Hey everyone its that time again, lets compile some data!
This is a post that I will update regularly to give the DEVS a better idea of what people think should be done to stats in the next patch. This is ONLY for patches, no new ships or elaborate concepts for the next expansion. This is for dealing with peoples’ concerns about balance. If there’s a balance idea you have that’s not on here, post it and I’ll put it up for voting if it seems valid. I love the fact that ICO pays attention to the forums and what people suggest, I’d like to make it easier for them. The idea is to have all ideas posted straight forward and ranked so the DEVS don’t have to sift through pages and pages to find popular ideas. SP and MP players are both welcome to comment. Post yay or nay for any idea you like or dislike (be specific please) or say no fix needed. If you’d like I’ll also insert specific values you may come up with. Some votes will be taken from other threads.
BUGS
Since the last patches release, the main complaint I've seen on the forums are in the form of bugs, so I'm compiling a list of the known ones, and will update the list as more are discovered. Some of the early bugs were fixed in the hotfix, and perhaps (fingers crossed) the Devs will release another hotfix to address the rest, rather than a whole new patch. So here it goes:
- Nano Weapons Jammer autocast AI casts continuously
- AM Recharger autocast AI casts continuously
- Illuminator causes mystery damage between shots
- Phasic Trap research Level 2 still has no effect.
- Orkulus Phase Stabilizer does not work on stars.
- Random Map Bugs:
- Single Phase lane starts
- No connected Asteroids
- Overlapping Gravity Wells
- Backwards Dunov Icon
- Pathing Improvements (specifically dealing with stationary obstacles)
- Orkulus commands cancelled when trade ships dock
- No wave cannon sounds on Kortul
- Resource extractors on HWs produce income before they're constructed.
- PAWELOS BUG HUNTING
- Siege Militia/pirates run from turrets before construction is complete (exploit).
CAPITAL SHIPS
This will be a large section that will continue to evolve through out the life of this thread so check back often for new topics. Consensus seems to think now that carrier caps have all been buffed, many of the other caps need to be brought up to par with them.
Buff Battleship Class(Kol/Radiance/Kortul)
Increase hp/shields/armor?-
Yay- Volt_Cruelerz(20-25%) Darvin3 Deceiver_0 CallenExile MindsEye Swordsalmon Hrabandur CrazyElectron Ryat Arthanis Warlord Mike Onigiri
Nay-
Increase DPS?-
Yay- Volt_Cruelerz(20-25%) Darvin3 Deceiver_0 MindsEye Swordsalmon CallenExile Hrabandur CrazyElectron Ryat Arthanis Warlord Mike
Nay- Onigiri
Buff Gauss Rail Gun?-
Yay- Volt_Cruelerz(800/1200/1600) Darvin3 Deceiver_0 CallenExile MindsEye Swordsalmon CrazyElectron Ryat Arthanis Warlord Mike
Nay- Hrabandur Onigiri
Re-work Animosity?
Yay- Volt_Cruelerz Darvin3 Deceiver_0 MindsEye Swordsalmon Ryat Arthanis Warlord Mike
Nay- CallenExile Hrabandur Onigiri
No Change needed- CoBBQ
Colonizer Caps(Akkan/Progenitor/Jarrasul)
Buff Jarrasul Evacuator's colonize?
Yay- Darvin3 Volt_Cruelerz Deceiver_0 Swordsalmon Agent of Kharma Hrabandur Ryat Arthanis Warlord Mike Onigiri
Nay- CallenExile MindsEye
No Change needed-
Carrier Class Caps(Sova/Halcyon/Skirantra)
Buff Scramble Bombers?
Yay- Darvin3 Volt_Cruelerz Deceiver_0 MindsEye Swordsalmon Agent of Kharma Hrabandur Ryat Arthanis Warlord Mike
Nay- CallenExile Onigiri
Buff Replicate Forces?
Yay- Arthanis Warlord Mike Onigiri
Buff Support Class Caps(Dunov/Antorak/Rapture/Revelation)
Increase AM regen?
Yay- Darvin3 Hrabandur CrazyElectron Ryat Juletron Arthanis Warlord Mike Swordsalmon
Nay- CallenExile Mindseye Onigiri
Increase maximum AM?
Yay- CallenExile Darvin3 Hrabandur Mindseye Volt_Cruelerz CrazyElectron Juletron Arthanis Warlord Mike
Nay- Ryat Swordsalmon Onigiri
Increase Dunov EMP range?
