Author Topic: The Weird Mouth-Thingy..  (Read 2063 times)

Offline Bud Backer

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The Weird Mouth-Thingy..
« on: June 26, 2013, 11:59:09 am »
Now that I'm playing my first real game after finishing the tutorials, I'm exploring the many wonderful structures and units that I never saw before. I have built this "mouth-thing" with many teeth (it's a structure, not a ship) I can't recall the name of it but I thing it's for "younglings???" A place for them to regenerate or some such thing. It has a number 0/500 I believe, rather like a transport.

But it's always empty. I'm wondering if I'm supposed to somehow activate it or what?

Offline Tridus

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Re: The Weird Mouth-Thingy..
« Reply #1 on: June 26, 2013, 12:25:56 pm »
Oh, the regeneration chamber. Units that are called "Younglings" will use that. Those units lose health gradually and die, but they'll go into the regeneration chamber if they're in a system with it and heal back up automatically.

Offline Bud Backer

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Re: The Weird Mouth-Thingy..
« Reply #2 on: June 26, 2013, 12:43:06 pm »
Oh, the regeneration chamber. Units that are called "Younglings" will use that. Those units lose health gradually and die, but they'll go into the regeneration chamber if they're in a system with it and heal back up automatically.

Ok, thank you for that info. But, why would I wish to make that? I have no idea even how to make younglings.

Offline Tridus

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Re: The Weird Mouth-Thingy..
« Reply #3 on: June 26, 2013, 12:52:25 pm »
Younglings are a ship type you can start with, or get as an unlock,or at a fabricator. If none of those happen, the regen chamber is of no use to you.

Offline Bud Backer

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Re: The Weird Mouth-Thingy..
« Reply #4 on: June 26, 2013, 12:54:06 pm »
Younglings are a ship type you can start with, or get as an unlock,or at a fabricator. If none of those happen, the regen chamber is of no use to you.

Ah, gotcha! Thanks!

Offline GeistenHaus

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Re: The Weird Mouth-Thingy..
« Reply #5 on: July 27, 2013, 04:43:55 pm »
I've had instances where they run across a wormhole to a regen chamber and then just hang out there, which is extremely annoying when using them on the offensive. There doesn't seem to be a way to set a rally point or tell it to stand down either. How do I prevent this behavior besides scrapping the regen chamber?
It'd be interesting if they would also consider assault transports when seeking a regen chamber.

Offline PokerChen

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Re: The Weird Mouth-Thingy..
« Reply #6 on: July 30, 2013, 04:41:48 pm »
The Regen chamber is a candidate for review... I think 2 additional options might be good:

- Allow redirect commands to be given to chambers. Repaired ounglings can be sent back to war.
- Or more usefully, allow the regen chamber to move and warp with your fleet. Overlaps with the assault transport, however, and you'll need to be..
- able to undock chambers at will.

In practice I find younglings to be too hceap to repair with these chambers.

Offline Zair

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Re: The Weird Mouth-Thingy..
« Reply #7 on: August 02, 2013, 06:13:51 pm »
I've only really used chambers in cases where I needed to use younglings as part of a system garrison. A handful of nanoswarms to piledrive the first hostile units to arrive, for example. On the offensive I prefer to use Transport IIs or bring a few mobile space docks and spam them in FRD.

Offline Zeyi

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Re: The Weird Mouth-Thingy..
« Reply #8 on: August 09, 2013, 05:22:33 am »
Making them mobile and/or giving them the ability to redirect would make them far more useful.

Perhaps just giving them redirection, as I always thought Enclaves would be the best solution for storing them on attacks (perhaps this could be done sometime Enclaves are rebalanced for the millionth time :D).