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sabotage
Posted: Tue Dec 04, 2012 8:26 am
by EbilCC
can this be reworked to mean something? I have been thinking about it but really destroying planets is more cost effective and well meaningful than this.
either it should be taking away or something done to make it worthwhile? sorry i cant think of good suggestions but it does need looked at
Re: sabotage
Posted: Tue Dec 04, 2012 8:46 am
by Clockwork
It means slightly more now that weps cost more to buy, but I agree it could still do with some more love.
Maybe introduce the ability to sabotage empire logistics, like a temporary reduction in CER, or the effectiveness of weapons, or maybe sabotage an enemy CS so that you either damage weps or introduce a temporary percentage chance that the CS does not engage in combat. (use a mechanic similar to phasing) to reduce the temporary effect of sabotage, I.e. lasts a few turns or until the opponent 'does' something to repair the damage (DMU sink).
Re: sabotage
Posted: Tue Dec 04, 2012 10:01 pm
by Belsamber
Clockwork wrote:It means slightly more now that weps cost more to buy, but I agree it could still do with some more love.
Maybe introduce the ability to sabotage empire logistics, like a temporary reduction in CER, or the effectiveness of weapons, or maybe sabotage an enemy CS so that you either damage weps or introduce a temporary percentage chance that the CS does not engage in combat. (use a mechanic similar to phasing) to reduce the temporary effect of sabotage, I.e. lasts a few turns or until the opponent 'does' something to repair the damage (DMU sink).
I actually like those couple of ideas would make things interesting but then sabbing costs would have to be high in order for it to balance out with a CS not being in combat or CER being down and also then perhaps put a cap on sabbing at a low amount.