Author Topic: Why would I research these things?  (Read 9170 times)

Offline Kahuna

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Re: Why would I research these things?
« Reply #15 on: April 02, 2014, 05:33:40 am »
Do assault transports trigger raid engines or other such angry behavior?  Is it any different between "assault transport carrying scouts" and "assault transport carrying military units"?
No. As long as they stay cloaked they don't trigger Raid Engines or put AI planets on alert. That's why you're gonna wanna do "tachyon raids" aka creating a "highway" of planets that don't have Tachyon Guardians.

Seems like everyone on the forums plays exclusively on 8+, and it's such a different game up there.
Not everyone. Just look at the after action reports.

I think I need to start playing higher so I can take advantage of the advice!
Looking forward to seeing you in the "10/10 club" ;)
Anyway.. anything that works on 10/10 difficulty level also works on any other difficulty level.
« Last Edit: April 02, 2014, 05:40:00 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Risa

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Re: Why would I research these things?
« Reply #16 on: April 02, 2014, 07:05:24 am »
How about giving Eco stations repair and assist-build ability? Let Mk1's range comparible to MSD, Mk2's about half planet, and Mk3's planetary. Of course, make the ability available only at full health, so it can always recieve repairing when necessary, which is more important.

If that's not enough, how about adding planetary repair (and regen) cooldown reduction? Normal cooldown is 6 seconds, Mk1 makes it 5s, Mk2 4s, and Mk3 3s. That will make structures and ships on planet potentially much more durable.

Offline TechSY730

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Re: Why would I research these things?
« Reply #17 on: April 02, 2014, 11:12:02 pm »
To me, the repair assist ability seems like it would be more appropriate on logistics  stations rather than economic.

Also, a cool down based buff to allied ships seems redundant with damage based buffs (though depending on the math used for the cool down reduction, different ships may be affected by different amounts)
« Last Edit: April 02, 2014, 11:14:02 pm by TechSY730 »

Offline Kahuna

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Re: Why would I research these things?
« Reply #18 on: April 03, 2014, 02:10:27 am »
Buffs to not so useful unlocks
http://www.arcengames.com/forums/index.php/topic,14822.0.html
Economical Command Station
Mark I: Increase energy production to 25000 and resource production to 45/45
Mark II: Increase energy production to 50000 and resource production to 90/90
Mark III: Increase energy production to 75000 and resource production to 180/180
« Last Edit: April 03, 2014, 01:16:03 pm by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Winge

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Re: Why would I research these things?
« Reply #19 on: April 22, 2014, 06:35:46 pm »
Buffs to not so useful unlocks
http://www.arcengames.com/forums/index.php/topic,14822.0.html
Economical Command Station
Mark I: Increase energy production to 25000 and resource production to 45/45
Mark II: Increase energy production to 50000 and resource production to 90/90
Mark III: Increase energy production to 75000 and resource production to 180/180

Way ahead of me.  I definitely agree that energy production is the best way to buff Econ Stations, as that gives them a distinctive trade-off in lower-AIP games.


Not sure what to do about Warp Sensors.  The only way I could see them being useful is if they also delayed the wave.  Or, with Superweapons, showed expected exo path (if that's even possible).  Even then, I think they'd be underpowered.

Area Mines and Riots are amazing, as others have mentioned.  One more thing to note is the Gravity Generator on the Mark III (assuming that hasn't changed...I'm still getting back into the game).  That unlock will save your bacon against some AI picks (most notably Blade Spawners and TDLs).

Decloakers are very handy against short-ranged enemy threats.  They are especially valuable if the enemy has Etherjets.  While not the best pick, they are much better than Scout Starships for offensive Tachyon Coverage.  If you are using a long-range kiting group (typically includes Riots, Enclaves, and Plasma Siege ships), then they are even more valuable, as they keep you from taking damage/losses.  Are they amazing?  No.  But, against a stealth-heavy AI, they can be very beneficial.
« Last Edit: April 22, 2014, 07:29:30 pm by Winge »
My other bonus ship is a TARDIS.

Offline Toranth

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Re: Why would I research these things?
« Reply #20 on: April 22, 2014, 08:12:00 pm »
Not sure what to do about Warp Sensors.  The only way I could see them being useful is if they also delayed the wave.  Or, with Superweapons, showed expected exo path (if that's even possible).  Even then, I think they'd be underpowered.
Let them give Scouting info on adjacent systems?  I'd buy 'em every game if they did that.

Offline Winge

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Re: Why would I research these things?
« Reply #21 on: April 23, 2014, 12:36:49 am »
Not sure what to do about Warp Sensors.  The only way I could see them being useful is if they also delayed the wave.  Or, with Superweapons, showed expected exo path (if that's even possible).  Even then, I think they'd be underpowered.
Let them give Scouting info on adjacent systems?  I'd buy 'em every game if they did that.

Free picket might be too strong for the cost.  I'd certainly consider it, especially if I had trains on.
My other bonus ship is a TARDIS.

Offline Kahuna

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Re: Why would I research these things?
« Reply #22 on: April 23, 2014, 04:02:47 am »
Not sure what to do about Warp Sensors.  The only way I could see them being useful is if they also delayed the wave.  Or, with Superweapons, showed expected exo path (if that's even possible).  Even then, I think they'd be underpowered.
Let them give Scouting info on adjacent systems?  I'd buy 'em every game if they did that.

Free picket might be too strong for the cost.  I'd certainly consider it, especially if I had trains on.
Then increase cost. Giving scouting info on adjacent systems could be awesome. Good idea.

EDIT: Also. (My) Economical Command Station buff would make Trader goodies more accessible. I NEVER build ANY Trader stuff because they're so damn expensive.
« Last Edit: April 23, 2014, 04:09:58 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Risa

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Re: Why would I research these things?
« Reply #23 on: April 23, 2014, 06:39:27 am »
EDIT: Also. (My) Economical Command Station buff would make Trader goodies more accessible. I NEVER build ANY Trader stuff because they're so damn expensive.
With salvage, most trader goods are quite accessible, in my game at least. If I use my homeworld as whipping boy, even ion cannon mk 4 can come online by the end of the game. Mk 5, though, is still out of reach.

Offline Kahuna

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Re: Why would I research these things?
« Reply #24 on: April 23, 2014, 08:55:06 am »
Forgot about the salvage thing. I still haven't tested it.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline TechSY730

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Re: Why would I research these things?
« Reply #25 on: April 26, 2014, 01:34:59 am »
OK, maybe make econ stations have decent power output, and give logisitcs stations some sort of "repair" and/or "assist" ability (like something as simple as repair/assist ability, to something more involved like having remain rebuilding ability as well, or maybe even something fancy, like a decrease of build times on that planet)