Author Topic: A few issues:  (Read 1696 times)

Offline TheWordWillSetYouFree

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A few issues:
« on: January 23, 2010, 12:43:25 am »
Firstly the electric shuttles are very overpowered. They are able to destroy a fleet in a few seconds and no amount of defenses can halt them, as they inflict the same damage to all units in range. They need a significant decrease in damage against certain ships, so that they are still effective against fleets on the whole but can't be used to instantly negate a vast incoming fleet.

Secondly, the starfleet commander can get so overpowered that there is no way of attacking a certain planet. This is a prime example:

If we even attacked that planet the resulting flood of starships would crush all of our combined ships and turrets. A nuke isn't practical either, so I don't see the point of this AI type.  

Thirdly, the beam starship is like a tank. I don't think dreadnoughts have a bonus against them, they just cripple their engines. So that needs some attention.
« Last Edit: January 23, 2010, 12:49:44 am by TheWordWillSetYouFree »

Offline Lancefighter

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Re: A few issues:
« Reply #1 on: January 23, 2010, 12:59:30 am »
Er yousee; That is the same problem as any given planet you leave for hours to grow.
Well, youve got some choices I suppose - Warheads might work (the lightning kind), or dreadnaughts should work.. youve got 4 members there, thats 20 mk1 dreads... a little bit of micro might help. Of course, forcefields are also aweosme - No starship can take them down as of the current prereleases.
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Offline I-KP

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Re: A few issues:
« Reply #2 on: January 23, 2010, 06:58:23 am »
Not always practical, Lance.  Once you reach a certain point in the game (a point which you will reach) the starships reinforce at a rate faster than you can kill them, even if you dedicate your full allotment of heavy metal into just that one system.
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Offline Spikey00

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Re: A few issues:
« Reply #3 on: January 23, 2010, 12:07:49 pm »
Tricky one--I am assuming extreme fighter spam isn't an option here.

Err...  I'm out of ideas!  It's a troublesome one because this is supposedly what the AI personality technically should be doing, but this is probably overkill.
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Offline Lancefighter

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Re: A few issues:
« Reply #4 on: January 23, 2010, 12:13:54 pm »
I will definitely say that I've never gotten quite that far...

(my current game I did a snake map of 60 planets.. I'm beginning to regret that. Nothing like fighting across every single planet..) but its rather nice, as only one planet is usually alerted.

Of note - Some starships are vulnerable to shredders. Raid starships I know, and possibly leech as well..
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Offline Spikey00

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Re: A few issues:
« Reply #5 on: January 23, 2010, 02:29:09 pm »
From old knowledge; I thought most were immune?  At least from my memory I can say light starships were the only starships that could be attacked by melee.
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Offline Lancefighter

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Re: A few issues:
« Reply #6 on: January 23, 2010, 02:33:36 pm »
Definately raid starships are meleable.

And tractor beam able.. >.> or maybe those were leechs
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Offline orzelek

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Re: A few issues:
« Reply #7 on: January 23, 2010, 04:23:07 pm »
Raid ones are for sure tractor immune.

As for force fields - I'm nto sure if they would work well with that amount of starships... this will be a simple case of overwhelming fire or ignorance for these (raid ones).

Offline Lancefighter

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Re: A few issues:
« Reply #8 on: January 23, 2010, 04:56:59 pm »
Two forcefields would be virtually immune to starships.. With micro. Really.
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Offline Black

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Re: A few issues:
« Reply #9 on: January 23, 2010, 04:59:34 pm »
If you have your forces underneath forcefields that are also 4x attack boosted, the penalty and bonus should cancel out letting you destroy things at your leisure.

Offline RCIX

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Re: A few issues:
« Reply #10 on: January 23, 2010, 06:33:34 pm »
I have two words for you guys: Viral Shredder. ;D
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