Yay- CallenExile Mindseye Volt_Cruelerz CrazyElectron Ryat Juletron Arthanis Warlord Mike Swordsalmon
Allow Dunov shield restore to be self targetable?
Yay- Mindseye CrazyElectron Juletron Arthanis Deceiver_0
Nay- Ryat Volt_Cruelerz Warlord Mike Swordsalmon Onigiri
Allow Antoraks subversion to effect SC?
Yay- Mindseye Juletron Volt_Cruelerz Arthanis Warlord Mike Onigiri
Nay- Ryat Swordsalmon
Buff Phase out hull?
Yay- Mindseye Juletron Volt_Cruelerz Arthanis Warlord Mike Swordsalmon
Nay- Ryat Onigiri
No Change Needed-
DELIVERANCE ENGINE
Without a doubt the weakest of the superweapons, there is little point in seeking it. For too long its been sitting in a dusty box on the shelf, to weak to be worth its tremendous costs. Lets consider some buffs to at least make it functional as a weapon. The one buff thats been suggested that I like is an instant allegiance drop, which will aid Advent in cultural takeovers of border planets and with enough, could possibly overthrow an enemy planet (though Id say it should require many more than the fearsome novalith)
Buff Deliverance engine-
Cause an instant decrease in allegiance?
Yay- Deceiver_0 Kitkun Greyfox2 anteachtaire Mow Mow Warlord Mike Hrabandur Arthanis
Nay- Howdidudothat
No buff needed- Qu4r Darvin3 CallenExile
EMPIRE TREE
As I feel that the devs decision to put "Phase Jumping" ships at the top of the tree was purposeful and not a bug, I think most of us agree that the constant movement it creates (especially with phase monitoring!) makes the empire tree difficult to use. Move it to the bottom?
Adjust Empire Tree-
Move "Phase Jumping Ships" to the bottom of the tree?
Yay- Deceiver_0 Darvin3 SwordSalmon JSW_Ballz Mindseye Agent of Kharma Ryat 52500 Mow Mow Fuzzy Logic EadTaes Warlord Mike Hrabandur Howdidudothat -Ue_Carbon Chaotic Magician Arthanis
Nay- CallenExile
FIGHTERS
Some are unsatisfied with fighters with regards to surviving flak. I urge everyone to read the points of debate between Mindseye and myself starting on page 10-11, to get a better understanding of why fighters should or should not be adjusted. Below are a few suggestions
Buff Fighters-
Increase armor/hp?
Yay- Mindseye Mow Mow Greyfox2 Qu4r Arthanis
Nay- Deceiver_0 Darvin3 Ryat Top Vasari Warlord Mike EadTaes Hrabandur Howdidudothat -Ue_Carbon Chaotic Magician Agent of Kharma CallenExile CrazyElectron
MAPS
Raging Amish has proposed some modest changes to maps that I think we could possibly have implemented with enough support, so lets get a vote to see what people think of them. Magnetic clouds are huge wastes of space as their is nothing terribly beneficial about them. People with ability heavy fleets and caps would opt to fight you somewhere else (and can do so without much penalty). They make awful chokepoints because you can't put starbases or mines there, and they offer no economic value. I'd like to hear some ideas on how to improve them (beyond removing them completely from the game as RA has suggested). If we can come up with some good ones I'll put them up for a vote. In the meantime, I think one should at least be able to construct Starbases here, so I'll put that up as a topic. Also, all too often we see Ice and Volcanic planets (which require research to colonize) offering you only 2 resource mines for the trouble of colonizing them. Personally I don't think that PLANETS should have less resources to offer than an asteroid. What do you think?
Magnetic Clouds-
Allow starbase deployment?
Yay- Deceiver_0 Darvin3 Hrabandur Juletron Howdidudothat Warlord Mike DirtySanchezz Kitkun Qu4r CrazyElectron
Nay- Ryat CallenExile EadTaes DesConnor -Ue_Carbon Chaotic Magician
Ice/Volcanic planets-
Change minimum mines to 3 (currently 2)?
