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Post by Shard on Mar 28, 2010 20:31:50 GMT
The benefit of planets is that they're sodding hard to take over, as far as I read it. It costs a lot to upgrade them, but they provide a rock solid bastion to operate from.
Some clarification of what's involved in taking over a planet might be a good idea, mind.
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Post by Abdiel on Mar 28, 2010 20:33:44 GMT
Destroying the entire fleet guarding them, just as with stations. As everything not in the rules is "just fluff", there are no planetary defenses. Consider yourself lucky if they let you build a defense station so that it protects a planet and enemies can't just fly around it.
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Post by Omega Chief on Mar 28, 2010 20:38:15 GMT
Taking over a planet would require a huge investment, due to the population and all.
Planets also produce both RP and PP, somthing nothing else in the game does.
Large Stations might produce more, but only of one kind.
As for capturing a planet, it would require a large fleet, how large based on reletive bonuses of course and your plan. IE do you want to bombard the planet down a class or two first before invading? Stuff like that.
And of course, currently there's no way to -destroy- a planet unlike a station.
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Post by Shard on Mar 28, 2010 20:38:38 GMT
Then planets do become completely and utterly pointless, as do (for the most part) the supersoldier traits.
Balance issue, anyone?
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Post by Abdiel on Mar 28, 2010 20:39:45 GMT
And of course, currently there's no way to -destroy- a planet unlike a station. Critical hit! The planet EXPLODINATES!!!
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Post by Omega Chief on Mar 28, 2010 20:43:01 GMT
Super Soldier trait is handy for any and all capture/anti-capture things.
Be they ships, stations or planets, I don't see how that makes them usless.
Planets are though, provide both sets of reasrouces, can't be destroyed, only weakened through a multi-turn process, tying up fleet assets, that makes then usless now?
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Post by Shard on Mar 28, 2010 20:48:07 GMT
I didn't see your post, Omega - seems like you're agreeing with my original point? So in other words, it's as I thought, they're roadbump and bastion - you're not going to lose anything to an undefended planet, but it takes a big investment in troops and thus ships, increasing with more developed planets. Not to mention the whole bombardment issue occupying time and resources.
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Post by Omega Chief on Mar 28, 2010 20:49:59 GMT
Yes, I was.
I'll consider and throw around some ideas for ground to orbit defences for Class 3+ worlds with my fellow rule makers though.
And don't forget they make both resources too! Nothing else does that.
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Post by Abdiel on Mar 28, 2010 20:52:50 GMT
Unless you, you know, place a production and a research facility next to each other. For 1/5 the price of a C5 planet. Anywhere you choose, in as many instances as you have money for. Add some "self-destruct" "fluff" to make them not only uncapturable, but also take down a few enemy ships (or a few armies) by themselves. Sorry for the sarcasm, I am very bored today.
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Post by Omega Chief on Mar 28, 2010 20:59:05 GMT
It happens, though mabye tone it down a little We are considering adding ground to orbit-defences, but other then that there's little more they can be given without unbalancing the game at this point. They're just different! Have thier good points and their bad points, like I tried to put into most things.
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Post by Shard on Mar 29, 2010 0:15:11 GMT
Based on the start time, I'm guessing that turns will rotate at midnight GMT?
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Post by Omega Chief on Mar 29, 2010 0:20:37 GMT
Seems to be a good time. If it's not, raise the issues and I'll speak to GB about making a better time for us all.
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Post by Shard on Mar 29, 2010 8:24:42 GMT
Tis fine by me, just wanted a confirmation ^^
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Post by Abdiel on Mar 29, 2010 16:33:57 GMT
Yep, GMT is fine with me too.
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Post by Shard on Mar 29, 2010 17:04:19 GMT
Jacob, you can't upgrade stations on the turn they're bought.
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