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Scripting & Balancing • Ancient guardians

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I found bombardment to be of practical use is getting rid of Ancient Guardians, because their pop is useless, and while not numerous, leads to ridiculous amount of troops and therefore production to produce invasion troops. And you can reuse the bombers for other Ancient Guardians. Depends how many are around, might be reasonable "waste" of research to save on some production.

Though in that scenario I do want finesse, to bomb them juuuust right, that a small invasion force finishes them off and I am left with my own outpost rather than unowned empty planet (outposter would be more expensive than a small invasion force)
So this is an exploit I've been meaning to bring up for a while, but also I think the topic should be broader, if you set the game to high special, you'll see a lot of ancient guardians around, which in my opinion is "aesthetically ugly". I like that they exist, they are interesting, but there is too many, and the balance is off.

So my opinion is the exploit existing isn't the issue, the issue is that the cost to remove them "correctly" is so expensive, that you use the exploit. Arguably the investment price to remove should be approximately the same as the price to remove a guard ship (give or take for species differences) or to detect a stealthed planet, currently it is not.

Statistics: Posted by wobbly — Sun Jun 09, 2024 12:24 pm



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