Author Topic: Science Labs  (Read 13479 times)

Offline NickAragua

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Re: Science Labs
« Reply #45 on: August 23, 2014, 12:46:23 am »
I'm all for command stations gathering knowledge automatically.

Offline Wingflier

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Re: Science Labs
« Reply #46 on: August 23, 2014, 12:59:07 am »
I'm all for anything that reduces unnecessary micromanagement in the game. The roaming science labs feature is nice, but there are often situations where you're establishing supply way outside of your "comfort zone". In these situations I don't think auto-gathering command stations could hurt anything, even if it was at a fairly slow rate.
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Offline Kahuna

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Re: Science Labs
« Reply #47 on: August 23, 2014, 11:14:11 am »
Is there ever a strategic reason to build a command station in a system, but NOT send or build a science lab there?
No but there's a strategic reason to gather knowledge but not to build a command station.
« Last Edit: August 24, 2014, 01:40:57 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
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Offline Hearteater

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Re: Science Labs
« Reply #48 on: August 23, 2014, 07:18:12 pm »
I feel like with CS auto-gathering, Science Labs start to feel a little superfluous. Sure I Knowledge raid and I certainly don't want to lose that ability. But I think the solution is to find another feature to give Science Labs. I realize we have a tech unlock for detecting incoming waves (AWS I believe), but maybe that could be folded into Science Labs? Or at least have the tech unlock upgrade Science Labs with that feature. Maybe we could give them Reclaim Boost, increase the % of reclamation points generated (instead of damage like attack boost)? Or hide cloaked ship types unless you have a Science Lab in the system? And/or a small decloak radius?

Offline Toranth

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Re: Science Labs
« Reply #49 on: August 23, 2014, 07:53:02 pm »
I don't like the idea of CS knowledge gathering.  I can see a point separating for Knowledge spending from gathering... but even there, I think it'd be better to just make a global "Tech Unlock" menu that can be accessed at any time, anywhere, rather than attach it to an already multi-function Command Station.

Also, I frequently use multiple labs to gather knowledge faster.  Especially when dealing with a Dyson system or Spire Archives:  Every second spent gathering there is Bad, so reducing time as much as possible is a good thing.

Offline Hearteater

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Re: Science Labs
« Reply #50 on: August 23, 2014, 09:05:05 pm »
I'd be perfectly ok with a global tech menu. But at no point should CS have a tech menu. That would be really confusing.