Author Topic: Bonus Ship Types  (Read 9473 times)

Offline Hearteater

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Re: Bonus Ship Types
« Reply #45 on: April 04, 2013, 10:31:43 am »
Oh, let us also not forget that on AI Planets with Eyes, which basically ALWAYS includes the Homeworlds now on higher difficulties - powerful, more expensive ships with a lower cap (like the ones I've listed), are 1,000x times more useful than high-cap swarmers.

Can't overemphasize how huge of an advantage this is.
Next time you face an Eye (not Nuclear or Core), try ignoring it and fleet balling in anyway.  Just get in and focus down GPs and get out.  I think you may be overestimating the power of Eyes.  I've found them to be a "Bark is worse than their Bite" type situation.  Just make a save first and see if the Eye is really putting out the threat you think it is.  Then go back and do it your way and see which cost you more time.

Offline Wingflier

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Re: Bonus Ship Types
« Reply #46 on: April 04, 2013, 12:35:30 pm »
I mean I don't know what kind of eye you're facing, but on an AI Homeworld they all seem kind of deadly. Threatening Eyes just send endless waves of high tier stuff at you, Parasite Eyes turn your own army against you, Translocation Eyes just separate your fleet entirely. God forbid you face a nuke eye. Maybe the safest eyes to overwhelm are Raid Eyes but I don't know. I've tried it before and it's not a good time.
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Offline Hearteater

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Re: Bonus Ship Types
« Reply #47 on: April 04, 2013, 12:38:02 pm »
Maybe I should just make a video of it some time.  Because my experience seems very different than most people.  Again though, I'm not talking about Nuke Eyes or Core Eyes.  Those require due care.

Offline Wingflier

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Re: Bonus Ship Types
« Reply #48 on: April 04, 2013, 12:42:16 pm »
Which difficulty do you play on?
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Offline Hearteater

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Re: Bonus Ship Types
« Reply #49 on: April 04, 2013, 12:43:36 pm »
I play almost exclusively 9/9 right now.

Offline Kahuna

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Re: Bonus Ship Types
« Reply #50 on: April 04, 2013, 12:59:08 pm »
Who the hell fleet balls vs Ion or Parasite Eyes?
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if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
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Offline RCIX

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Re: Bonus Ship Types
« Reply #51 on: April 04, 2013, 01:04:13 pm »
Who the hell fleet balls vs Ion or Parasite Eyes?
Me.
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Offline Hearteater

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Re: Bonus Ship Types
« Reply #52 on: April 04, 2013, 01:47:39 pm »
Who the hell fleet balls vs Ion or Parasite Eyes?
I do all the time.  They are the easiest to fleet ball.  Most of the time I can knock out half the GPs and pull my fleet out losing only half my fleet ball.  Then I'll go back in 5 minutes and finish the job once I've replaced my loses.  Good thing I'm only losing Mark Is & IIs :) .  Parasite is surprisingly easy because each ship it steals lets you have 2 more in the system.  If its stealing your Mark I stuff, that's a great deal for you!

Offline keith.lamothe

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Re: Bonus Ship Types
« Reply #53 on: April 04, 2013, 01:54:59 pm »
I'ma back off from being quite so aggressive :p
No worries ;)  Just try to keep forcefulness and "I have solid evidence that this is a good idea" in rough proportion to each other :)

Anyway, I do think there are OP bonus types and UP bonus types.  And just-plain-dull bonus types.  I do want to fix that.  And it's been a lot worse in the past (at least in terms of some-OP and some-UP) But I don't think the current situation is anywhere near as bad as your earlier comments (or Wingflier's) would indicate.  I understand that both of you have your own ways of expressing criticism and feedback in general and that's fine, but also understand that I tend to "re-filter" that feedback through your perceived personality characteristics (very different, in many respects, but both known for forcefulness of criticism) ;)


@Wingflier: on the AI's bonus picks having a big difference on actual difficulty, fair enough.  I don't think a player-configurable exclusion list is the appropriate solution to that, though.  I'd rather have a list of each bonus type sorted roughly by how much difficulty they add to an AI.  My guess is that a number will also need notes like "much worse when with AI Type (blah)" or whatever.  I'd like to see that list from a few different people so we can work towards some kind of consensus.  Then we can look at the obvious outliers and see what quick adjustments could be made, and to some extent I can also control which "tier" a given pick from a given AI difficulty comes from; care has to be taken to avoid diminishing variety of experience but I think that's doable.
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Offline RCIX

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Re: Bonus Ship Types
« Reply #54 on: April 04, 2013, 02:48:01 pm »
I generally aim for blunt because it's the fastest way to communicate, and emotes to lighten tone. >D I was also kind of tacking on an idea I had to repurpose some less useful bonus ship types, so there's that. In the end, I just want ships with gimmicks to actually work at their gimmicks or be changed so they don't have any.

But yeah, I'd really like to see numbers changes, preferably soon. Because i want it all
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