wobbly wrote: ↑Sun Sep 25, 2022 6:53 am
Well technically it is currently not available at game start and technically you do need to build a building before adopting the policy. You need to build the military command before having a military policy slot. I'm not sure whether you've forgotten this or are proposing a 2nd building on top.
Forgotten. Just thought, _if_ we delay it we should add PP cost, not RP cost or IP cost. We _could_ though add a second building because the military slot is flexible and not tied to the detection problem (could also make the military command a bit cheaper in that case if necessary).
i guess i like your other suggestion more than adding another building
wobbly wrote: ↑Sun Sep 25, 2022 7:12 am
Ophiuchus wrote: ↑Thu Sep 22, 2022 11:57 am
my first idea was to make it more flufflike: switch it to decreasing stealth (-20) and only apply it inside own supply (so it works only as a defense).
I'd be happy with something like this. Fluff is patrol ships, bounties for civilian informants, security at space ports. Probably an improved name. Maybe drop the supply malus and keep the influence cost?
no supply malus and keeping influence cost sounds like a reasonable tradeoff. i would like to keep the supply malus because of the different tradeoffs of distributed vs supply-connected empires, but it is too brutal after restricting detection to own supply.
For UI there are two options:
either only directly in supply: simple to understand - if you move into enemy supply, maybe you will encounter their checkpoint control and in turn your stealth would decrease.
Or slightly outside of supply - that means (in many cases) a defending ship positioned on your supply border is probably able to blockade an incoming enemy.
I think up-to-1-hop-outside-supply is more sensible than only-in-supply. Being able to detect the enemy but them still being able to slip past your border force is underwhelming.
For short hops, a defending ship 1-hop outside the border can force the hidden fleet to stop and (possibly) unstealth, so in turn they cant slip by a force directly on the border system. (note i think the other option is way easier to script)
wobbly wrote: ↑Sun Sep 25, 2022 7:12 am
Ophiuchus wrote: ↑Thu Sep 22, 2022 11:57 am
Then change continuous scanning so its less powerful against stealth: +10 detection strength and perhaps +10 detection range.
yeah, nerfing continuous scanning down to half a step maximum effect sounds very reasonable. At +5 it already works against plain symbiotics; and combined with active radar against flux ships with one ship stealth tech.
could be up to +15 so flux ships are detected as well. not sure that is necessary though, with flux decoherence and the brittleness of the spatial flux hull.
i'd say lets nerf it to +10 ? any objections?
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