Author Topic: Counter spy  (Read 4305 times)

rubikscube

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Re: Counter spy
« Reply #15 on: May 20, 2010, 06:19:44 pm »
yes, and if transports were still op before the nerf, using transports to scout entire system is pretty easy though micro needing

Offline pierre dupon

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Re: Counter spy
« Reply #16 on: May 26, 2010, 06:50:46 am »
So I'm 12 hours in and I have to say this is going to be a LONG game. I solved the scouting issue with scout starships in transports but I can only realistically scout two systems further than my boundaries beforre the transports die. Transports seem to lose a large chunk of their health when they go through wormholes, I think it's just the ones you dont have supply to, but I'm not sure. Anyways that is the limiting factor at the moment.
Having to follow a system path more or less blind is quite scary because you can't tell if you're going to stumble across something good or if you're wasting your time. It is fun, though, the limited scouting adds a tasty twist compared to other campaigns.

Offline Winter Born

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Re: Counter spy
« Reply #17 on: May 26, 2010, 10:50:43 am »
So I'm 12 hours in and I have to say this is going to be a LONG game. I solved the scouting issue with scout starships in transports but I can only realistically scout two systems further than my boundaries beforre the transports die. Transports seem to lose a large chunk of their health when they go through wormholes, I think it's just the ones you dont have supply to, but I'm not sure. Anyways that is the limiting factor at the moment.
Having to follow a system path more or less blind is quite scary because you can't tell if you're going to stumble across something good or if you're wasting your time. It is fun, though, the limited scouting adds a tasty twist compared to other campaigns.

On transports -- they lose health transiting out of supply worm holes, can't be repaired, but auto regen on a friendly planet

Planet a = friendly b and c neutral or AI
A - B - C
A - B no loss of health from WH
B - C lose "x" health from WH
C - B lose "x" health
B - A no loss of health

WH losses are in addition to loss from attacks
"x" is about 15% of original health iirc


Offline Lancefighter

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Re: Counter spy
« Reply #18 on: May 26, 2010, 05:11:58 pm »
1/8, as i recall.

Not horrible, but you can still send them out 5 jumps or so depending on hostile turrets
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Offline RCIX

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Re: Counter spy
« Reply #19 on: May 26, 2010, 05:44:44 pm »
It's been upped to something like 35% loss IIRC.
Avid League player and apparently back from the dead!

If we weren't going for your money, you wouldn't have gotten as much value for it!

Oh, wait... *causation loop detonates*

Offline Lancefighter

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Re: Counter spy
« Reply #20 on: May 26, 2010, 05:59:05 pm »
It's been upped to something like 35% loss IIRC.
ouch. didn't realize that
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rubikscube

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Re: Counter spy
« Reply #21 on: May 26, 2010, 06:19:56 pm »
well, i want to demand that it should be able to live after 3 hostile enters as if you want to get the most supply out of everything, the first planet has supply, the second can have supply if the third one is captured, boosting effieciency, either put transports in transports or nerf that to 30 % or 25 %

Offline pierre dupon

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Re: Counter spy
« Reply #22 on: May 27, 2010, 02:30:08 pm »
well, i want to demand that it should be able to live after 3 hostile enters as if you want to get the most supply out of everything, the first planet has supply, the second can have supply if the third one is captured, boosting effieciency, either put transports in transports or nerf that to 30 % or 25 %
I agree, in theory at least since I can't think of any reason why a transport would lose health going through a WH if nothing else does (is that true?). In terms of game balance though it makes sense and I can't blame x4000 and co for implementing it. If you can use transports as semi-invincible troop carriers then why bother taking any planets at all once you've located the AI homeworlds? 10 transports, some of which are decoys, and you're sorted.

Offline Winter Born

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Re: Counter spy
« Reply #23 on: May 27, 2010, 03:46:58 pm »
well, i want to demand that it should be able to live after 3 hostile enters as if you want to get the most supply out of everything, the first planet has supply, the second can have supply if the third one is captured, boosting effieciency, either put transports in transports or nerf that to 30 % or 25 %


What are you asking the dev to make worse(nerf)?

Put whomever made the following amazing, coherent post on the keyboard again plz.  :D

I got a real question here, what's the point of mk2 science labs? you say dangerous environments, i tend not to choose to send my science lab when a cpa is happing or send it right next to wormholes.

You say it's faster, i say i don't care if it collected at a speed of 10 PER MINUTE as long it doens't take overly long like 1 per minute ;) I don't need knowledge like i need emergency ships and i tend to save my knowledge for hours and hours at once

I tend not to use mobile builders, and obviously if i wanted to k raid i would have to, but isn't that kinda over kill? how about a knowledge colony ship, with reduced building time, and ships at that system will only attack when it's finished?

still neutering is the best way for me
[/quote

rubikscube

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Re: Counter spy
« Reply #24 on: May 27, 2010, 07:11:00 pm »
Fine. I would like the developer namely keith or x4000 to make transports only lose 25 % of their total health or 30 % of their total health so they can survive after entering 3 hostile systems providing they won't die from wormhole defense. Perhaps they made it just so you CAN'T enter 3 hostile systems as that will be too overpowered. It would be very nice because if those 3 planets were in a line, namely B C and D, and you own A, B has supply, if you capture B, C will have supply, If you capture C, D will have supply, but if you capture D (namely after 3 hostile planet entries) you get supply to C and E, great for tactical planet capturing.

Offline Winter Born

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Re: Counter spy
« Reply #25 on: May 27, 2010, 08:20:29 pm »
Fine. I would like the developer namely keith or x4000 to make transports only lose 25 % of their total health or 30 % of their total health so they can survive after entering 3 hostile systems providing they won't die from wormhole defense. Perhaps they made it just so you CAN'T enter 3 hostile systems as that will be too overpowered. It would be very nice because if those 3 planets were in a line, namely B C and D, and you own A, B has supply, if you capture B, C will have supply, If you capture C, D will have supply, but if you capture D (namely after 3 hostile planet entries) you get supply to C and E, great for tactical planet capturing.


TY for the clear post.

Yes a change from 1/3 loss of health to 1/4th would allow 1 more successful jump which likely would be a significant buff for transports. Why not start a new thread requesting the buff and see what the dev say?

rubikscube

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Re: Counter spy
« Reply #26 on: May 27, 2010, 08:36:58 pm »
I still believe they made it just so you can't hop into another system. But i will ask them if they don't reply here :(