Closed captaincobbs closed 3 years ago
Right now, the UC can't hack Rejuvenation Field nodes. Will that be possible once this goes through?
If possible, yes :)
+25% Hacking Speed on Special Nodes is situational at best and useless at worst.
It would only cut the time to hack special nodes when the biggest obstacles are other players. Not to mention if the settings dont allow for special nodes, the only one in existence would be the UC home system, and the UC has no business hacking itself.
Maybe change +50 Dust per CP still alive at the end of battle to +50 Dust per CP destroyed?
The current version seems exploitable, if 2 human players in Cold War or War make a deal: Step 1) Both players send a fleet to the node, which are designed with minimal weapons (slugs) and heavy defenses Step 2) Both players intentionally mismatch the alignment of their ships by flotilla, so that all combat is cross-lane, further reducing damage (both put a ship with no weapons at all in middle lane, each put their 1-slug ship in either right or left) Step 3) Profit (literally) Step 4) Spam infinitely with Full Reserves
Also, this is listed as "Open" but also "Finished". Should I put it on the wiki?
Maybe change +50 Dust per CP still alive at the end of battle to +50 Dust per CP destroyed?
The current version seems exploitable, if 2 human players in Cold War or War make a deal: Step 1) Both players send a fleet to the node, which are designed with minimal weapons (slugs) and heavy defenses Step 2) Both players intentionally mismatch the alignment of their ships by flotilla, so that all combat is cross-lane, further reducing damage (both put a ship with no weapons at all in middle lane, each put their 1-slug ship in either right or left) Step 3) Profit (literally) Step 4) Spam infinitely with Full Reserves
We'll do some weekend testing to see if it's a big problem, dust isn't incredibly valuable so I don't see a major problem. It's not like you can do this too many times a turn.
Also, yes, putting it on the wiki should be fine.
One other clarifying question: does "the effect given to UC empire-wide when they have a beacon on this node" mean that they only need to have a Transmigration Beacon on it, but they don't have to actually have their home system there?
For now I'll leave that wording on the wiki, but it's slightly different than what I'd previously thought (not necessarily a problem either way though)
OK, this is now on the wiki, but I thought of a couple other questions as I was writing it:
Neutron star: does the UC vision range benefit apply to ships, or their system (or both)? Neutron star: does the de-cloaking apply to only the ships guarding the node, or does it de-cloak all non-UC ships on the node (IE, does it effectively provide the guarding fleet with T3 decloaking for the duration of their stay on the node)?
One other clarifying question: does "the effect given to UC empire-wide when they have a beacon on this node" mean that they only need to have a Transmigration Beacon on it, but they don't have to actually have their home system there?
It only works if they have a transmigration beacon on it, not their home system. This was not by choice, I would've preferred if it worked with home systems.
Neutron star: does the UC vision range benefit apply to ships, or their system (or both)?
Ships
Neutron star: does the de-cloaking apply to only the ships guarding the node, or does it de-cloak all non-UC ships on the node (IE, does it effectively provide the guarding fleet with T3 decloaking for the duration of their stay on the node)?
All non-UC ships orbiting the node. UC are immune (though there is a bug where their behemoths are not)
Due to technical problems, UC will not be immune to neutron star invisibility negation, however, they will be if they have their home system on it.
OK, great. Documented
There are four effects. System effect, the effect given to the system that has it within the influence range. Orbit effect, the effect given to the fleet guarding that system (not when orbiting) Battle effect, the effect applied to all ships in combat UC effect, the effect given to UC empire-wide when they have a beacon on this node In addition, the UC will receive a new trait rendering them immune to all negative special node effects.
The XP bonus has been removed since no one really cares about it.
Solar Nebula
SYSTEM
+50 Dust
ORBIT
No Military Upkeep on Non-Heroes
BATTLE
+50 Dust per CP still alive at the end of battle +30% Bomber and Missile Damage +25% Bomber and Missile Critical Chance
UC
-50% Military Upkeep on Non-Heroes
Nebula Clouds
SYSTEM
+10 Industry, Dust, Science, Influence
ORBIT
Innate level 3 stealth -50% Vision Range
BATTLE
+20% Evasion -50% Accuracy Long Range -25% Accuracy Medium Range
UC
+10% Evasion
Black Hole
SYSTEM
+50 Science
ORBIT
No Retreating
BATTLE
+20 Science per CP Destroyed All Weapon Accuracies forced to 50%
UC
+20% Movement Distance
Asteroid Field
SYSTEM
+50 Industry
ORBIT
No ship regeneration while parked
COMBAT
-75% Accuracy Short Range +2 Titanium and Hyperium per CP Destroyed
UC
-20% Ship Retrofit Cost
Neutron Star
SYSTEM
+1 Science/Influence per Pop
ORBIT
+50% Vision Range No cloaking on node, cloaking is dropped
COMBAT
No Shields (Including Flotilla Shields)
UC
+50% Vision Range
Collapsing Star
SYSTEM
+50 Influence
ORBIT
4 XP on Non-Hero Ships per turn
COMBAT
No Plating 10% of Manpower Killed each phase
UC
1 XP on Non-Hero Ships per turn
Rejuvenation Field
SYSTEM
+1 Titanium / Hyperium +25 Dust
ORBIT
+25% Health Regen when Orbiting
COMBAT
+20% Repair per Phase
UC
+5% Health Regen