Yay- Deceiver_0 Swordsalmon Ryat Darvin3 Juletron Mindseye Mow Mow EadTaes JSW_Ballz Howdidudothat Warlord Mike Kitkun Ovi_187 -Ue_Carbon Chaotic Magician CrazyElectron
Nay- CallenExile DesConnor DirtySanchezz Hrabandur Agent of Kharma Qu4r
No Changes needed-
ORKULUS STARBASE
This topic is going to be heavy on the debate, and will likely be updated several times with NEW votable options throughout the life of this thread. Now, I think it's safe to say that we're beyond the point of the DEVS making a Vasari Assault cruiser and making the Orky stationary. So if thats what you think should happen thats fine, but it would be more useful for everyone if you hada second opinion on the Orky and voted on the issues below.
Nerf Orkulus-
Increase build penalty in hostile wells? (currently 2.25x unupgraded)
Yay- Greyfox2 Raging Amish(3x) Mindseye Arthanis
Nay- Deceiver_0 Cykur Howdidudothat Top Vasari Swordsalmon Ryat anteachtaire LordMechanoid JSW_Ballz Warlord Mike Agent of Kharma DesConnor DirtySanchezz Kitkun Qu4r 52500 Hrabandur -Ue_Carbon Chaotic Magician Qu4r CallenExile
Other-
SB constructors trigger phase monitoring alarm? ("Hostile forces are inbound")
Yay- Mindseye Deceiver_0 Howdidudothat Top Vasari Cykur LordMechanoid Warlord Mike DirtySanchezz Kitkun 52500 Hrabandur -Ue_Carbon Chaotic Magician CallenExile CrazyElectron Arthanis
Nay- JSW_Ballz DesConnor Qu4r
SCOUT FRIGATES
A hotly debated topic right now on the forums, none can deny their increased presence on the MP battlefield. As the cheapest buildable unit in the game, as well as being tier 0, its utility against long ranged frigates has been thoroughly exploited. The question remains, is it balanced? This topic will be split into two sections, a general section for a blanket nerf and a more specific section for interspecies balance. The reason for this is that some think scouts need to be weaker in general, whike other think they need to be balanced on par wtih TEC scouts.
Nerf Scouts-
Decrease hp/shields?
Yay-
Nay- DirtySanchezz Cykur Arthanis
Decrease DPS?
Yay- DirtySanchezz Greyfox2 Mindseye Arthanis
Nay- Cykur
Increase Cost/supply?
Yay- Mindseye Cykur Swordsalmon
Nay- DirtySanchezz Arthanis
No Nerf Needed- Deceiver_0 Wingflier Howdidudothat Darvin3 Ryat CallenExile Chaotic Magician Agent of Kharma Sivcorp 52500 JSW_Ballz LordMechanoid Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron
Balance Scouts-
Decrease Seeker Vessels Hp/shields/armor?
Yay- Deceiver_0 Wingflier Mow Mow Swordsalmon Darvin3 Ryat Greyfox2 52500 JSW_Ballz Cykur Top Vasari LordMechanoid Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- DirtySanchezz Howdidudothat CallenExile
Decrease Seeker Vessels DPS?
Yay- Swordsalmon DirtySanchezz Howdidudothat Greyfox2 Hrabandur Qu4r
Nay- Wingflier Darvin3 Ryat CallenExile 52500 JSW_Ballz Cykur LordMechanoid Kitkun -Ue_Carbon CrazyElectron Arthanis
Decrease Jikara Navigator cost/supply?
Yay- Deceiver_0 Wingflier Howdidudothat CallenExile 52500 LordMechanoid Hrabandur Qu4r
Nay- Swordsalmon DirtySanchezz Darvin3 Ryat Chaotic Magician JSW_Ballz Cykur Greyfox2 Kitkun -Ue_Carbon CrazyElectron Arthanis
Increase Jikara Navigator DPS?
Yay- Mow Mow Swordsalmon Howdidudothat Ryat Chaotic Magician 52500 JSW_Ballz Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- Wingflier DirtySanchezz Darvin3 CallenExile Cykur Greyfox2 LordMechanoid Kitkun
Increase Jikara Navigator hp/shields?
Yay- Mow Mow Darvin3 Ryat Chaotic Magician Sivcorp Top Vasari Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- CallenExile JSW_Ballz Cykur LordMechanoid
No Balance Needed- Agent of Kharma EadTaes DesConnor
RAVASTRA SKIRMISHERS
While the most expensive light frigate in both resources and supply, these ships have the worst DPS per supply. With the recent buff to all light frigs, Cobalts and Disciples are now delivering on the tasks they're meant to, yet skirmishers are still struggling. So what should be done?
