Poll

Which option do you like best?

Give Warpgates a knowledge upgrade which removes the 2 minute delay.
1 (4.3%)
Give Neinzul ships no delay as they exit Intergalatic Warpgates.
3 (13%)
No change is needed.
1 (4.3%)
Remove Neinzul Fabricators from the game.
4 (17.4%)
Core Neinzul Ships take no attrition damage.
14 (60.9%)

Total Members Voted: 0

Author Topic: Solution to Neinzul Fabricators  (Read 7434 times)

Offline Wingflier

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Solution to Neinzul Fabricators
« on: June 02, 2012, 02:41:53 pm »
It seems to me that capturing Core Fabricator with a Neinzul ship type is a very unattractive option, and probably not worth the AIP to do so.  Since the primary usefulness of a Neinzul ship is its cheap price and quick spammability, the Fabricator, which is located at one fixed point in the galaxy, can only realistically reinforce the surrounding planets.

However, Intergalactic Warp Gates create another problem, since the 2 minute delay time renders the main advantage of Neinzul ships practically useless.

I have therefore devised a poll with a few options to fix this problem. 

1. Give Intergalactic Warpgates a knowledge upgrade that removes the 2 minute delay.
Personally I like this option the best because it also increases the usefulness of many non-Neinzul ships like Cutlasses and Microfighters as well (as well as opening up some new strategies).

2. Give Neinzul ships (or perhaps Neinzul Fabricators specifically) no 2 minute wait time if they use the Intergalactic Warpgate.

3. Do nothing, this isn't a problem.

Thanks for voting.  Whatever the highest rated option is, I'll report it to Mantis.

Edit:  New Poll Option 2.0 -

4.  Fabricators can never spawn with Neinzul Ships.
This solution just kind of circumvents the problem altogether.

5.  Core Neinzul Ships have take no attrition damage.
Thanks to Keith for the suggestion.

Updated poll.  Please vote again.
« Last Edit: June 03, 2012, 02:12:05 pm by Wingflier »
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Offline Minotaar

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Re: Solution to Neinzul Fabricators
« Reply #1 on: June 02, 2012, 04:35:06 pm »
Rather than fixing it in one of these ways I would prefer these fabs not to exist at all, because of the contradictions you pointed out.
Speaking of fabricators that shouldn't exist, http://www.arcengames.com/mantisbt/view.php?id=7615 Vote for less Spider V  :)

Offline Wingflier

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Re: Solution to Neinzul Fabricators
« Reply #2 on: June 02, 2012, 04:36:55 pm »
No kidding, why are there like 500 Spider Fabs in every game? 
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Offline Wingflier

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Re: Solution to Neinzul Fabricators
« Reply #3 on: June 02, 2012, 04:38:17 pm »
I'm adding a new poll option with your solution Minotaar, as it's a valid one.
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Offline zoutzakje

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Re: Solution to Neinzul Fabricators
« Reply #4 on: June 02, 2012, 09:07:21 pm »
I voted for knowledge upgrade. Then I might actually use those fabricators.

Offline Hearteater

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Re: Solution to Neinzul Fabricators
« Reply #5 on: June 02, 2012, 11:20:41 pm »
Can't change my vote to the new option :(

Offline Tridus

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Re: Solution to Neinzul Fabricators
« Reply #6 on: June 03, 2012, 07:29:02 am »
I must be going blind, but where's the poll?

Offline TechSY730

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Re: Solution to Neinzul Fabricators
« Reply #7 on: June 03, 2012, 09:37:02 am »
Can you turn on the ability to remove our own votes, so we can change them?

Offline Wingflier

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Re: Solution to Neinzul Fabricators
« Reply #8 on: June 03, 2012, 10:03:50 am »
There didn't seem to be an option to change your votes, so I just reset all the votes to 0.  Please vote again sirs.
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Offline PokerChen

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Re: Solution to Neinzul Fabricators
« Reply #9 on: June 03, 2012, 10:16:23 am »
I think they are usable, especially because they are still very cheap and *fast* to make even at mark-V. I normally pursue two defensive options:

1) place a Regen Chamber at the warp-gate exit point.
2) Run logistics and Space-time manipulators, then place Regen Chambers along front-lines.

It doesn't matter all that much if they're at yellow health when you stream a cap into an AI planet - it's still much better HP/cost ratio than similar triangle ships.

Perhaps removing the warp-gate cooldown is the best option.

Offline TechSY730

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Re: Solution to Neinzul Fabricators
« Reply #10 on: June 03, 2012, 11:51:38 am »
I voted for removing them, though if plans are made to allow constructing neinzul units in low power mode are made, I would gladly change my vote to remove the warpgate cooldown time for them.

Offline Wingflier

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Re: Solution to Neinzul Fabricators
« Reply #11 on: June 03, 2012, 11:54:42 am »
What does constructing them in low power mode have to do with it?  The main purpose for removing the warpgate cooldown is sending them into battle quickly to reinforce the ranks.  Why would you want to do this in low power mode?
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Offline TechSY730

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Re: Solution to Neinzul Fabricators
« Reply #12 on: June 03, 2012, 12:19:09 pm »
What does constructing them in low power mode have to do with it?  The main purpose for removing the warpgate cooldown is sending them into battle quickly to reinforce the ranks.  Why would you want to do this in low power mode?

The reason I voted for removing these fabricators in the first place is because managing their self attrition from a constructor on a planet you don't get to choose and is probably not where you want them and probably away from you main fleet construction facilities makes them difficult to use with or without warpgates, as by the time you can get them where you want, they would probably self attrition quite a bit.

Granted, making neinzul units immune to cooldown times out of warpgates would provide a workaround to this, but it wouldn't help non-warpgate logistics very much.
I actually could go with either removing neinzul fabricators or making neinzul units immune to warpgate cooldown. But there is no "I could go with either 2 or 4" option, so I chose 4.

Offline keith.lamothe

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Re: Solution to Neinzul Fabricators
« Reply #13 on: June 03, 2012, 01:44:53 pm »
Perhaps the simplest approach is to make the MkV younglings not have self-attrition.  That makes them a pretty good deal in m+c but you have to capture a fabricator to get that, so seems fine to me.
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Offline Wingflier

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Re: Solution to Neinzul Fabricators
« Reply #14 on: June 03, 2012, 02:11:02 pm »
Damn you Keith, that's a good idea - now I have to make a 5th option.

Okay everyone, I'm resetting the poll again :P
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