System Value Of Certian Buildings

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posted on September 9th, 2006, 3:05 pm
i was just thinking during a battle when a fleet come to my base, my starfleet eingineering if destroyed would cripple me, i had everything researched by this point one would have been a very juicey target, basicly what i am saying is at the start of the game when hardly anything is researched can it have a really low system value for the ai, but when the researches are all done it has a stupidly high target value for the ai, think about it, you suddenly lose all chasis, weapon upgrades, shield upgrades, how much is that going to put you back.

also at the end when i had been wiped out well my base anyway i just had a mineing base left v 3 ai hard fleets, the sent ships on search and destroy but they either flow past or fired the odd beam and went off, it took at least 5 min before they decided to come after it, they know it was there just sat around and did nothing, it was the only thing left out of my team so :S
posted on September 9th, 2006, 3:17 pm
Yah u have a point there, tho I doubt that is possible.
Good idea tho ^_^
posted on September 9th, 2006, 7:04 pm
not possible im afraid, regardless of how much research is done, nothing about the actual building changes. just that "invisible" pods are made. its a nice idea its just that for now at least it will either be a high value from the start or not.
posted on September 9th, 2006, 8:53 pm
that kinda sucks
posted on September 10th, 2006, 1:53 am
yeah, i believe the value this refers to is the intrinsic value, labed as such in the odf. this is the number which gives the unit its target priority, (high number = high priority target). doesnt always work like that for some reason (maybe another contributing factor), but most of the time the AI will simply works its way down the list of targets starting with the one with the highest intrinsic value, this is the reason it usually ignores scouts & why it sometimes ignores a fleet of attacker to target a nearby frieghter.
posted on September 10th, 2006, 2:50 am
that's the point, protect it at all cost!
posted on September 10th, 2006, 10:57 pm
id rather have it so my fleet would attack the first enemy vessel or building it sees rather then start attacking a turret, then all of a suddend go to the other side of the enemy base to kill a frieghter...
posted on September 11th, 2006, 12:21 am
well, yes that is sort of annyoing, i mean engaging a large fleet only to be massacred becuse my ships fire at freighters and buildings.
But one free advice, draw enemy ships away from the base, away from any distractions for youir ships and most importantly away from any defencive stations and simply fight on open ground.
posted on September 12th, 2006, 12:16 am
Yeah but when you loose a science facililty it leaves you dead with a quickness, now your opponent can build a negvar and you are left with lets say a sabre, not very fair really. There should be a feature within the techtree (I think 2 or 3) that is essintally even when I am destroyed all dependent techs are not disabled, it is in the tech tree comments in the orginal a2
posted on September 12th, 2006, 12:21 am
well it is annoying when you lose your tech tree but to be honest its also a part of the game and you cant really change it maybe ur exsisting ships should keep the specials but new ones need it researched again ofcourse i doubt it would work with A2
posted on September 12th, 2006, 12:22 am
Last edited by Fullphaser on September 12th, 2006, 12:22 am, edited 1 time in total.
well it is annoying when you lose your tech tree but to be honest its also a part of the game and you cant really change it maybe ur exsisting ships should keep the specials but new ones need it researched again ofcourse i doubt it would work with A2

should be possible the comment to do so is embedded in the a2 tech tree ^_^
posted on September 12th, 2006, 12:27 am
well if so i would welcome that
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