Buff Skirmishers-
Increase DPS? Yay- Deceiver_0 Darvin3 52500 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat Sivcorp DirtySanchezz GreyFox2 Raging Amish CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow EadTaes DesConnor Kitkun Agent of Kharma Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- LordMechanoid
Decrease Supply cost?
Yay- Raging Amish LordMechanoid Hrabandur Qu4r
Nay- Deceiver_0 Darvin3 52500 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow Kitkun -Ue_Carbon CrazyElectron Arthanis
Decrease Resource cost?
Yay- 52500 Warlord Mike
Nay- Darvin3 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat DirtySanchezz Raging Amish CallenExile Mindseye JSW_Ballz LordMechanoid lbgsloan Kitkun Hrabandur -Ue_Carbon Qu4r Arthanis
Adjust Reintegration autocast AI to activate earlier?
Yay- Deceiver_0 Darvin3 52500 Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat Sivcorp Runesia DirtySanchezz GreyFox2 Raging Amish CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow EadTaes Kitkun Agent of Kharma Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Oh ya the shield gen is worthless!!!AM recharger is worthless imo as well(I know agent in sp it is a nifty and fun tec but im talking about mp).I agree with sanchezz on this.Once you have higher level caps and some am recharge tecs they recharge am plenty fast that you can use abilities often.These sould be much lower and cheaper.Think about it.Say recharger is tec level 2.It would not have a large impact on game till mid because not many ships use am abilities till then.Sure progen could spam shield alot more but it would be like a repair bay.I dont use them hardly so I dont remeber how much am they give but I guessing 3 maybe 4 sheild regen worth?Would not be that great on offense cause it takes 100 am just to jump.Plus its sorta specialized since it takes slots from repair or turrets so you better have a reason to have it.Only way it might be op is in recharging repair bays.
Because even tho its a gamble it can end the game.Fairly high payoff.If it doesnt work the enemy fleet is still in his home space and you have time to prepare.Its not an actual end gamer for a vas tho it can make it very hard for the player if you lose it.
The reason people hate SB rushing is from multiplayer games where the Vasari SB rush is part of a team tactic. Yes, it is deadly in this situation, but mainly because of the teamwork involved. Considering that Vasari frigates and cruisers are very inefficient for their cost, it is the main way for a Vasari to project power -- thru their efficient Starbase. But in a 1v1 situation, there is just no excuse to allow a Vasari to build a SB on you. Unless you have not been building up a fleet, you will massively outgun a Vasari who is going for an early SB rush strategy -- and to be honest, in a 1v1 you should be able to see it coming. Later in the game when you both have econs, the Vasari may be able to to try and lure you with one SB and sneak another in somewhere while your fleet is away, but this isn't the rush, and in my experience the Advent or TEC fleet is capable of destroying a moderately upgraded starbase by this time.
As someone who is on the SB building side, they seem to build painfully slow in enemy space and are easily destroyed.
Now, if we go back and buff the Vasari in a whole bunch of areas, then yes, they will not need their starbase, but considering that the SB is movable, it seems to be the intention and design that Vasari build them offensively.
The real problem here is feeds! If you are stuck in a situation where one player is harassing you with Scouts, and the next thing you know their is a Vasari SB being built in your HW just 5 minutes into the game, you have been the victim of a team strategy. Hopefully Diplomacy is adding a tech to be required before feeds can be given so feed rushing is no longer an early game strategy. When one guy is getting fed and you aren't, he is probably going to roll over you no matter what race he is -- for Vasari the tool just happens to be a SB.
Exactly. If you're facing down an SB rush supported by 2 Skirantras, your opponent is getting getting feed. In a 1v1, If you;re facing this, then you've got a good size fleet of your own. Just take the creds it would take to get a second cap and a starbase- 1200(cap supply)+3000(cap)+600(sb tech)+2575(sb). Now how many lrms can you build with that same amount, plus the amount you'll get while the thing is building? Certainly enough to slap down an Orkulus before its built, even with two Skirantras healing it, oh and if you get something like a Kortul or Radiance to start off its even easier. SB rush is only really a problem as a team tactic, but MOST team tactics are a problem, because its 2v1. SB rush is a huge gamble solo, cuz if it fails, you have small fleet, your SB rushed opponent has MUCH BIGGER FLEET. AND get this. SAy the Sb gets built and upgraded just fine. Darn, you lost all the structures on your HW. Smart player will rebuild those structures elsewhere and take their MUCH LARGER fleet to crush your undefended planets, or come back a few minutes later with a couple of carriers and take the thing out, or take down the Vasari cap ship so the HW is safe. Tons of things for a SB rush victim to do, and the guy would have to be of poor skill to let the SB kill his fleet. Its not a game winner, just puts that person at a disadvantage, much like the disadvantage you would get if it failed. Fair trade off.
