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IDProjectCategoryDate SubmittedLast Update
0006043AI WarSuggestion - Balance TweaksFeb 20, 2012 6:34 pmFeb 22, 2012 2:25 pm
Reportermartyn_van_buren 
Assigned To 
Severityminor 
StatusconsideringResolutionopen 
Product Version5.025 
Fixed in Version 
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
Attached Files

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(0019478)
Spikey00 (reporter)
Feb 20, 2012 7:16 pm

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.
(0019479)
martyn_van_buren (reporter)
Feb 20, 2012 8:10 pm

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.
(0019501)
Solarity (reporter)
Feb 21, 2012 10:30 am

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
(0019540)
motai (reporter)
Feb 21, 2012 10:59 pm

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
(0019553)
Hearteater (reporter)
Feb 22, 2012 8:57 am

If they had some cloak boosting, the could at least get smaller scouts deeper. A small speed boost aura would work too.
(0019579)
Spikey00 (reporter)
Feb 22, 2012 2:25 pm

@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 Community Support
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Supporters: TechSY730 Hearteater motai Spikey00 dorenthas
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
Feb 20, 2012 6:34 pm martyn_van_buren New Issue
Feb 20, 2012 7:16 pm Spikey00 Note Added: 0019478
Feb 20, 2012 8:10 pm martyn_van_buren Note Added: 0019479
Feb 21, 2012 8:50 am tigersfan Internal Weight => Feature Suggestion
Feb 21, 2012 8:50 am tigersfan Status new => considering
Feb 21, 2012 10:30 am Solarity Note Added: 0019501
Feb 21, 2012 10:59 pm motai Note Added: 0019540
Feb 22, 2012 8:57 am Hearteater Note Added: 0019553
Feb 22, 2012 2:25 pm Spikey00 Note Added: 0019579


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