Author Topic: Prerelease 3.180 (Completely New Endgame)  (Read 17345 times)

Offline superking

  • Hero Member Mark III
  • *****
  • Posts: 1,205
Re: Prerelease 3.180 (Completely New Endgame)
« Reply #75 on: August 16, 2010, 04:25:35 pm »
As for blob vs blob, I recently started using Raid starships to kill off guard posts and thus lower AI unit cap on my future conquests. Works like a charm on my 120 planet map where their ability to raid deep is very appreciated, so its not too bad in that respect. Tho I dread attacking the planet next to the AI home station that has reinforced since game start due to a dyson. 4000 core ships (1700 core bombers also, mad bomber AI type) are nasty :)

^ this is even more FUN if the 4000 are under the control of a tag teamer

Offline snrub_guy

  • Full Member Mark II
  • ***
  • Posts: 160
Re: Prerelease 3.180 (Completely New Endgame)
« Reply #76 on: August 16, 2010, 06:09:08 pm »
And yes, dreads should get a bonus against the hull, though not necessarily against the forcefield.

I thought- and I may be way off here- that dreadnaughts were meant to be anti-forcefield as well as anti-startship? As in, I thought they were supposed to be an alternative to the bomber line for heavy defences?

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Prerelease 3.180 (Completely New Endgame)
« Reply #77 on: August 16, 2010, 06:14:50 pm »
I thought- and I may be way off here- that dreadnaughts were meant to be anti-forcefield as well as anti-startship? As in, I thought they were supposed to be an alternative to the bomber line for heavy defences?
I suspected the same thing, but I saw in the code that they lack any modifier at all against forcefields (though they have it for other heavy defense).  I asked Chris if this was intended and he said yes.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Sunshine!

  • Sr. Member Mark III
  • ****
  • Posts: 475
Re: Prerelease 3.180 (Completely New Endgame)
« Reply #78 on: August 16, 2010, 07:00:57 pm »
Dreadnoughts used to be anti-forcefield, but I that was taken out I think because it caused redundancy with Raid starships.

Offline CodeMichael

  • Jr. Member
  • **
  • Posts: 65
Re: Prerelease 3.180 (Completely New Endgame)
« Reply #79 on: August 16, 2010, 07:30:31 pm »
Dreadnoughts used to be anti-forcefield, but I that was taken out I think because it caused redundancy with Raid starships.

I think a little redundancy wouldn't be a bad thing.  right now I feel like mkIII raid starship is beyond required.

Offline Kjara

  • Hero Member Mark II
  • *****
  • Posts: 822
Re: Prerelease 3.180 (Completely New Endgame)
« Reply #80 on: August 16, 2010, 07:38:58 pm »
I posted in a previous prerelease my thoughts on the new command stations.  I'll restate the fact that I agree that military ones are a bit underwhelming in most cases, and I think the way to fix this is a minor planet wide munitions boost :)(say 1.2-1.4-1.6).

The big advantage to logistic stations over the space time manips are that they don't a)cost knowledge for the mk1's, and b) don't carry a increase in wave size.  The way I play rarely has a backfield, so if I want a speed boost, they are about the only option, since I take waves pretty much everywhere.  Also, having a speed boost on a border planet can make defending it a heck of alot easier when you can kite or chase down units better.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Prerelease 3.180 (Completely New Endgame)
« Reply #81 on: August 16, 2010, 07:47:32 pm »
Yea, once the release is out try facing a Neinzul Youngster AI type to learn why it's a good thing to be able to move fast on your border systems ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline RCIX

  • Core Member Mark II
  • *****
  • Posts: 2,808
  • Avatar credit goes to Spookypatrol on League forum
Re: Prerelease 3.180 (Completely New Endgame)
« Reply #82 on: August 16, 2010, 10:43:55 pm »
310 AI 1 Vampires (II) to Murdoc in 00:01

how will the logistic station ever be prefferable to zenith spacetime manipulators? assumably they are supposed to be used on backwater planets to speed transit.. backwater planets that should not be receiving waves, making the wave multiplier of spacetime manipulatirs no issue.

and I still cant see myself building military stations as is, the immunity to blades is cool but in all seriousness I could probably support a full shipcap of flak turrets on the extra resources the economic station brings... to be legit as a simple armour/weapon upgrade it would need to be like a fortress (30k energy... which is easy affordable with the additional resources of eg the MK II econimic station VS the military) now, if it brought an additional benefit like planet wide reclamation, munition boost, attrition, or a weapon causing zombification...  8)

The Zenith speed-up station consumes 30k energy.
the logistical command station produces energy.

Though i woudl agree with a boost to military command stations, they seem lackluster...
Avid League player and apparently back from the dead!

If we weren't going for your money, you wouldn't have gotten as much value for it!

Oh, wait... *causation loop detonates*

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Prerelease 3.180 (Completely New Endgame)
« Reply #83 on: August 16, 2010, 10:46:03 pm »
We are looking into ways to make the logistics and military stations more interesting, but none of the ones suggested so far seem like obvious go-for-it's.  No modules allowed in this case, btw ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Prerelease 3.180 (Completely New Endgame)
« Reply #84 on: August 16, 2010, 10:47:39 pm »
Yep, I just want modules on secndary stuff -- having a secondary modular command station line is in the plans for before too long, though.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Dragon

  • Full Member Mark III
  • ***
  • Posts: 218
Re: Prerelease 3.180 (Completely New Endgame)
« Reply #86 on: August 17, 2010, 01:21:38 am »
          o Going along with the above, there is now quite a bit of strategy and puzzle-style challenge

I think you should make the guard posts have a color and an arrow. I think we could do some interesting things with that.


Actually, while the color and the arrow are rather silly, I like your idea, in as much as I feel that guard posts should be made larger, and more visible.  They are permanent (until you blow them up) posts after all, and thus should be larger then even the largest of fleet ships or turrets, at least as large as a large starship, if not the size of a golem.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Prerelease 3.180 (Completely New Endgame)
« Reply #87 on: August 17, 2010, 01:25:14 am »
I feel that guard posts should be made larger, and more visible.  They are permanent (until you blow them up) posts after all, and thus should be larger then even the largest of fleet ships or turrets, at least as large as a large starship, if not the size of a golem.

Heh.  You haven't yet seen the next release, I take it?
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!