View Issue Details

IDProjectCategoryLast Update
0006043AI War 1 / ClassicSuggestion - Balance TweaksFeb 22, 2012 3:25 pm
Reportermartyn_van_buren Assigned To 
Severityminor 
Status consideringResolutionopen 
Product Version5.025 
Summary0006043: Increase scout starship tachyon/counter-sniper range at higher marks?
DescriptionSo I was asking on the fora just now if anyone had a use for higher-mark scout starships < http://www.arcengames.com/forums/index.php/topic,9884.0.html >, and basically they got pretty poor reviews; I think the expansions have created a lot of other things that do their job better.

As a simple tweak that might make them more useful, could it be worth modifying their tachyon/anti-sniper ranger to increase with Mk-levels? People often complain that these are very short, so increasing them at high marks might give them more of a role as an escort ship.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

Spikey00

Feb 20, 2012 8:16 pm

reporter   ~0019478

I feel the I-III scout starships are just redundant to scouts or the IV scout starship in terms of actual scouting, and somewhat to the cloaking starships (1k/2k knowledge for MK1/2) for the role of anti-sniper range, albeit they only have 2/2/2 ship cap. To tachyon beams, the decloaker is a much more better solution, and it might be displaced if the scout starships are buffed in that respect.

Dunno, a hard one to decide. I think they need more.

martyn_van_buren

Feb 20, 2012 9:10 pm

reporter   ~0019479

Well mk I scout stars are definitely useful as is; they have a lot more lastibility uner fire than fleet ship scouts. I use them most games to get a permanent spy across the core and onto the AI homeworlds before I start my assault, which would be much harder or impossible with scouts, while spire scouts self-attrition into oblivion in like two minutes on the core . For 250 knowledge I can see Mk II as that but slightly more so. But I can't see a time when i'd want to drop 4000 knowledge on the higher tiers as is.

Solarity

Feb 21, 2012 11:30 am

reporter   ~0019501

Give it a radius that it can cloak other units, then give it the ability to act as a warp gate for the player so it can do some sneaky deepstrike then finally change its name to something more appropiate :P

motai

Feb 21, 2012 11:59 pm

reporter   ~0019540

the only time i had to actively chase the scout line instead of the scout line was because of the counter spy ai type. the scout 4 can still be autokilled by them. but the scout 4 starship is utterly immune. but that is a really niche role. i agree that they need something. also they have a problem in there is not an escort command so anything done to order a fleet they need to escort doesnt command them to follow. this is a severe problem in their usefullness as a countersniper/darkmatter

Hearteater

Feb 22, 2012 9:57 am

reporter   ~0019553

If they had some cloak boosting, the could at least get smaller scouts deeper. A small speed boost aura would work too.

Spikey00

Feb 22, 2012 3:25 pm

reporter   ~0019579

@motai: you could control-group or shift-select, but having an option to change their filter from civilian to military ships would be helpful. Forwarded as a report 0006072 (http://www.arcengames.com/mantisbt/view.php?id=6072).

Issue History

Date Modified Username Field Change
Feb 20, 2012 7:34 pm martyn_van_buren New Issue
Feb 20, 2012 8:16 pm Spikey00 Note Added: 0019478
Feb 20, 2012 9:10 pm martyn_van_buren Note Added: 0019479
Feb 21, 2012 9:50 am tigersfan Internal Weight => Feature Suggestion
Feb 21, 2012 9:50 am tigersfan Status new => considering
Feb 21, 2012 11:30 am Solarity Note Added: 0019501
Feb 21, 2012 11:59 pm motai Note Added: 0019540
Feb 22, 2012 9:57 am Hearteater Note Added: 0019553
Feb 22, 2012 3:25 pm Spikey00 Note Added: 0019579