Like Cykur said, its only a problem as a team tactic, where its a 2v1 situation.
With 2 Skirantras, the problem isn't just the heal from the caps but the strikecraft as well. The most obvious response to an SB building on your hw is to build lrf to kill it as a tec or advent. The skirantra fighters counter those nicely in early rushes because you are unlikely to get much of a flak presence to protect your lrf AND build lrf to kill the SB. You could also make the case for carriers if you can get enough up in time but it as its own issues which namely is you have to build fighters to kill the skirantra fighters before you even think about building bombers to kill the fricking SB that continues to build. Building an immovable SB as a response to a moveable SB threat is not ideal because once built they will just move out of range and to be in range to begin with they are usually at the end of a well where it can be less supported and less useful after the fact. The vasari doesn't necessarily need feed to accomplish this either because it has been done to me without feed but feed certainly helps.
[_]-Greyfox
And if you were feeding your teammate and only have a small fleet? I got stuck this way a few nights ago.
I was feeding my partner like crazy, and doing a little research and building myself, but i was sending like 2k every minute. his fleet was huge, and it seemed like he kind of new what he was doing... i don't actually think he did since with the feed i was giving him, he was losing capital ships like no ones business.
Regardless, I got smashed with orkys. As soon as I saw it coming i tried to get things up and running but by the time I got my sb up and running his was already upgraded. Kind of sucked.
that was my fault though. I still really feel that if i am shooting the SB while its building, that when it is finished it shouldnet jump right back to 100% health and 100% sheilds. it should be starting with either the same number of Hp left, or the same % of dmg.
Why does someone have to go solely lrm? If it were me I would respond to two skirantras with carriers. Or throw a couple of flak into my lrms. What if I started out with a Carrier cap?
I really think the outcome of a 1v1 sb rush depends much to heavily on the players skills (and a bit on the contents of the map) to be an instant win, therefor I see no problem.
It does. If you wear an Orky down to 300 hp by the time it reaches 100% completion, it still has 300 hp.
You don't HAVE to go lrf. I do generally add flak to the lrf so my illums won't be wiped out too quickly but thats more research and requires feed and build time too while the SB is continuing to build. There is always the option of LF or scout spam(LF being preferable since they are more resistant to fighter attack) but once it completes the LF are toast. SB tears through LF like butter much like they do LRF. A carrier cap start helps in this instance in that it can take care of some of the fighters from opposing carrier caps. It has nothing to do with skill really other than what you bring to the table when you do it. Heaven forbid that you don't have 2 factories on your hw when it happens cause if you don't then you are screwed before you even respond to it. Even with feed it can be difficult to fend off.
Not sure why everyone assumes they have to start building a fleet after the starbase starts building on their HW. They should have a fleet. The other day I destroyed a building starbase with 17 scouts, 2 disciples, and my Marza. It isn't that hard to kill it while it is building unless your fleet is tied up somewhere else or you are fighting 2 people at once.
Marza is a good cap to kill SBs with compared to others. Its weapons are forward facing and it has a damage inflicting ability that you can use against it. I assume you mean cobalts instead of disciples being as you have a marza. If you have a fleet ready and waiting there at your hw then it usually isn't too bad but generally in early game you are away from your hw at least a little bit to colonize elsewhere. Even being 2 jumps away gives the SB a helluva headstart. I am not saying it needs to be radically slowed down but it does need a build slowdown in enemy wells.
Yeah, I meant cobalts.
I'm not fond of starbase strategies either, because I like to have mobility. That said, Vasari would need "something", because Starbases are the main thing they have going for them early game to allow them to survive.
Well point is scouts get fixed along weith fighters and skirmishers.Vasari still have aussalt tec that makes their sb build fast in enemy wells it will just be less useful in early stages.Grey is right if your right there when it starts building it takes alot less but if your 1 or 2 jumps its extremely hard.There is no warning either sometimes you dont even see it if your battling.The migrator needs no am to cast sb its instant.Dont tell me you build carriers to kill a building sb.It takes forever to build them then the sc if you even have them researched.Also only advent can start building carriers as soon as a sb can be built.Unless you scuttle stuff on ur hw.Also cykur think about a sb building with 8 fighter squads and 2 skirantras healing it.Your situation was vs the ai wich is really dumb about strats.Humans dont usually put up a sb with no fleet to support it in your well with your fleet sitting there ready to pound on it.If scouts get fixed and skirmishers then vas assailents will be very good as well.
