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  #1  
Old March 31st, 2008, 07:42 PM

Hippocrates Hippocrates is offline
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Default Patch 1.71 Balance Concern

Hiya Folks,

Actually, the problem I see arises from the line in 1.69 which states:

"29. Fixed - Units can only be launched once per turn."

When I first saw that, I thought to myself, "Hey neat! No more staging fighters in a system through multiple colonies to get around the movement point limit." However, the novelty of the change quickly wore off when it became apparent that this applied in battle and to carriers as well. Even worse, in single player it would carry over to the computer players' turns; if I attacked a target on my turn any AI ships counterattacking would face carriers which couldn't launch their broods. Carriers which can't launch have no option but to run away, and become nothing more than mobile targets.

Then....things got even worse. The AI isn't always known for making coordinated attacks, and carriers by default launch their fighters automatically in combat. This becomes a serious problem......

Let’s say I enter a system with a fleet which contains carriers. The AI has several freighters and individual ships between me and my target. If I engage any of these targets along the way, I can't launch my fighters for the main fight. I *could* detach the carrier, fight the small fry, and then *reattach* the carrier to the fleet, but that gets annoying after a while. Worse, you can't do that in multiplayer.

Likewise, the AI attacked a planet of mine defended by a strong fighter garrison in two waves. The first wave had only two ships and was easily dispatched. The second wave had thirty ships....and my fighters wouldn't launch since they'd already been used in the fight a few moments ago.

The way I see it, this leads to a serious potential for abuse in multiplayer. Does your enemy have a strong fighter garrison or a fleet with several carriers? Send a drone ahead of your fleet, get him to launch his fighters, and then your fleet follows up against fighters which won't launch.

The way I see it, carriers and fighters in general are now severely less useful. Ideally, the “units can only be launched once” rule would apply only on the strategy map and not in combat. Failing that, does anyone know if this is a variable which can be edited? I tried looking around in the unit files, but didn't manage to find anything.

Thanks!
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Old March 31st, 2008, 09:23 PM

Sardia Sardia is offline
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Default Re: Patch 1.71 Balance Concern

Wow, that is pretty gay. What is a good solution?
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  #3  
Old March 31st, 2008, 09:30 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Patch 1.71 Balance Concern

Use 1.66 for a couple more days until Aaron gets another patch out, would be my suggestion.
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Old March 31st, 2008, 10:08 PM

Hippocrates Hippocrates is offline
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Default Re: Patch 1.71 Balance Concern

Oh - I kind of thought it was being done this way intentionally based on the wording. SJ - does that mean it's being looked at for the next patch? If so, that would be awesome!
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Old March 31st, 2008, 10:08 PM

Raapys Raapys is offline
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Default Re: Patch 1.71 Balance Concern

Better revert it back to the way it was and instead just prevent the movement regeneration for units when being docked and relaunched.
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Old April 1st, 2008, 12:42 AM

Sardia Sardia is offline
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Default Re: Patch 1.71 Balance Concern

For now, you could just leave the fighters that protect stuff out in space instead of in cargo bays.
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Old April 1st, 2008, 12:45 AM
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Default Re: Patch 1.71 Balance Concern

Well, only one launch per turn is fine, its just that combat shouldn't count against that limit.
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Old April 1st, 2008, 11:14 AM

Raapys Raapys is offline
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Default Re: Patch 1.71 Balance Concern

I don't know, I don't think there's any good reason to limit units to one launch per turn. Doesn't make much sense to me, and it's a bad idea to cripple one part of the game just to fix another.
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Old April 1st, 2008, 02:27 PM
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Default Re: Patch 1.71 Balance Concern

The combat issue was probably accidental...

The once per turn launch limit was instituted to prevent an exploit where you could gain unlimited unit movement.
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Old April 1st, 2008, 07:48 PM

Raapys Raapys is offline
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Default Re: Patch 1.71 Balance Concern

I realize that, but I'd rather there be some better way to fix it than setting up gameplay restrictions that we'll probably come to regret later.

Just give units an integer to keep their movement points or something instead, and have it refill on a new turn( like regular ships) instead of on dock/launch.

Speaking of units, we could need some sort of mechanism to move units on the same turn as they're launched( in the strategic window) when playing in simultaneus turns mode.
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