Author Topic: Fallen Spire Feedback  (Read 631 times)

Offline ANGRYABOUTELVES

  • Newbie
  • *
  • Posts: 9
Fallen Spire Feedback
« on: June 01, 2020, 12:13:24 AM »
The single major issue I have with this DLC is that the Imperial Spire fleet doesn't share vision with you so that you can see all the pretty fireworks as they rampage throughout the galaxy. The alternative win condition would be a lot more fun to watch if you could reliably watch it.

Fallen Spire ships are all the same ship. They all have the same gun, move at the same speed, and have the same HP/shield to DPS and cost ratios. A frigate is exactly 1/4 of a cruiser, a destroyer is exactly 1/2 of a cruiser. I get that spire fleets have to be slow because they're so powerful, and it's convenient for them to all have exactly the same speed so they don't get separated, but maybe the frigates and destroyers could have different guns? Instead of the coilgun, frigates could have the spire multi-shot laser pulse weapons so they're better at clearing out massive swarms of smaller ships, and destroyers could have an infinite-range single-target spire railgun so they can pick off things the slow spire ships can't catch. Normally you'd fill these roles with human ships escorting your spire fleet, but you could instead choose to spend sockets on covering for your spire fleet's weaknesses rather than on economy or defensive structures.

The AI taking shards and relics isn't very impactful. Past the earlygame you can generally ignore it; the AI gets a single mk1 cruiser or battleship that's easily taken out by human ships that can punch up (eyebots, gunbots, etc.), your own much higher mark spire ships, or the defenses you've already built that are capable of killing exo-war units. The mark level of the spire ship the AI gets should at least match the AI mark level.

The interactions with the minor factions are great. I like making the game messy and having a lot of minor factions running around, and I really appreciate how most minor factions have their own unique interaction with the Fallen Spire.

I love all the new turrets. They integrate so well into the base game that sometimes it's hard to tell which ones are DLC-added; I almost forgot to mention how much I like them because I nearly forgot they were part of the DLC.

Offline Lord Of Nothing

  • Full Member Mark II
  • ***
  • Posts: 170
Re: Fallen Spire Feedback
« Reply #1 on: June 01, 2020, 03:24:45 AM »
Just wanted to chime in that I agree with pretty much everything you said, with the lone exception of the frigates - I agree early on the spire lack ways to quickly kill non-clumped AI ships, but mid-game and onwards the coilbeam is some of the most effective damage application against small targets in the entire game.

I suppose I would add one complaint about minor faction interactions: The Devourer Golem. After a while it gets to the point that the hunter fleet, Praetorian guard, etc, have more than enough firepower to effortlessly destroy it- and they move to do so, since it's a hostile threat on their planets. But then they don't target it. So they just follow it around while it munches on them like some galactic catering service.
« Last Edit: June 01, 2020, 05:51:14 AM by Lord Of Nothing »

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,243
Re: Fallen Spire Feedback
« Reply #2 on: June 01, 2020, 10:13:56 AM »
have more than enough firepower to effortlessly destroy it- and they move to do so, since it's a hostile threat on their planets. But then they don't target it.

The devourer golem can't be targeted. Its stats are meant to be "arbitrarily large number here" but as players were actually damaging it at one point in the past, it got special bonuses. Mainly the "can't be targeted" status.

Apparently the AI didn't get the memo.

Offline BadgerBadger

  • Arcen Volunteer
  • Hero Member Mark III
  • *****
  • Posts: 1,205
  • BadgerBadgerBadgerBadger
Re: Fallen Spire Feedback
« Reply #3 on: June 01, 2020, 02:21:06 PM »
I've put in some code that hopefully should allow the player to get vision from the Imperial Spire Fleet. I've also made it so AI ships obtained from debris should match the Mark Level of the AI, not just mark 1.

Offline Lord Of Nothing

  • Full Member Mark II
  • ***
  • Posts: 170
Re: Fallen Spire Feedback
« Reply #4 on: June 01, 2020, 03:50:44 PM »
have more than enough firepower to effortlessly destroy it- and they move to do so, since it's a hostile threat on their planets. But then they don't target it.

The devourer golem can't be targeted. Its stats are meant to be "arbitrarily large number here" but as players were actually damaging it at one point in the past, it got special bonuses. Mainly the "can't be targeted" status.

Apparently the AI didn't get the memo.

That's true for classic, but not for 2. It's manually targetable and very much destroyable. A mid game spirefleet can easily destroy it. A fun trick if the map allows it is to continually destroy it until it respawns behind the AI homeworld, where it can't escape because it can't path through it, and then it slowly eats the entire praetorian guard. :) Which probably does justify it getting the classic treatment. Or a severe buff...

I've put in some code that hopefully should allow the player to get vision from the Imperial Spire Fleet. I've also made it so AI ships obtained from debris should match the Mark Level of the AI, not just mark 1.

:)

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,243
Re: Fallen Spire Feedback
« Reply #5 on: June 01, 2020, 04:27:32 PM »
That's true for classic, but not for 2. It's manually targetable and very much destroyable. A mid game spirefleet can easily destroy it. A fun trick if the map allows it is to continually destroy it until it respawns behind the AI homeworld, where it can't escape because it can't path through it, and then it slowly eats the entire praetorian guard. :) Which probably does justify it getting the classic treatment. Or a severe buff...

Either way, the AI didn't get the memo ;)

Offline Lord Of Nothing

  • Full Member Mark II
  • ***
  • Posts: 170
Re: Fallen Spire Feedback
« Reply #6 on: June 01, 2020, 04:31:05 PM »
That's true for classic, but not for 2. It's manually targetable and very much destroyable. A mid game spirefleet can easily destroy it. A fun trick if the map allows it is to continually destroy it until it respawns behind the AI homeworld, where it can't escape because it can't path through it, and then it slowly eats the entire praetorian guard. :) Which probably does justify it getting the classic treatment. Or a severe buff...

Either way, the AI didn't get the memo ;)

Indeed.
...
Maybe after it's buffed that should be the name of the achievement for destroying it. ;)