Well...everyone keeps talking about situations where their "fleet is away" or a Starbase is snuck onto their world while they are fighting. I agree, it can suck, but it does take resources and research to put that Starbase there that would have otherwise been spent making a fleet. I also find it sucks to have a Halcyon, 30 Scouts, and 15 Disciples show up while my fleet is away too.
My vote would be that Starbase build speed is ok the way it is, based on the current balance of the game. I think the problem is that a tech needs to be researched to unlock "feeds" -- something I'm hoping will arrive with Diplomacy.
I've been a victim of the Skirantra starbase rush. Tyr was on the delivering end, as it happened, so he made it stick. No-feed Vasari starbase rushes are risky but quite possible and deadly.
Much easier to sneak a single migrator through than an entire fleet... and secondly often the reason your fleet is away is because you're fighting the enemy fleet.
This is true, but if they diverted enough of their economy to sneak a SB onto your world, you should be wiping the floor with the enemy fleet.
Orky
-nay
-yay
I know a lot of people think the Orky builds to fast in enemy gravity wells. I would agree. However, it's also one of the advantages that Vasari have. I would like to think that each race has particular advantages. The Advent has their fleet synergies. TEC has economy and numbers. Vasari have unique jumping abilities and the Orky.
Without the Orky, the Vasari stand little chance against a late game Advent fleet or even a mid-game illum spammer for that matter. And what way do you suggest that a Vasari take out a heavily entrenched opponent?
Now will changing the build rate change it's effectiveness? No, not really. Overseers will insure the Orky stays intact, so no problem there. But it will drag the game out forever, and I don't agree with anything that would do that.
Countering an early game SB rush is easy. If you're trying to stop that, there's an easier way that requesting a nerf to the Orky. Build a fleet and a hanger bay or two with bombers. If you can build LRFs, you have the labs to build a hangers. If you can't do that, you could just spam LRFs. I've done both, and they both do the job.
I would agree that there could be a verbal warning if someone starts building a SB at your world, or there is a constructor inbound...mind you, Vasari constructors are colony ships. Sometimes there are a lot of hostile warnings...it would be nice to get a specific warning for starbases, "Tyr is building a Starbase at our world!" .... that sort of thing...
orky nay
yay
if a person went military they can easily counter a SB rush, with no feed.
and a sb....Seems like a good counter against someone who went lums
What about the audio message: "enemy forces are building a starbase in our gravity well." This is SO needed, and would be so useful. That's my vote.
Even though an SB sneak is difficult, I always thought that Orkies were dangerous enough to warant a warning sign (through some research of course). Although a specific warning would be kinda nice, it would make it nearly impossible to slip an Orky anywhere in enemy territory. At least if it triggered the alarm, a player focusing on a battle could quickly zoom out and check if he thought there might be a migrator trying to sneak in. It would make the sneak tougher yes, but still possible with a little cunning. Plus it would entice more usage of the phase monitoring techs, and curb a few of the complaints about the tactic.
Honestly though, while a specific warning sounds great, a great deal of an orkies survival depends on secrecy. As the game progresses, the likelihood of a infant Orkuli surviving in enemy territory decreases. And sad to say it, but with the way Vasari are now, with their expensive ships that don;t really stack up to the opposition, The orkulus being offensive is a major part of what keeps Vasari competitive.
Realistically it needs to be easy to implement. If they just had a brief klaxon or warning sound when either a SB constructor or Vasari migrator were entering your space, that would suffice, and it would work for all the races without the developers having to take the time to get Blair to talk into a digitizer.
Only one option? My vote is to increase the build time of all starbases in all gravity wells.
Increase build penalty in hostile wells? Nay, I was thinking a ten sec. increase'd be nice, but after having just tried it w/ a mini-mod nvm.
SB constructors trigger phase monitoring alarm? Yes.
I would even be for a increase of initial build time and better speed upgrades for later.Point is orky becomes most useful for sieging worlds that are heavily defended not rushing hw at start of game..This comes into play later game.Yay for inbound warnings.
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