Friendly neutrals need a designchange

 

1. If your enemy begin to spawn neutrals around your planets (forgot the name of the tech) they will help a rebel player defending instead of attacking him.

2. If you play a loyalist vs rebel game with pirates, the loyalist will always get the Pirate raid if the rebel has researched the right tech.

3. A rebel cant get the occupationvictory at the beginning if he has researched "friendly neutrals". he need to wait until someone other wiped out the neutral colony.

 

Solutions:

1. Dont spawn neutrals with the tec research. spawn headhunters with "no neutrals" flag. Use them for the occopation planet too. maybe just a virtual another player.

2.let the payed pirates still attack the rebelplayer as headhunters. let them arrive from sun if they are for a rebelplayer and make them weaker.

3. make it possible to deaktivate a research feature temporaly. I would like this option for heavy nukes too, so u can colonize a planet without waiting for disapearing strong radiation.

 

Another designproblem is in the head of the players :) most old players will switch off pirates in multiplayer. so rebel have a  nerf. Maybe an option in which the rebel still can pay for small piratesfleets if pirates are switched off would be nice.

Or an option that a powerful artefact will be placed on the piratebase. So rebel players can get them without get attacked by the pirates that are stationed there.

 

5,642 views 3 replies
Reply #1 Top

I don't see how the second one is a problem given the enormous buffs Loyalists get in their gravwells, defending against a pirate raid here and there is a cinch.

Reply #2 Top

Not to mention Mr. Haze that it's free exp take a captial ship park it the gravity well and relax as it goes up levels

Reply #3 Top

maybe that is true in lategame, but at the beginning u just dont have a free capital near the pirates or a defended planet. you just have your ships out for colonizing.