Author Topic: Wormhole Guard Posts  (Read 1933 times)

Offline RCIX

  • Core Member Mark II
  • *****
  • Posts: 2,808
  • Avatar credit goes to Spookypatrol on League forum
Wormhole Guard Posts
« on: April 14, 2013, 01:13:09 am »
Are these supposed to be feasible to destroy? With a mid-game fleet I can take one down in about half a minute, thanks to some of the better anti single target weapons out there (Spire starships, corvettes, spire implosion cannons, etc.) I remember that the idea of even attacking them was ludicrous before, now 400 million doesn't seem that bad.
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 Chthon

  • Sr. Member Mark II
  • ****
  • Posts: 398
Re: Wormhole Guard Posts
« Reply #1 on: April 14, 2013, 02:48:35 am »
I always took it that you could destroy them (and thus reduce the reinforcement cap of the system) or just have them blow up when you destroy the command station.  It was something that was possible, but highly inconvenient.  Just go through the tutorial again.  It suggests you can kill them.

Offline LaughingThesaurus

  • Master Member Mark II
  • *****
  • Posts: 1,723
Re: Wormhole Guard Posts
« Reply #2 on: April 14, 2013, 02:50:11 am »
Yeah, I think the intent is that they can be destroyed but it's inconvenient. After all, if they were meant to be indestructible, there are ways to accomplish that.

Offline KDR_11k

  • Hero Member Mark II
  • *****
  • Posts: 904
Re: Wormhole Guard Posts
« Reply #3 on: April 14, 2013, 04:06:16 am »
It does take your full fleet a while though so you can't just raid them.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Wormhole Guard Posts
« Reply #4 on: April 14, 2013, 02:33:34 pm »
Yea, killing them is for when you want to pave a highway.  And about as fun to watch (as paving a highway).
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: Wormhole Guard Posts
« Reply #5 on: April 14, 2013, 02:56:46 pm »
Yea, killing them is for when you want to pave a highway.  And about as fun to watch (as paving a highway).
So, intended? Because I don't think it used to be last I checked :x
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: Wormhole Guard Posts
« Reply #6 on: April 14, 2013, 03:01:07 pm »
Yea, killing them is for when you want to pave a highway.  And about as fun to watch (as paving a highway).
So, intended? Because I don't think it used to be last I checked :x
They used to be permacloaked and you could kill them via an EMP warhead to disable the cloak.  They went through a few iterations from there.

I'd just make them killable, or just remove them from the game, but they play an important role in the reinforcements logic... a role I could revisit, at this point.
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 Vyndicu

  • Sr. Member
  • ****
  • Posts: 319
Re: Wormhole Guard Posts
« Reply #7 on: April 14, 2013, 03:56:26 pm »
Yea, killing them is for when you want to pave a highway.  And about as fun to watch (as paving a highway).

I find that it doesn't take me very long to burn them down especially if you are lucky and manage to repair an artillery golem. Those beast can kill a wormhole guard post in 4 hits and it take 8 second to reload. So if I was clearing out wormhole guard posts for giggle at a 8 wormhole guard posts cross-road system it would take at most 4 min 16 second assuming the system was already complete neutered + cleared of any danger.

One time I took a fallen spire fleet (3 city hub worth) + champion + spire starship mk 1/2 and zenith starship mk 1/2 and I could easily take down maybe in less than a min. So right now the only thing that most irritating about wormhole guard post is that they prevent repair to engine damage or shield etc... Not even that all dangerous unless you don't clear the reinforcement they get after a long time.

Offline LaughingThesaurus

  • Master Member Mark II
  • *****
  • Posts: 1,723
Re: Wormhole Guard Posts
« Reply #8 on: April 14, 2013, 04:11:50 pm »
Well, think about the nature of an artillery golem. It's a super weapon. In a standard game it takes like 15 minutes to blow one up with your fleet or something.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Wormhole Guard Posts
« Reply #9 on: April 14, 2013, 04:13:35 pm »
Yea, Arty Golems and especially FS can make them easy to kill.  That's a small part of the fun of having those on :)
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 Vyndicu

  • Sr. Member
  • ****
  • Posts: 319
Re: Wormhole Guard Posts
« Reply #10 on: April 14, 2013, 04:33:33 pm »
Well, think about the nature of an artillery golem. It's a super weapon. In a standard game it takes like 15 minutes to blow one up with your fleet or something.

My point is that there are plenty of option to turn on to take down wormhole guard post quicker than not. So wormhole guard posts are only at their max possible potential damage to player when they, superweapon and FS etc..., are turned off.

Offline Zeyurn

  • Full Member
  • ***
  • Posts: 117
Re: Wormhole Guard Posts
« Reply #11 on: April 14, 2013, 08:13:06 pm »
Even in my no superweapons game, using parasite tactics I can kill 1 wormhole guard post a minute.  That said, I always felt they were a good balance right now, they're an irritant you can spend a while removing if you don't want to take the planet or you can just ignore them and eat some extra reinforcements or you can take the planet.

They're there to slow you down if you really want to make a zone safer, and they fulfill that purpose well without overly pushing you towards killing them / not killing them.

Offline RCIX

  • Core Member Mark II
  • *****
  • Posts: 2,808
  • Avatar credit goes to Spookypatrol on League forum
Re: Wormhole Guard Posts
« Reply #12 on: April 15, 2013, 05:38:48 am »
Yea, killing them is for when you want to pave a highway.  And about as fun to watch (as paving a highway).
So, intended? Because I don't think it used to be last I checked :x
They used to be permacloaked and you could kill them via an EMP warhead to disable the cloak.  They went through a few iterations from there.

I'd just make them killable, or just remove them from the game, but they play an important role in the reinforcements logic... a role I could revisit, at this point.
I'd be interested in that but it seems you have your hands full with armor and resources =p
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: Wormhole Guard Posts
« Reply #13 on: April 15, 2013, 09:51:42 am »
I'd be interested in that but it seems you have your hands full with armor and resources =p
The main thing with armor is actually finding a solution that works.  None of the solutions proposed thus far are really getting widespread support.

On the crystal -> hacking thing, that's got pretty wide support, but still need to figure out the details of the scaling and what exactly you can do, etc.

So it's not that I don't have time to make other changes, albeit it is somewhat reduced due to the volume of time spent discussing ;)  But better to measure twice and cut once, and all that.
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: Wormhole Guard Posts
« Reply #14 on: April 15, 2013, 09:53:16 am »
So in that case.... What do wormhole guardposts "do" exactly? And why do they have to have a 20 damage weapon?
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*