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Experience during retreats

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6 years ago
Feb 23, 2019, 1:19:31 AM

When the enemy retreats but still gets destroyed, shouldn't you still get experience for that?


I've forced massive fleets to flee only to meet their end because they had no way out, there should be at least some experience gained from that I'd think.

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6 years ago
Feb 24, 2019, 5:21:48 AM

I don't care much about the XP. What I'd like however are ship graveyards. Esp. when a big fleet died somewhere. It'd be cool to send out a fleet with scavenger modules to gain some science and scrap for industry points.

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6 years ago
Feb 24, 2019, 11:57:36 AM
Kray wrote:

I don't care much about the XP. What I'd like however are ship graveyards. Esp. when a big fleet died somewhere. It'd be cool to send out a fleet with scavenger modules to gain some science and scrap for industry points.

Doesn't that already happen though?  When there is a massive fleet battle, a new curiosity is formed on one of the planets and it's the debris of the battle and you can get stuff (not good stuff mind you, but something).  And there is a notification for those when they are created.

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6 years ago
Feb 24, 2019, 11:05:22 PM
stl0369 wrote:

I'm pretty sure that already exists in the form of modules to put on ships.  

Tractor Beam, yes.  I guess I just think that it shouldn't be an all or nothing based on a technology + ship design + timing, but you are right.

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6 years ago
Feb 25, 2019, 12:21:45 AM

Not to talk about battle tactic cards offering dust & science, or influence per destroyed cp.

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6 years ago
Feb 25, 2019, 12:59:49 AM
Groo wrote:

Not to talk about battle tactic cards offering dust & science, or influence per destroyed cp.

Right!

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6 years ago
Feb 25, 2019, 10:37:32 AM

Forgot about military law offering same when destroying enemy fleets.

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6 years ago
Feb 25, 2019, 10:52:26 AM
Groo wrote:

Not to talk about battle tactic cards offering dust & science, or influence per destroyed cp.

Oh wait, did you mean the battle tactic cards work for destroyed cp even on retreats?  That's good to know!

Groo wrote:

Forgot about military law offering same when destroying enemy fleets.

Not familiar with this one, I'll look into it.

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6 years ago
Feb 25, 2019, 3:10:16 PM

videovillain wrote: Oh wait, did you mean the battle tactic cards work for destroyed cp even on retreats?  That's good to know!

Sadly not, obviously I missed the point in your case. What about the modules what prevent your opponents fleets from retreating? Not sure what DLC did offer these modules atm. Would have to search for...

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6 years ago
Feb 25, 2019, 3:15:59 PM
Groo wrote:


Sadly not, obviously I missed the point in your case. What about the modules what prevent your opponents fleets from retreating? Not sure what DLC did offer these modules atm. Would have to search for...

Okay, so none of these work then during retreats right? :(


Sad

Updated 6 years ago.
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6 years ago
Feb 25, 2019, 3:29:20 PM

This module (introduced with Spuremacy DLC) called "Tractor Beam" ("Behemoth Weaponization" tech) would prevent enemy fleets from retreating. To be equipped on Carrier and Behemoth (and its upgraded hulls Juggenraut and Obliterators) hulls.



No idea so far, what kind of hull class the last Symbol in first line of tooltip refers to. I guess it stays for the upgraded Behemoths (apart from citadel), as long as this symbol looks similar.

Updated 6 years ago.
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6 years ago
Feb 25, 2019, 3:49:10 PM
Groo wrote:

This module (introduced with Spuremacy DLC) called "Tractor Beam" ("Behemoth Weaponization" tech) would prevent enemy fleets from retreating. To be equipped on Carrier and Behemoth (and its upgraded hulls Juggenraut and Obliterators) hulls.


No idea so far, what kind of hull class the last Symbol in first line of tooltip refers to. I guess it stays for the upgraded Behemoths (apart from citadel), as long as this symbol looks similar.

Yes, stl0369 mentioned this one and I said I didn't think xp from retreats should depend on technology + ship design+ timing.


That last symbol is a Juggernaught and/or Obliterator IIRC.

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