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Change the Initial Tactics

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8 years ago
Apr 11, 2017, 5:43:34 PM

I would like the initial 3 tactics changed because of two things:


  • There is no Medium-range tactic in the initial set.
  • The Power to Shields tactic is worse than useless for fleets who don't have shields.


I would like them changed to:


  • Barrage Fire: Long range, all fleets can get an advantage off a bit of extra damage.
  • Team Spirit: Although the morale increase can't apply until they research Autonomous Construction, it's the only starting tactic that's Medium range.
  • Turtle: Close range, plus all fleets can benefit from +Hull Absorption.

As a sidenote, I would like Revive & Rebuild improved. 10 Dust per destroyed CP is a laughably low amount; an entire fleet getting wiped out wouldn't even cover the cost of repairing a single frigate. Instead, it should be a % of the mineral cost of each destroyed ship converted into Dust.

Updated 8 years ago.
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8 years ago
Apr 12, 2017, 6:09:20 PM
MikeLemmer wrote:

I would like the initial 3 tactics changed because of two things:


  • There is no Medium-range tactic in the initial set.
  • The Power to Shields tactic is worse than useless for fleets who don't have shields.


I would like them changed to:


  • Barrage Fire: Long range, all fleets can get an advantage off a bit of extra damage.
  • Team Spirit: Although the morale increase can't apply until they research Autonomous Construction, it's the only starting tactic that's Medium range.
  • Turtle: Close range, plus all fleets can benefit from +Hull Absorption.

As a sidenote, I would like Revive & Rebuild improved. 10 Dust per destroyed CP is a laughably low amount; an entire fleet getting wiped out wouldn't even cover the cost of repairing a single frigate. Instead, it should be a % of the mineral cost of each destroyed ship converted into Dust.

  • Barrage Fire: Long range, all fleets can get an advantage off a bit of extra damage.
  • Team Spirit: Although the morale increase can't apply until they research Autonomous Construction, it's the only starting tactic that's Medium range.
  • Turtle: Close range, plus all fleets can benefit from +Hull Absorption.

Those would make much more sense if named:

 - Stand off: Fleet try to maintain distance to take advantage of its long range asset, and evasion feature

 - Manage: The fleet will try to stay in middle range to maximize evasion/plating shielding and weapon asset present here. 

 - Spear point: Fleet try to close range as maximum speed relying in its plating and shields,  to make point blank kill.


I mstarting to think the Ship management is mere rethoric.

Its a great concept that end a bit wasted.


  

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