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Automatic terraforming, veterancy and ship weapons

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10 years ago
Jun 16, 2015, 10:45:57 AM
Dear reader,



I played this game for a long time and I can beat bots on pretty much any level now, but there are some things I would love to see fixed.



[Weaponranges]



The values of needed weight compared to actual weapon power is a big issue when looking at the values on high, mid and close range settings. The actual tactical advantages and disadvantages don't seem to be taken into account properly. To name the most important ones:



The higher the range, the less hitpoints you need to deliver your effective blow- all can be invested into weapons.

The lower the range, the more defense is needed to have a proper amount of ships reach their peak strength- the defense investment heavily impacts the available points for weapons.

The earlier the enemy is killed, the weaker he is on the following turn(s). This is an exponential factor where lower ranged enemies can happen to deal almost no damage at all even though being much bigger and packing more weapons.



My suggestion would be to further decrease the required midrange weight and also decrease the required closerange weight.

At the current stage, there is absolutely no point in using anything but long ranged weapons. Tiny level 1 ships packed with nothing but longrange kin/las/roc are able to beat anything that bots could possibly throw at you. Winning against bots almost feels like cheating.





[Veterancy]



Ships gaining a levelup through kills quickly escalate. The gained bonus shouldn't be that big or at least not affect the hit points.

Even the smallest level 1 ships packed with long ranged weapons become invincible to stronger, but freshly built ships and destroy everything in the first turn.





[BuildingupAI-Terraforming]



While I love the idea of being able to set automatic build ups for certain systems based on a chosen specialty, I have to point out one bigger problem which is terraforming.



As soon as you get to the point of being able to terraform planets, the AI will start terraforming on planets in the worst possible manner, likely trying to get to a desired planet type that you didn't unlock yet or the AI cannot reach cause there is a tech missing inbetween.

This usually starts getting problematic when all your lava planets are transformed into desert planets even though you set the system's AI to production. Not to mention that all those desert planets are a serious problem when you're playing Harmony.

This process of transforming should not be started before you actually researched the techniques needed to get to the final stage.





Greetings,

piranha89
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10 years ago
Jun 16, 2015, 10:56:10 PM
Good post!



I have lost hope it will ever happen, but I wish there would be one last patch that would at least address the following:



1. Balance long-range weapons versus weapons with shorter ranges. Also, I would like to see all weapons hit at least once if the enemy retreats.



2. Stabilize multiplayer. Set up some kind of error checking on saves and the exchange of data. Also, give us the ability to host our own games (especially if Steam servers can be proven to be part of the problem).



Fleet commanders can also advance a lot more easily than system commanders. Perhaps their advances can be reduced a bit along with ship experience advances.



One more thing is I think Fleet commanders are worthless; I'll take a pilot every time. Give fleet commanders something that makes them worth considering.
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