View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0009852 | AI War 1 / Classic | Suggestion - Unit Abilities And Behaviors | Nov 1, 2012 9:39 am | Feb 26, 2013 7:53 am | |
Reporter | pheonix89 | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 6.005 | ||||
Summary | 0009852: Defensive Hybrid Idea Pile | ||||
Description | Because since the removal of turretbuilding and recolonization these do nothing but patrol. Warp gate rebuilding: Exactly what it says, new gate wouldn't have AIP cost, but this may intrude on Ztrader territory. Guard post upgrade: Kicks posts up a Mark, cant boost to core. Guard post construction: exactly what it says, no SF posts or counterattack posts, unless AI type is associated, thats just too evil. Guardian Deployment: Deploys a new guardian or two, yes including warp gate guardians. Onboard warp gate: (Might belong on offensive types) permanantly reduces ability to move module, or maybe is an upgrade path, but now the hybrid is a mobile warp gate. Forget being certain a system is neutered if you don't have survailence. Deploy fortress: Exactly what it says. Save the super and mod fortresses for super hybrid shenanigans. Deploys special defense: Builds a special defensive structure the Hybrids AI has. No fortresses, but can do Ion cannons as a generic. (Radar Jammers, Black Hole Machines, nienzul clusters that kind of thing) No grav drills, either. Deploy Minefield: Drops a whole bunch of mines all over the place. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0000331 | feature for later | Chris_McElligottPark | Implement Hybrid Recolonization |
related to | 0005665 | assigned | keith.lamothe | Advanced hybrid idea toss pile |