Poll

Do EMP guardians, as a whole, EMP worlds too long to be considered balanced?

Yes, the time should be shortened substantially, but the spawn rate is about right
1 (8.3%)
Yes, the time should be shortened substantially AND the spawn rate needs to be decreased
0 (0%)
Yes, but only for higher marks (aka. decrease the rate the EMP time grows over Mk. lvl)
1 (8.3%)
No, they are about right
4 (33.3%)
No, they are supposed to be unfair if they ever make it to your planet
2 (16.7%)
No, but they could use a spawn rate decrease
0 (0%)
Undeclared, I have not had enough experiance with EMP gaurdians to say
4 (33.3%)
Other, thier mechanics could use an adjustment (post why and potential ideas)
0 (0%)

Total Members Voted: 0

Author Topic: EMP Guardians Last Too Long?  (Read 3565 times)

Offline Coppermantis

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Re: EMP Guardians Last Too Long?
« Reply #15 on: September 06, 2011, 07:35:42 pm »
What I think IS unfair -- assuming I read the text right the one time it's happened to me -- is that the AI got +6 AIP from detonating its own frickin EMP. Talk about insult to injury.

(Or maybe I had an untended EMP floating around that planet that got triggered... in which case joke's on me.)

Not as bad as when I had a *nuke* floating around that I forgot I built. Granted, it was the tutorial mission and I was a newbie, but still. I think some kind of missile cleanup station would be useful for safely disposing of warheads built accidentally/no longer needed.
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Offline x4000

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Re: EMP Guardians Last Too Long?
« Reply #16 on: September 06, 2011, 07:36:38 pm »
What I think IS unfair -- assuming I read the text right the one time it's happened to me -- is that the AI got +6 AIP from detonating its own frickin EMP. Talk about insult to injury.

(Or maybe I had an untended EMP floating around that planet that got triggered... in which case joke's on me.)

Not as bad as when I had a *nuke* floating around that I forgot I built. Granted, it was the tutorial mission and I was a newbie, but still. I think some kind of missile cleanup station would be useful for safely disposing of warheads built accidentally/no longer needed.

Yeah, that's something that's been floating around the list for future items for a long time.  I agree it would be nice.
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Offline mindloss

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Re: EMP Guardians Last Too Long?
« Reply #17 on: September 06, 2011, 07:38:50 pm »
Optional green warning text in the upper left a la other warnings? "You have 1 nuke at <planet>."

Offline x4000

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Re: EMP Guardians Last Too Long?
« Reply #18 on: September 06, 2011, 07:43:06 pm »
That's up to Keith, but you could put it in mantis.
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Offline TechSY730

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Re: EMP Guardians Last Too Long?
« Reply #19 on: September 14, 2011, 10:15:51 am »
OK the results are in. It seems that among those who actually familiar with the wrath of EMP guardians, most of them think they are fine as is.

Also, it turns out I was wrong. It seems that EMP guardian duration does NOT increase with Mk. level, but rather is fixed at 20 seconds for all mark levels. This is something that I think should be addressed, as I shouldn't have to fear a Mk. I EMP guardian just as much as I fear a Mk. IV EMP guardian.

EDIT: Oh, and if EMPs can trigger other EMPs, that needs to be fixed too.
« Last Edit: September 14, 2011, 10:22:41 am by techsy730 »

Offline zoutzakje

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Re: EMP Guardians Last Too Long?
« Reply #20 on: September 14, 2011, 10:30:04 am »
I also believe EMP guardians are fine the way they are now. Yes, it's true they are high on my target list when neutering/taking a planet, but they will only fire the EMP when entering one of your wormholes, which is not that hard to prevent if you just look out before attacking something.

Offline x4000

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Re: EMP Guardians Last Too Long?
« Reply #21 on: September 14, 2011, 10:32:53 am »
I also believe EMP guardians are fine the way they are now. Yes, it's true they are high on my target list when neutering/taking a planet, but they will only fire the EMP when entering one of your wormholes, which is not that hard to prevent if you just look out before attacking something.

And that's what the higher-mark EMP guardians provide: more health and firepower, which makes it more likely they will slip through.  The time being the same on all of them is a kindness to the player; if I were to change it, which I don't think is warranted, it would be to increase the higher-mark ones.

Regarding EMPs setting off other EMPs: that's always been that way, and is by design.  I don't see a strong reason to change that.  If you have warheads just sitting around, that's not the best thing.  At least put them in a transport, which I think is possible these days.
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Offline TechSY730

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Re: EMP Guardians Last Too Long?
« Reply #22 on: September 14, 2011, 10:39:22 am »
I also believe EMP guardians are fine the way they are now. Yes, it's true they are high on my target list when neutering/taking a planet, but they will only fire the EMP when entering one of your wormholes, which is not that hard to prevent if you just look out before attacking something.

And that's what the higher-mark EMP guardians provide: more health and firepower, which makes it more likely they will slip through.  The time being the same on all of them is a kindness to the player; if I were to change it, which I don't think is warranted, it would be to increase the higher-mark ones.

Great idea, but one problem. Thanks to the EMP, once they do detonate, their health and firepower are sort of irrelevant, as almost all opposition will be EMPed at the point for long enough for them to slip through the next planet and EMP it too. Only if you have some >=starships or Mk. V stuff on hand would their durability come into play.

Admittedly, higher health and stuff makes it more likely to get into one of your planets in the first place.

Regarding EMPs setting off other EMPs: that's always been that way, and is by design.  I don't see a strong reason to change that.  If you have warheads just sitting around, that's not the best thing.  At least put them in a transport, which I think is possible these days.

I don't really understand why, but if it is intended, I can live with it. Plus, its a pretty rare circumstance anyways. The transport thing is actually a nifty idea.

Offline x4000

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Re: EMP Guardians Last Too Long?
« Reply #23 on: September 14, 2011, 10:40:54 am »
Yeah, the idea is that you aren't supposed to let them get to that first planet, or it snowballs unless you have some starships or whatever.
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Offline zoutzakje

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Re: EMP Guardians Last Too Long?
« Reply #24 on: September 14, 2011, 10:45:16 am »
I also believe EMP guardians are fine the way they are now. Yes, it's true they are high on my target list when neutering/taking a planet, but they will only fire the EMP when entering one of your wormholes, which is not that hard to prevent if you just look out before attacking something.

And that's what the higher-mark EMP guardians provide: more health and firepower, which makes it more likely they will slip through.

And that's exactly why they're high on my target list lol. I know how dangerous MK IV EMP can be, especially early game. One of the reasons I never alert MK IV planets until late game. I wouldn't mind though if the EMP duration of higher marks is longer. Adds more of an "OMG, an EMP guardian!!!" effect when I spot one. I like spotting dangerous things in AI war, especially when I'm drunk for some reason lol.