Author Topic: Super-Terminal 'Re-Balancing'  (Read 9241 times)

Offline Kahuna

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Re: Super-Terminal 'Re-Balancing'
« Reply #45 on: October 19, 2014, 06:16:16 am »
In addition to what I said before..
..the player also has to deal with the Special Forces:



arf
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Nodor

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Re: Super-Terminal 'Re-Balancing'
« Reply #46 on: November 07, 2014, 04:13:02 pm »
I am absolutely convinced that Hacking a Super Terminal is a stupid idea in the current release of AI War.

You have 2 setups for a decent hack-
1) bring your entire fleet, get 30-50 AIP reduction, or 10-30 after you consider that you took the planet.
2) Buy a ton of turrets/fortresses/attritioners and try to reach 100-200 AIP, suffering an overall increase in AIP after planet taking for the knowledge necessary to set up the defenses. (Post hack you do get to redistribute them, so there is some advantage here, but minimal.)

Critically, you give up Hacking resource for minimal gain.

Better options for hacking resource usage include:
Hacking the Advanced Factories
Hacking turret controllers
Hacking fabricators
Hacking design backup servers.
Finding the exile

The argument here is simply opportunity cost.  Because the bang for the buck is so poor for the Superterminal, you are better off hacking a design backup server to get ships you hate to use over 10-30 net AIP reduction.