Suggest - Features and Improvements

A forum for chatting about in-development game features.

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zolobolo
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Re: Suggest - Features and Improvements

Postby zolobolo » Fri Jun 14, 2019 6:56 pm

Fleshing out of Human refugee colonies:
1. New diplomatic action when meeting the minor faction/or later via diplomacy: Trade Deal in exhange of influence. This way the faction would provide a minor increase in trade pool (1-2) in exhange of valuable early -game influence. Especially usefull when no market has been researched yet and with the coin rebalance. This way conquering them is not the only way of interacting and frankly even then they are low value as human pops are the worst and the planet is not of high-value (which is ok as early game advantage)
2.Pirates Raids generating from unoccupied systems around these colonies. The last version of this mechanic was probably disabled due to its OP nature which was probably the case so that they provide valuable tech when captured. Now they could gradually be stronger but only feature Ligh, Missile and Assault Cruisers so that they cannot be farmed for Destroyers nor would they be OP being pirates boosting heavy military hardvare. If the colony is gone, the raids would stop

These two additiona would introduce a risk/reward system which would eventually clearly be tipped against keepig the colony independant (unless you want the pirates to harass your anamies nearby in which case you might even protect them ;))

Diplomacy would also makesense for them even if only havinng a trade deal available (as opposed to the current state where it really does not matter and the option to declare war on them or leave them be on a diplomatic sense could be left out)

Edit: Pirate Assault Cruisers can also have Marines mounted instead of tanks withouth touching upon the AI scripts as their appearance is already scripted
Last edited by zolobolo on Sat Jun 15, 2019 12:55 pm, edited 1 time in total.

bjg
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Re: Suggest - Features and Improvements

Postby bjg » Fri Jun 14, 2019 7:06 pm

Would be nice if you could decide what to do with salvaged (boarded in a battle) ships on a ship-by-ship basis (by selecting them or otherwise).

bjg
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Re: Suggest - Features and Improvements

Postby bjg » Sat Jun 15, 2019 12:53 am

Would be very helpful if an Android build icon showed the planet "capacity" change caused by building that Android.

zolobolo
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Re: Suggest - Features and Improvements

Postby zolobolo » Sat Jun 15, 2019 12:29 pm

Some suggestions to address issues I found with Tinkers update specifically:
1. Reduce replenishment speed of munition for Tinker Forgery so that rockets are not clearly the best way to go when outfitting Tinker ships. This would be achieved by the ships not being able to constantly fire with all weapons for the duration of the whole battle, and need to have some none munition firing weapons to keep full combat efficiency
2. Have space habitats increase max population of the planet they are attached to automatically. This would both reduce Micro and make it more easy for the AI to utilzie this fucntion as all they need to do is attach the station to a planet. Also: If the effect is applied, have the AI buleprints contain habitats sometime
3. Give at least one Medium weapon mount to Asteroid Bases, so that their inate armor bonus makes sense (it does not matter for civilian stations as these are not engaged untill the battle is resolved so they dont even buy time for the PD). I would also recommend adding them an additional station module slot so that they can somewhat compeete with mid-game starbases and be clearly better in early game in defense. This slot can cotnain shield, research or habitat dome and make it somwhat viable compared to the more expensive starbase
4. Make asteroids attribute more common for ceartant types of planets so that asteroid basey are utilized outside of Tinker homeworld

The above I think are simple fixes for some of the new tech and forge mechanic

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Arioch
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Re: Suggest - Features and Improvements

Postby Arioch » Sun Jun 16, 2019 2:04 am

zolobolo wrote:1. Reduce replenishment speed of munition for Tinker Forgery so that rockets are not clearly the best way to go when outfitting Tinker ships.

This is like saying we should remove the Ashdar Colonials' bonus fighters because it makes carriers the best option for them. That's by design. The Tinkers Forge gives them a special bonus for using missiles and fighters. If you don't like using missiles or fighters, you're probably playing the wrong faction.

zolobolo wrote:2. Have space habitats increase max population of the planet they are attached to automatically. This would both reduce Micro and make it more easy for the AI to utilzie this fucntion as all they need to do is attach the station to a planet. Also: If the effect is applied, have the AI buleprints contain habitats sometime

This is a decent suggestion, but the problem is that Tinkers space habitats can move. This leads to some potentially confusing edge cases where it's not clear when population should be automatically loaded or unloaded. I think it's better if the player does it explicitly.

zolobolo wrote:3. Give at least one Medium weapon mount to Asteroid Bases, so that their inate armor bonus makes sense (it does not matter for civilian stations as these are not engaged untill the battle is resolved so they dont even buy time for the PD). I would also recommend adding them an additional station module slot so that they can somewhat compeete with mid-game starbases and be clearly better in early game in defense. This slot can cotnain shield, research or habitat dome and make it somwhat viable compared to the more expensive starbase

Asteroid Stations replace regular Space Stations; they're not supposed to compete with Starbases. It's true that the extra armor is not very useful on a civilian station, but the advantage of an asteroid station is that they're cheaper than regular space stations.

If you instead mean the Tinkers Asteroid Outpost, again, it competes with the Mobile Base, not the Starbase. It's less than half the cost of of the Mobile Base.

zolobolo wrote:4. Make asteroids attribute more common for ceartant types of planets so that asteroid basey are utilized outside of Tinker homeworld

That's on our list of things to do.


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