Author Topic: Spirecraft ship cap changes in .49  (Read 1667 times)

Offline Fleet

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Spirecraft ship cap changes in .49
« on: December 11, 2010, 09:32:59 am »
This make me sad. Cloaking over 60 attritioners on a planet was one of the most OP tactics I've used in a while. Could easily get in the range of 40,000 damage per second, and the attritioners would never be in danger of being attacked.

Offline keith.lamothe

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Re: Spirecraft ship cap changes in .49
« Reply #1 on: December 11, 2010, 09:35:17 am »
This kind of thing is the reason we have to limit the magnitudes on practically everything in the game; otherwise y'all will find a way to do crazy-OP things with them ;)

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Offline Echo35

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Re: Spirecraft ship cap changes in .49
« Reply #2 on: December 11, 2010, 04:16:42 pm »
This kind of thing is the reason we have to limit the magnitudes on practically everything in the game; otherwise y'all will find a way to do crazy-OP things with them ;)

It's like an arms race between the players and developers, and will only end when both sides have come up with such crazy powerful weapons that the game implodes because it can't handle the numbers involved ;D

Offline Spikey00

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Re: Spirecraft ship cap changes in .49
« Reply #3 on: December 11, 2010, 04:28:38 pm »
I assume Chris didn't like my 130 shield stacks.
I'd take a sea worm any time over a hundred emotionless spinning carriers.
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Offline x4000

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Re: Spirecraft ship cap changes in .49
« Reply #4 on: December 11, 2010, 08:30:13 pm »
I assume Chris didn't like my 130 shield stacks.

That's exactly right. ;)

The firepower on that planet of yours was 260 THOUSAND, which was the biggest ridiculous bottleneck I've ever seen in the game, bar none.  Threat is typically a couple of HUNDRED at most until you get to spirecraft/golems.
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Offline keith.lamothe

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Re: Spirecraft ship cap changes in .49
« Reply #5 on: December 11, 2010, 08:31:41 pm »
I assume Chris didn't like my 130 shield stacks.

That's exactly right. ;)

The firepower on that planet of yours was 260 THOUSAND, which was the biggest ridiculous bottleneck I've ever seen in the game, bar none.  Threat is typically a couple of HUNDRED at most until you get to spirecraft/golems.
He was playing Fallen Spire, so 260,000 is quite doable :)
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Offline x4000

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Re: Spirecraft ship cap changes in .49
« Reply #6 on: December 11, 2010, 08:35:15 pm »
That was on one planet, though.  Without any fallen spire stuff that I saw.

He had other planets totaling at least that much threat again, thanks to fallen spire stuff, though, but that was much more diffuse.
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Offline keith.lamothe

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Re: Spirecraft ship cap changes in .49
« Reply #7 on: December 11, 2010, 08:37:39 pm »
In his screenshot at http://www.arcengames.com/forums/index.php/topic,7856.msg67098.html#msg67098 he's looking at the planet with the highest bottleneck number, and it's a huuuge fallen spire fleet.  But you're probably looking at a different planet or different save :)
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Offline x4000

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Re: Spirecraft ship cap changes in .49
« Reply #8 on: December 11, 2010, 08:38:58 pm »
Hmm, a different version of the save, at least.  Could be wrong, but it seemed to mostly be spirecraft there in mine.
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Offline Spikey00

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Re: Spirecraft ship cap changes in .49
« Reply #9 on: December 11, 2010, 11:41:02 pm »
That was a more recent screenshot of my game.  :p

I'm not sure what my total firepower would be with all the 200 Spire ships, but seeing how they're nearly invincible and destroying essentially everything, far more than what my fleet is capable of...  :\
I'd take a sea worm any time over a hundred emotionless spinning carriers.
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Offline MaxAstro

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Re: Spirecraft ship cap changes in .49
« Reply #10 on: December 12, 2010, 02:49:21 am »
I just wish the lower mark ones had slightly higher caps.  An 8/6/4/2/1 cap scheme or something would be perfect.  Saying that there are 50 kinds of spirecraft in the game so you can get 100 is one thing, but in my experience there are not NEARLY enough of the best asteroids to get two of each Mark V spirecraft; meanwhile, there are more of the weaker asteroids than I can ever imagine having enough energy to use.

Admittedly I haven't played through to the late game lately, so that might bias my opinion.

Offline Spikey00

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Re: Spirecraft ship cap changes in .49
« Reply #11 on: December 12, 2010, 02:13:41 pm »
Actually, that would probably be a better idea than having a flat 2 cap for each.
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Offline wyvern83

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Re: Spirecraft ship cap changes in .49
« Reply #12 on: December 12, 2010, 02:33:25 pm »
Agreed. Lance has mentioned it before but some of the enclosures make 4 of a lesser mark as an option and I think its a nice choice to have. The maximum should at least allow that much though MaxAstro's idea be even better.