Author Topic: First impressions of Nomads  (Read 7236 times)

Offline Shrugging Khan

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Re: First impressions of Nomads
« Reply #15 on: June 23, 2014, 02:55:04 am »
Just realised I'm almost 5 hours into my current game, and I still haven't taken a single planet because I do all my scouting and raiding via cloaked transports stored on Nomads. Huh.

Also: In my current game, my friends and I captured Nomad One and set up a Nanoswarm/Autobomb cannon there.  The first time one of us said "it'll be in firing range of the ARS planet in about five minutes", we instantly went into the map and renamed it the Death Star.  :)

Aaaand there's that one Internet for you and your friends, sir!  :D
« Last Edit: June 23, 2014, 03:40:50 am by Shrugging Khan »
The beatings shall continue
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Offline Vacuity

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Re: First impressions of Nomads
« Reply #16 on: June 23, 2014, 09:56:20 am »
Yes, I saw there was no metal any more.  That seems something of a shame.  There should be some kind of tactical plus points for making the attempt to take nomad planets with all their strategic "value".  I wonder if Keith can be persuaded to find a fix that'll let metal go back in.

Offline keith.lamothe

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Re: First impressions of Nomads
« Reply #17 on: June 23, 2014, 10:47:36 am »
I could probably work out the metal/wormhole placement thing (which is redone after every save/load currently) to be more permanent, but that could take days of work that I'd much rather put towards other things at this stage.

One thought that comes to mind is having nomads triple the metal and energy output of the local command station.  The hardest question that came up thus far is "where do I put the info that it will be tripled?" ;)  The lobby info on nomads is one place, but suppose someone misses that, etc.

Alternatively I can have a capturable structure that gets spawned on each nomad that provides X metal and/or X energy, but that's more work than the above and it wouldn't have new art or whatever (the art for the expansion already being done).
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Offline Draco18s

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Re: First impressions of Nomads
« Reply #18 on: June 23, 2014, 11:43:19 am »
Make them spawn with captive human settlements?  Those provide resources, yeah?

Offline Vacuity

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Re: First impressions of Nomads
« Reply #19 on: June 23, 2014, 11:47:59 am »
A capturable would be a very nice idea: if you're going to take and hold it, you want to hold it!

Tweaking the resource gain from the command station is another interesting idea, as most people would likely prefer to put a military station on it to try and hold it, but the gains from using another type are significantly higher.  Quite the trade-off.  This is probably the most interesting idea to me.  On the other hand, I'm honestly not sure where you'd put the info for this either.  Would the tripling also affect the warp jammer in the same way, i.e. tripling its resource consumption?  That would be particularly *interesting*.

Or just put the metal back, as usual.  They're all good to me.

Offline keith.lamothe

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Re: First impressions of Nomads
« Reply #20 on: June 23, 2014, 11:48:32 am »
Make them spawn with captive human settlements?  Those provide resources, yeah?
And AIP on death.
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Offline BlackCobra

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Re: First impressions of Nomads
« Reply #21 on: June 23, 2014, 12:13:19 pm »
ohhh, I've a nice idea.
What do you think about the ability that EVERY planet could move to another position?
There could be an option in the Lobby so that every X minutes a randomly selected planet moves to a new position?
And add a new structure(should cost a lot, or let a be a new command station) so you can "anchor" a planet and that planet cannot move anymore.
That would be interesting.

Offline re4der

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Re: First impressions of Nomads
« Reply #22 on: June 23, 2014, 12:16:04 pm »
Nomads are nice concept. They provide lots of new possibilities, but they are very irritating me. AI loves bypassing my border fortresses using nomads, to raid my economy. What's more, I think they interfere with pathfinding a bit. I was constantly finding units I ordered to go somewhere stopped in halfway, and I guess it's caused by changing wormholes on nomads. What's more, nomads like to hover over normal planets(galaxy map), what makes it hard to enter that planet, and chaotic to even count enemy forces there.

And one funny 'bug' is that after some time wormhole guard posts do not always stay by wormholes.
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Offline orzelek

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Re: First impressions of Nomads
« Reply #23 on: June 23, 2014, 01:05:20 pm »
The hovering part is annoying - could be considered a bug really.

One thing I noticed with nomads which might be accidental - they seem to be a preferred path finder route. If unit can go through nomad and normal planet it seems guaranteed that it will go through nomad.

Offline keith.lamothe

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Re: First impressions of Nomads
« Reply #24 on: June 23, 2014, 01:08:06 pm »
One thing I noticed with nomads which might be accidental - they seem to be a preferred path finder route. If unit can go through nomad and normal planet it seems guaranteed that it will go through nomad.
Really?  It's supposed to be the opposite.  Do you have a save where I can reproduce this?
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Offline Draco18s

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Re: First impressions of Nomads
« Reply #25 on: June 23, 2014, 01:22:23 pm »
Make them spawn with captive human settlements?  Those provide resources, yeah?
And AIP on death.

And? :D

Offline keith.lamothe

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Re: First impressions of Nomads
« Reply #26 on: June 23, 2014, 01:25:19 pm »
Make them spawn with captive human settlements?  Those provide resources, yeah?
And AIP on death.

And? :D
Ok, play with Shark-A on 4+ and tell me "And?" ;)
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Offline orzelek

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Re: First impressions of Nomads
« Reply #27 on: June 23, 2014, 01:50:18 pm »
One thing I noticed with nomads which might be accidental - they seem to be a preferred path finder route. If unit can go through nomad and normal planet it seems guaranteed that it will go through nomad.
Really?  It's supposed to be the opposite.  Do you have a save where I can reproduce this?
Here it is:
http://www.arcengames.com/mantisbt/view.php?id=15472

Offline re4der

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Re: First impressions of Nomads
« Reply #28 on: June 23, 2014, 01:59:49 pm »
Quote
One thing I noticed with nomads which might be accidental - they seem to be a preferred path finder route. If unit can go through nomad and normal planet it seems guaranteed that it will go through nomad.
I totally agree with that. My ships have always been chosing route through nomads too.
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Offline The Hunter

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Re: First impressions of Nomads
« Reply #29 on: June 23, 2014, 03:11:19 pm »
Quote
One thing I noticed with nomads which might be accidental - they seem to be a preferred path finder route. If unit can go through nomad and normal planet it seems guaranteed that it will go through nomad.
I totally agree with that. My ships have always been chosing route through nomads too.
Same here actually, in fact yesterday almost lost the fleet due to that, the ships decided to path through AI controlled nomad instead of my own planet. Needs fixing!