'Turret expand'

... I'd really like to see it eliminated from the game.

 

('Turret expand' is where you colonize a planet while the militia are still active, then build turrets on the new system and use these to destroy the remaining militia, all this being done so you can move your fleet along to the next system earlier and thus gain an economic advantage by expanding faster)

 

I don't think it adds anything to the game - detracts, actually, as it's highly immersion-breaking - and the idea that I'll be at a strong disadvantage if I won't do it in a multiplayer match is annoying since it basically amount to having to exploit a loophole in the AI in order to keep up with opponents (exploiting fact that AI will target planetary defenses before regular orbital structures, so you can safely start building the extractors etc once the turret is up). I think the notion that you can start building planetary defenses around a planet you only barely control (with hostile militia units 'owning' the planet still defending it) is silly. Worst of all, it circumvents the concept that some planets (typically Terran) are have too powerful militia to handle early on - you weren't supposed to be able to colonize certain planets just yet, but if you abuse this exploit, you can.

 

The question is what rule to put in its place: Allow no colonization till militia are cleared? Allow colonization, but no tactical structures? I haven't thought up with a really good solution, but I don't think leaving it as is is satifactory, either.

32,749 views 14 replies
Reply #1 Top

I haven't thought up with a really good solution
End of quote

Increase turret construction time seems the obvious thing to do. Or give a build penalty if enemy ships are active in your gravitywell.

Reply #2 Top

I'd say increase the cost of tactical structures when hostile units are in the gravity well. If possible maybe this could only apply when militia are in a gravity well but if it was when all hostiles are in the gravity well I'd be fine with it. I certainly would want some danger pay if I was told to work on construction projects in the middle of a battle.

Reply #3 Top

Quoting WOEaintME, reply 2

I'd say increase the cost of tactical structures when hostile units are in the gravity well. If possible maybe this could only apply when militia are in a gravity well but if it was when all hostiles are in the gravity well I'd be fine with it. I certainly would want some danger pay if I was told to work on construction projects in the middle of a battle.
End of WOEaintME's quote

 

Your payment ist your continued survival, because if not stopped the enemy will bomb your planet back to the stoneage. ;)

 

On a more serious note..... while it is indeed slighty immersion breaking..... lets not forget that after the initial game, turrets are not used anymore. (Leaving aside the broken Vasari one with Disruptor Nanites)

Reply #4 Top

Quoting GoaFan77, reply 1


I haven't thought up with a really good solution

Increase turret construction time seems the obvious thing to do. Or give a build penalty if enemy ships are active in your gravitywell.
End of GoaFan77's quote

 

Problem is you'd have to slow it a *lot* to prevent the whole 'turret expand' mechanic. It's a good suggestion, though, I think any enemy in grav well (not just militia) should slow down construction - this should just be a base game rule.

Reply #5 Top

Fix AI ?

Reply #6 Top

Is this thread a joke? If anything simultaneous expansion adds game depth to multiplayer. You have an option of not using it in Singleplayer for immersion purposes though. I dont get this thread.

Reply #7 Top

Quoting GoaFan77, reply 1

Increase turret construction time seems the obvious thing to do. Or give a build penalty if enemy ships are active in your gravitywell.
End of GoaFan77's quote

So just like strikecraft construction then? If the planet is being bombed it could have the same built time penalty that strike craft get when their host is under fire.

Reply #8 Top

I think the militia are just strange. If there are so many ships defending a planet, why is that planet not colonized? I think there is no immersion at all, it looks to me like some artificial construct to give you some extra fights in the beginning to make colonizing less boring. I kinda appreciate that though, it indeed makes it nicer to colonize with a fleet. But immersion??? Not really.

Reply #9 Top

Quoting GeomanNL, reply 8
I think the militia are just strange. If there are so many ships defending a planet, why is that planet not colonized?
End of GeomanNL's quote

 

Because bombing every new planet for 5 minutes is boring and not helpful for game speed.

 

It would be the same game as now, but early colonisation would take much longer.

 

Quoting GeomanNL, reply 8
think there is no immersion at all,
End of GeomanNL's quote

 

Actually, one could argue about that.

 

When a hostile EMPIRE owns the planet, its goverment will fight to the death, meaning you have to bomb them back into the stone age. They always have the hope that their mighty imperial fleet will show up and scatter the invaders.

 

A lone colonly however has no such hope. When their pity navy is destroyed, there is nothing left for them to defend their planet with. And they know for sure that nobody (that does not plan to invade them at least) will come to their aid.

 

So... what can they do? Try to make a stand? With what? Considering that all factions have no trouble whatsoever to nuke the living shit out of any planet they dont like, they cannot hope to stop the invading faction.

 

"Either you allow us to colonize your world or we will nuke your cities into dust". And in case you are wondering, no, if necessary we will wipe out the entire population. Your continued survival would be nice, but it is by no means necessary. We can colonize the planet all for us, too.

 

"And now, while our colony ships descends, we suggest that you choose your destiny.... and choose wisely"

 

Some Milita name also suggests that those are actually pirates..... so them being away may actually be better in some cases for the population.

