Closed saladbean closed 3 years ago
Sectors being attacked after being captured is a game mechanic that "prevents afking"
I think my balance to prevent getting resources can prevent that AFK ing... and what does it matter it someone AFKs in a single player campaign?
bruh just capture enemy bases
To me this is far too hard early on, and I think it's very off putting for players who are only on say, level 3 of the campaign, to be told "ground zero is under attack" and then lose ground zero. It's just unnecessary stress.
And what? You have to get to some major research milestones before you're big enough to go back and capture ground zero? Feels too grindy.
On Fri, 6 Nov 2020, 15:32 DeltaNedas, notifications@github.com wrote:
bruh just capture enemy bases
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This suggestion is now stale, and will be automatically closed.
Ideas for Core Extension to complete v6 Campaign
The purpose of this buildings/enhancements is to
The Sector Shield A four tiered module with the primary function of masking your sector from enemy sight. Tier 1 Requires 5 copper / second and 1 lead / second to function. Prevent enemies from scanning and attacking your sector. Can only be activated at key waves (like the v5 LAUNCH option) Can be deactivated at any time once active. Deactivation will immediately start wave counter. Tier 1 has very basic functionality. Because it is a weak shield, no resources can be shipped off-world, so your excess copper, lead etc is stuck in that sector. Launch pad buildings do not function when Tier 1 shield is enabled. Tier 2 Requires 5 copper / sec, 1 lead / sec, 1 graphite / sec and 30 W power. Same as Tier 1 with following changes. Allows small shipments to pierce the shield without enemy detection. Copper, Lead, Graphite and Silicon can be accessed off-world. All other elements/components are stuck. Access rate is limited to maximum of 5 units per second of each. Tier 3 Requires 5 copper / sec, 1 lead / sec, 1 graphite / sec, 1 metaglass / sec, 1 spore pod / sec, 2 titanium / sec and 300 W power. Same as Tier 2 with following changes. Stealthed cargo ships can now export metaglass, pyrite, coal, sand, titanium. Remove the rate limit. Launch pads now function. Tier 4 Requires 5 copper / sec, 1 lead / sec, 1 graphite / sec, 1 metaglass / sec, 1 spore pod / sec, 2 titanium / sec, 1 plastanium / sec, 1 surge / sec and 2000 W power. Same as Tier 3 with following changes. Can off-world all substances at any rate.
The Core Launch Module This module must be built on a core before any new cores can be launched. Effectively creates a separate pot of resources that, once stored, are not accessible but are used on the next launch to a sector. This is required to go to any sector, even ones that you have already established a base, and even shielded. Every time you change map it requires resources. Costs copper and lead to build (so can be made on all maps). Possibly has an upgradable capacity?
The Sector Scanner Provides intel on adjacent sectors. Need to decide how much intel to balance…