are unable to "pile back in" with a slightly higher cap per mark instead to make it more of a delivery system than a sustained combat mechanic. It would also make playing with Neinzul units a lot more attractive in general. |
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do you both realize that transport mk 2 heal neinzul units. so that just using those gives you what you are looking for. |
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Yes, however Transport MK2s are both ineffective beyond supply; with them being pretty much entirely useless if they have to make more than one jump out of supply - and are very knowledge inefficient on top of supporting Enclave Starships. I had a longer post typed out, which basically could be summarised in bullet points • I feel right now Enclave Starships are nothing but glorified mobile spacedocks, and should be more [especially in regards to supporting neinzuls]. • Enclave starships are also extremely slow, only being faster than Plasma Siege Starships. Comparatively, they move at the same speed as the Fallen Spire shard, with all the various tiers of spire ship [Frigate through Dreadnought] moving faster. They are only Marginally faster than forts [44 vs 48] These are the two major ones I feel, and hopefully this will spurn a discussion for the better of their fate. Or someone can come in and explain to me that I'm just using them wrong. |
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Transports attrition when you try to bring them along on any combat mission that goes past your borders. Also you still have to manually stuff the Younglings into the transports after they are built (and if you were a machine or simply able to waypoint a transport you could just use a Mk1 transport and stuff the Younglings in there so fast they don't get time to attrition but that's a ton of unnecessary micro). |
Date Modified | Username | Field | Change |
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Oct 20, 2012 7:42 am | KDR_11k | New Issue | |
Oct 22, 2012 2:32 pm | Switch | Note Added: 0028770 | |
Oct 22, 2012 2:34 pm | Switch | Note Edited: 0028770 | |
Oct 23, 2012 12:22 am | motai | Note Added: 0028781 | |
Oct 23, 2012 3:30 am | Switch | Note Added: 0028782 | |
Oct 24, 2012 3:31 am | KDR_11k | Note Added: 0028791 |