Planetary Defense

A forum for chatting about in-development game features.
User avatar
Arioch
Posts: 1403
Joined: Sun Feb 01, 2015 12:56 am
Location: San Jose, California
Contact:

Re: Planetary Defense

Postby Arioch » Thu Apr 23, 2015 8:00 am

Gyrfalcon wrote:
sven wrote:Transports are now an editable design. They can be outfitted with either cargo modules or planetary assault forces.
This makes stealing early game colonies from the AI very, very easy.

Certainly true. This was sort of a stopgap change, to fix the situation in which it was nearly impossible to capture colonies until well into the midgame, especially for some factions that don't have dedicated troop transport classes and so had to build expensive carriers to transport troops. I'm not sure it's the final solution, but in theory, any defense at all should be able to stop a transport-only assault. We just need to teach the AI to be more reluctant to leave its colonies completely undefended.

I think the game could benefit from a Defense Satellite, which could provide a small weapons capacity on a budget, but without the construction capabilities of a space station or starbase.

User avatar
Gyrfalcon
Posts: 162
Joined: Tue Feb 03, 2015 2:58 pm
Location: The Peninsula

Re: Planetary Defense

Postby Gyrfalcon » Thu Apr 23, 2015 2:11 pm

I wouldn't mind there being something lighter than Planetary Defense. So far, I've been rushing it for any of my new colonies that I think the AI will target.
Summer grasses
all that remains of great soldiers'
imperial dreams - Basho


Return to “Testing”

Who is online

Users browsing this forum: No registered users and 59 guests

cron