Author Topic: Rebel colony ship energy costs  (Read 1686 times)

Offline Keemossi

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Rebel colony ship energy costs
« on: May 03, 2010, 09:18:43 pm »
Just captured my first rebel colony.. so, am I missing something, or is 3000 energy maintenance cost a bit.. high? They seem like mk 4 equivalents so.. maybe this is a bug? I was kinda surprised when building 40 ships reserved most of my free energy.

Also, captive human settlements are really annoying. I think I accidentally got one while saving rebel colony and it got blown up few moments after. Shouldn't have bothered with that planet ::)

Offline x4000

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Re: Rebel colony ship energy costs
« Reply #1 on: May 03, 2010, 09:21:43 pm »
They're meant to be used more at the late game than anything else.  They may need some rebalancing, though, for sure.

The captive human settlements are great if you can get them when no warp gates are around.  Lots of resources, very little added risk.  But in general they are a penalty, yes.
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Offline lanstro

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Re: Rebel colony ship energy costs
« Reply #2 on: May 04, 2010, 07:54:11 am »
The fighter/bombers are amazing and probably worth 3k power, esp when compared to, say, the Z Bombers which are 10k power.  They're generally the last to die and imo well worth the cost!

Offline Keemossi

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Re: Rebel colony ship energy costs
« Reply #3 on: May 04, 2010, 09:02:52 am »
You mean Zenith Bombardment ships, or something else? At least Zenith Bombardment ships are 400 energy. And mk 4 Zenith Bombardment seems to be better than either of the rebel ships.

The problem with high energy cost is the fact, that most of the game it's the only thing limiting fleet sizes. So, when it's a choice between 30 heavy bombers (mk 2 and up at least, I think) or a single rebel fighter/bomber, I'd just take the heavy bombers. Their range is not that big, and invidual ships die somewhat faster, they still seem a far better deal.

Of course there may be a situation in very late game when ship caps are the restricting factor and there's plenty of energy. Even then I'd consider mercenaries, or getting more turrets to free defending ships. I just feel that rebel colonies are at the moment only a penalty, getting a bad planet (hey, if it was good why don't I have it yet? Too far to reach? Too well defended? Then I may not get it anyway ) and penalties associated, or 100 AIP and possibly some ships.

Though, maybe it's just me, I just haven't reached a situation where those ships shine.

Offline RCIX

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Re: Rebel colony ship energy costs
« Reply #4 on: May 04, 2010, 08:04:34 pm »
Yeah, the rebel colonies are a pain (though not as much since the limit was recently lifted in a beta). They do give you the resistance frigates which are like owning MkIV ships early on in the game though, which sort of makes them worth it at first.
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Offline lanstro

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Re: Rebel colony ship energy costs
« Reply #5 on: May 04, 2010, 08:34:32 pm »
as for the 10k power ships I mentioned, I was referring to the Zenith Electric Bombers, the ones that cost 10k power at all marks and get slightly less efficient the more you have

Offline Keemossi

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Re: Rebel colony ship energy costs
« Reply #6 on: May 04, 2010, 09:46:13 pm »
as for the 10k power ships I mentioned, I was referring to the Zenith Electric Bombers, the ones that cost 10k power at all marks and get slightly less efficient the more you have

D'oh, ok. Haven't used them yet :)

Anyway, Rebel Colonies aren't that bad. If they were, it'd be easy to just turn them off. They're fun as missions, and help break up the routine. It's just that after getting the planet it feels just a burden.. the planet doesn't often have any particular value if the ships aren't useful. I'd just rather have more lower mk ships as I'm often limited by energy. But maybe I'm doing it wrong :P

Offline Hellheart

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Re: Rebel colony ship energy costs
« Reply #7 on: May 05, 2010, 01:19:12 pm »
The problem with high energy cost is the fact, that most of the game it's the only thing limiting fleet sizes. So, when it's a choice between 30 heavy bombers (mk 2 and up at least, I think) or a single rebel fighter/bomber, I'd just take the heavy bombers. Their range is not that big, and invidual ships die somewhat faster, they still seem a far better deal.

That's a bit misleading, actually. Your real limitation - assuming that knowledge-raiding or units/turrets that require a lot of energy is not an integral part of your game - is the resource drain from Energy Reactor III's. I've got ~9 planets right now and can cap out everything except light starships on just Mark II reactors with some 40k energy left over; granted, I have 10k knowledge banked and I can't knowledge-raid easily because the AI loves Z-Bombardments, but it would only take a couple Reactor III's to allow me to cap Marks I-III for the 5 fleet ship types I can build. I've actually been building and then pausing Reactor III's in preparation for popping a Zenith Reserve IV simply because I don't have much else to spend energy or resources on.

That said, ships with ridiculously high energy costs can totally throw things off. I just think that between Reactor III's (if you have a resource-rich starting area) and Zenith Power Generators, energy is probably the last thing you'll be hurting for.

Offline WinterBorn

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Re: Rebel colony ship energy costs
« Reply #8 on: May 06, 2010, 02:49:18 am »
The problem with high energy cost is the fact, that most of the game it's the only thing limiting fleet sizes. So, when it's a choice between 30 heavy bombers (mk 2 and up at least, I think) or a single rebel fighter/bomber, I'd just take the heavy bombers. Their range is not that big, and invidual ships die somewhat faster, they still seem a far better deal.

That's a bit misleading, actually. Your real limitation - assuming that knowledge-raiding or units/turrets that require a lot of energy is not an integral part of your game - is the resource drain from Energy Reactor III's. I've got ~9 planets right now and can cap out everything except light starships on just Mark II reactors with some 40k energy left over; granted, I have 10k knowledge banked and I can't knowledge-raid easily because the AI loves Z-Bombardments, but it would only take a couple Reactor III's to allow me to cap Marks I-III for the 5 fleet ship types I can build. I've actually been building and then pausing Reactor III's in preparation for popping a Zenith Reserve IV simply because I don't have much else to spend energy or resources on.

That said, ships with ridiculously high energy costs can totally throw things off. I just think that between Reactor III's (if you have a resource-rich starting area) and Zenith Power Generators, energy is probably the last thing you'll be hurting for.


You can pop the reserve and put the ships in transports (zero energy) untill you need them.

Offline Ktoff

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Re: Rebel colony ship energy costs
« Reply #9 on: May 06, 2010, 10:16:45 am »
But you also 10000 energy per transport if i am not mistaken

Offline WinterBorn

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Re: Rebel colony ship energy costs
« Reply #10 on: May 06, 2010, 12:25:07 pm »
But you also 10000 energy per transport if i am not mistaken

true  :-[