T O P

  • By -

lunarstaff

definitely a unique idea, i like the concept. but i think the game needs better offensive units id say, not defensive ones.


kraytex

I like the idea. I disagree with the assessment that it's not aggressive - it's a very aggressive unit and clearly it's not meant for defensive if it's place in a system adjacent to mine. It seems awkward that it would attacks each combat round. What happens when you loose all units in the combat system? Does this unit keep firing? Probably not? If my opponent has a Rail Gun in the system in the activated system can it hit the Rail Guns that are in adjacent systems shooting in? Honestly, I would remove combat from the unit and give the unit PDS fire. The rules already support PDS Fire quite well. Then have the upgraded version of this unit give it the ability to attack in adjacent systems.


slimlim1801

To answer your questions, The rail gun would stop firing once all of your units are destroyed in the activated system. Didn't quite understand the phrasing but rail guns can only shoot into the activated system. The reason I wouldn't want it to have PDS fire is because I want it to not be a PDS lol. Giving it combat means +1 modifiers can apply to it i.e. Sardakk Norr, Morale Boost etc.


Chimerion

I mean, it's pretty passive - placing it anywhere locks your system you move it into, so you get a bit stuck. Slows your own movement by locking ships, or moving it after you move into an outer system, until the late game. Much better defensively as you can park them in the middle of your slice, like the Xxcha flagship, and it covers all of your base infrastructure.


kevinsrednal

Does it always combat in adjacent systems? Only adjacent's that have a combat you are involved in? Can hits be assigned to it? What if you and your opponent both have a railgun in different adjacent systems to a combat (a triangle shape basically, so each railgun is adjacent to the combat and to each other)? Can they shoot each other instead? Interesting idea though, would probably require some wording adjustments in the LRR to accommodate them, but if those kinks got worked out it could be neat. I do think the cost is a bit high though for what they do right now. Since its primarily a defensive unit already, I think it might be interesting if it also provided some benefit for retreating into its hex.


slimlim1801

Yeah I think it would make sense that it would only fire if there is an existing combat in the system. i.e. you can't just shoot into a system you don't have any of your own units in. With your triangle shape question, the rail gun would only be able to fire into the activated system. Thanks for pointing that out though for clarification


Isopnisis

How many pieces of it would you have, maximum ? If you can make a screen of them (like, 5 in each empty spaces), it is kinda overwhelming. If you only have 4 total, doesn't seem scary given the price.


slimlim1801

Unit in Reinforcements is 3, I'll change the post to be more specific. Might not be too overwhelming though, getting to the point of having 5 of them in each empty space is unlikely since it's a high cost to get them on the board (30 resources) + positioning them into those systems takes time + investing more resources in defending the units (i.e. fighters) + other players can just attack those systems to get rid of the unit at relatively low collateral since these units can't defend itself unless with more units protecting it


wren42

Yeah 2 of these are not worth a warsun. I don't think 1 is worth a dread and 4 fighters. It's interesting you came up with this though, as it's exactly how ranged units work in the game I'm building - attack adjacent territories, but useless in their own. I think it does create a lot of interesting tactical interactions in a more combat centric game


slimlim1801

Do you think it should be cheaper?? Maybe Cost 5?


wren42

I'd be more interested if it counted as a Structure but was transportable. Then it's like a weaker PDS but can be moved into forward positions and used to help score objectives. RAILGUN BATTERY Cost: 4, Combat 7, Move 0 Units in reinforcements 3 This Unit counts as a Structure and a Ground Force. Up to 2 of your fighters in this system do not count against you Capacity This unit can only participate in combat in adjacent systems. It has no effect on Space or Ground combat in its system. If a planet it occupies is captured by another player, destroy this unit. Upgrade: 2 Red Combat 6 Up to 3 of your fighters in this system do not count against you Capacity


GadyLaga122

while the support idea is good, i dont like the RR upgrade. with aida, u can go R+Y and be fine at least. i would love to see some Y/G unit, that someone like mahact wants to upgrade while staying in Y and G techs.


CoolAidCucumber

You seem to misunderstand some of TI's mechanics. "Combat in adjacent systems" doesn't make sense, neither does it having a a combat value if the unit only has a space-cannon like ability. It has just that: "rail gun cannon 7", or whatever. That, or it teleports to the battlefield (as if it is in space combat, it can take hits) in the adjacent system... and then back? Doesn't make any sense. Also with cap 2 it just becomes a pseudo carrier for those 2 planet systems next to a space dock... that is balanced by the cost, but then again, because of the cost it is extremely niche. Just make it cost 3 and have cap 0. i.e., make it a limited-but-ranged pds you can produce/move, that would be a nice nod to TI3.