Author Topic: A suggestion for Neinzul Younglings  (Read 895 times)

Offline Philo

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A suggestion for Neinzul Younglings
« on: November 09, 2011, 05:08:39 pm »
The player controlled kind Neinzul aren't that effective as a player ship for one reason atm. You can't quickly deploy them where you want them.

I think as a bonus ship type they're quite allright being very cheap for their firepower. But say I want to deploy them far away, even with a warp gate there comes a problem.

1. Say I want to keep deploying regular troops to 2 places via warp gates, and I want to deploy Neinzul younglings to a third place only. so I can have a cheap but semi-effective force there to defend. I can't do that since the warp gates spread population evenly. And because the neinzul's die on the way to my third place my only option would be to shut down all other warp gates, and stop production on all but neinzul's.

Simple solution: Make the neinzul hive (or whatever the building is they rest at to gain health back) be able to produce neinzul's, given you've unlocked them. That way you just build a hive somewhere and produce from that.

Offline x4000

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Re: A suggestion for Neinzul Younglings
« Reply #1 on: November 09, 2011, 06:19:44 pm »
Already in the game!  It's the Neinzul Youngling Enclave Starships.  It costs knowledge to unlock those, but what you're describing is precisely what they're for. :)
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Offline Philo

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Re: A suggestion for Neinzul Younglings
« Reply #2 on: November 10, 2011, 01:35:29 pm »
Already in the game!  It's the Neinzul Youngling Enclave Starships.  It costs knowledge to unlock those, but what you're describing is precisely what they're for. :)
Ahh I see. Thx man never came into mind I could use those for it. Though seems kinda obvious now :D

Offline Echo35

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Re: A suggestion for Neinzul Younglings
« Reply #3 on: November 11, 2011, 10:28:12 am »
I usually just stuff them into Transports and move said transports with the rest of my fleet.