Author Topic: Base Obliteration discussion (gameplay effects)  (Read 4743 times)

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Offline Yitzi

Re: Base Obliteration discussion (gameplay effects)
« Reply #15 on: January 13, 2013, 09:19:10 PM »
How do you know where he is weak? Have you infiltrated him? If so, I recommend you assume that he's infiltrated you as well and sees your concentration of forces.

So what if he sees your concentration of forces?  If you have air power and he doesn't (and he also doesn't have magtubes), you can move your forces faster than he does.

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We probably just have different maps and empires in mind. Some your concerns could be relevant for huge maps, empires spanning three continents etc. I use tight spacing, and one of the reasons is that it's easier to defend. If it takes max 2 turns to fly over my faction with needlejets, then surprises are really not that devastating - unless of course you come with stronger forces anyway.

Yes, there is that.

On the other hand, if the existence of base obliteration creates an incentive to use tight spacing (aka ICS, aka smallpox) even in a builder game, then that's pretty much the strongest possible condemnation of base obliteration.

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We really need to practice this habit of checking things.  :D I just checked and destroyed 3 facilities in one base and 4 in another. This matches my experience that 1-4 facilities get demolished.

I thought it was only 1.  Ok, if it's 4, then yes that would mean it'd be a bigger problem.

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But my main point remains that I haven't seen experienced players abusing the base obliteration thing. If it was that good, they'd have probably noticed it.

That does make sense.  Unless it's good except against strategies that experienced players use for exactly that reason, which is a problem if you don't want everyone using those strategies (e.g. if those strategies are things like "beeline for air power, use tight spacing, and use offense-focused forces.")  Still, maybe it would be best to first try what happens with other nerfs to those strategies and see what happens then.

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Re: Base Obliteration discussion (gameplay effects)
« Reply #16 on: January 14, 2013, 02:33:18 AM »
I can verify that multiple facilities are destroyed on city capture.

Offline Yitzi

Re: Base Obliteration discussion (gameplay effects)
« Reply #17 on: January 14, 2013, 03:13:12 AM »
I can verify that multiple facilities are destroyed on city capture.

Ok, so that is definitely relevant...even so, though, if they have a decent nutrient store it's plausible that you'd get the base back on its feet before it loses too much population.  I haven't noticed much problems in terms of stability of captured bases, though admittedly I've never played on Transcend.

 

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