 

And once the planet is colonized/conquered the population actually does have a certain interest in the victory of their current overlords. After all, the most likely cause of them going away is a hostile fleet nuking the planet from orbit. Not a prospect any planetary citizen does look forward too.

 

Last but not least, living under TEC rule is probably not the worst of fates..... you dont have to like their economic ways but on average you probably will have a good life. Although you could be drafted into military playing cannon fodder..... that obviously sucks, on the other hand the pay may be reasonable and we dont want to have hostile empires nuking our planet, we better help TEC to win the war. Or you could become a trade ship captain... getting very rich. One could also imagine at least a planetary democracy. It was never stated what form of goverment TEC or the Trade Order have, but then a totalitarian state rarely sees economic wealth like the Trade Order and would have probably failed to protect peace for that long. TEC clearly removes some of this due to emergency, but then every TEC citizen wants TEC to win the war for obvious reasons. And the Trade Order was likely incapable of helping on that front to much, it just wasnt designed with a fight of survival in mind.

 

Advent rule may be less entertaining but it is probably still acceptable and probably does beat marauding pirates in orbit. I mean, ok they are cybernetic enhanced fanatic humans with questionable motives and an unhealthy urge of revenge, but how much is your everday life affected by this? The little we know about the Advent leans more toward that membership in the unity, while encouraged, is voluntary. And if you dont have any psychic talents, you will be left mostly alone, as long as you dont cause trouble.  The unity, while being powerful enough to force a limited numbers of individuals into submission, does not have the power to assimilate anything they want. Which even makes sense from a certain standpoint. The Unity seems to be a collective consciousness, it can have no interest in assimilating to many people who dont want to join the unity in the first place. Otherwise it would end up with a collective consciousness in which the majority of members want to leave..... that would not end well and the split of the Advent Rebels was probably pretty painful for all parties involved.

 

Vasari rule is probably the worst of all, they clearly have no concern of any kind about your well being. They will use slave labour, put nanites into your body, brutally crush any opposition by orbital bombardement and if you are unlucky they may just strip the planet right below your feet. Of course without evacuating you first, after all, space on ships is at a premium. So dont cherish to loud when they appear to be leaving..... the planets remaining lifetime may only be counted in hours.

On the bright side, you can be pretty sure that they will leave, after all they are on the run. With the war slowing down their progress, chances are good they will do so before entirely ruining your planet. On the not so bright side, whatever is chasing them is probably right behind their leaving fleet..... so your new freedom might be very short lived and result in your death. Considering that there is no record of any faction about the Vasari Terror, it seems quite likely that a former Vasari colony, or any colony for that matter will be destroyed without mercy by that terror. However that would be the fate of any world not evacuated then, it seems unlikely that TEC or Advent could stand against the ancient terror that wiped out the once vast Vasari Empire. That leaves only running, like the Vasari Rebels suggest.

Reply #10 Top

I think you went a little overboard there Aresiv... lolz. You could have dismissed his argument by just simply typing gameplay>immersion.

Reply #11 Top

Quoting Sinkillr, reply 10

I think you went a little overboard there Aresiv... lolz. You could have dismissed his argument by just simply typing gameplay>immersion.
End of Sinkillr's quote

 

1. It was fun

2. Immersion is important, try to sell the same game with just moving tactical icons instead of shiny ships and it will fail miserably.

Reply #12 Top

Quoting Sinkillr, reply 10

I think you went a little overboard there Aresiv... lolz. You could have dismissed his argument by just simply typing gameplay>immersion.
End of Sinkillr's quote

He wrote in paragraphs :P leave him alone ;)

Reply #13 Top

Quoting ZombiesRus5, reply 12


Quoting Sinkillr, reply 10
I think you went a little overboard there Aresiv... lolz. You could have dismissed his argument by just simply typing gameplay>immersion.

He wrote in paragraphs leave him alone
End of ZombiesRus5's quote

 

Lol thats the absolute exact thing i was thinking while looking at this thread,

Stupid zombie makes me agree with him far too often recently for my liking 8O

Reply #14 Top

This is more like stupid_AI>gameplay, really. If the AI gave priority to constructor ships with its LFs, it would make this trick much harder to pull off (because the Cobalt would chase/attack the constructor ship) as well as enhance the SP experience in general by making the AI do something closer to what a human would do when attacking a planet (prioritize constructor ships), which is particularly important in the early game fights, but the current AI fails miserably in that department; it obsesses for instance with shooting at the single turret present in a system, while you build more of the same, with an undisturbed constructor right under its nose.

In systems that have at least a Garda in their militia, like a Volcanic, if you let a Garda live, it will actually prioritize the constructor and chase it all over the grav well (once the colonizer is out), even if you build a turret. So I think it's not impossible to make the AI do this right with LFs, probably with a trivial code change, or even modding some armor/gun type. I have no idea why LFs prioritize turrets over constructors, because their damage multiplier vs. structures (50%) is worse than vs. the light armor of the constructor (75%). The AI perhaps sees Garda as hopeless vs. structures with only 35% damage dealt to those, while the Garda also has 75% vs. light armor.