Inquiring minds...

4X strategy game from Proxy Studios

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NightReaper
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Inquiring minds...

Post by NightReaper »

…want to know if the healing device (one of the bonus items you can equip if researched) is actually working, or if there is some way to trigger it that I'm not seeing. As of now it appears to do nothing that I can ascertain. Was it made to only work when it needs repair itself? Can someone explain how it was supposed to (does) work? It would seem to me to be a much more valuable asset if it could impart repairs/health on command. Was that ever its intent? :?:
fortydayweekend
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Re: Inquiring minds...

Post by fortydayweekend »

Which healing device? I'm pretty sure the early one (that Xeno Queens have) works properly, though the description is a bit misleading.

I haven't tested the later device
boulugre
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Re: Inquiring minds...

Post by boulugre »

In released version it works. Unit equipped with this device will heal other units in same tile by the amount they themselves heal. Keep in mind that if they move, attack or take damage they will not regain heal, so maybe that's why you thought they were not working.

The thing I find unbalanced about this device is that the effect stacks. So if you have 5 unit with this device healing in a town they will insta heal up to 100% any number of unit staying with them... which is a little excessive IMO. Capping the effect to one heal is probably better
Tchey
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Re: Inquiring minds...

Post by Tchey »

I think it's fine, because if you have units with Healing Device, then they don't have an other device (+attack, +defense, +something else). So you can choose to have healers, or not. Capping healing to one per hex is, it think, capping player's tactics.
NightReaper
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Re: Inquiring minds...

Post by NightReaper »

So…just to be sure I'm hearing this right. The "Healing and Universal Maintenance" device works only when the unit it is equipped with is in process of healing itself? That seems a little restrictive to me. Would play a lot more into the tactical importance if it could initiate repair on other units hit points w/o having to be damaged first in order to work. Just saying'… :roll:
Rossthegreat
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Re: Inquiring minds...

Post by Rossthegreat »

boulugre wrote:In released version it works. Unit equipped with this device will heal other units in same tile by the amount they themselves heal. Keep in mind that if they move, attack or take damage they will not regain heal, so maybe that's why you thought they were not working.

The thing I find unbalanced about this device is that the effect stacks. So if you have 5 unit with this device healing in a town they will insta heal up to 100% any number of unit staying with them... which is a little excessive IMO. Capping the effect to one heal is probably better
No, not imbalanced at all.

Just try building the operation called Nanobots.

Then use just one of it to instantly heal a stack of 100+ near death units back to full. :)

And plus, there's better punishment for stacking many units in one hex, 100+ units in a city on a single hex? Blackhole says hi and erase your whole stack in one turn. Don't like it? How terrible. xD
boulugre
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Re: Inquiring minds...

Post by boulugre »

NightReaper wrote:So…just to be sure I'm hearing this right. The "Healing and Universal Maintenance" device works only when the unit it is equipped with is in process of healing itself? That seems a little restrictive to me. Would play a lot more into the tactical importance if it could initiate repair on other units hit points w/o having to be damaged first in order to work. Just saying'… :roll:
No sorry I wasn't clear enought. It will heal other if the equipped unit is in position of healing itself (hasn't moved, be damaged or attacked) it doesn't matter if it itself is at 100% health, it will still repair other of the same amount it would have repaired itself if it was damaged.
boulugre
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Re: Inquiring minds...

Post by boulugre »

Rossthegreat wrote:
boulugre wrote:In released version it works. Unit equipped with this device will heal other units in same tile by the amount they themselves heal. Keep in mind that if they move, attack or take damage they will not regain heal, so maybe that's why you thought they were not working.

The thing I find unbalanced about this device is that the effect stacks. So if you have 5 unit with this device healing in a town they will insta heal up to 100% any number of unit staying with them... which is a little excessive IMO. Capping the effect to one heal is probably better
No, not imbalanced at all.

Just try building the operation called Nanobots.

Then use just one of it to instantly heal a stack of 100+ near death units back to full. :)

And plus, there's better punishment for stacking many units in one hex, 100+ units in a city on a single hex? Blackhole says hi and erase your whole stack in one turn. Don't like it? How terrible. xD

Yeah nanobots are really powerful, but they are an ops you need to build each time in a city so I think it is ok.

Blackholes are a nightmare... Nuke can be handled by powerful units and city defences but black holes.... man...
Rossthegreat
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Re: Inquiring minds...

Post by Rossthegreat »

Its funny to watch people go say Nukes is meh lol but blackholes argh xD Both is equal to me.

Nukes is more dangerous when launched at units outside cities. Preferably at huge stacks on fields. Plus they can despoil improvements like Xenite flowers, etc? And once the flowers is gone, they're gone?

And okay nanobots because they're operations xD Fair enough.
boulugre
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Re: Inquiring minds...

Post by boulugre »

Rossthegreat wrote:Its funny to watch people go say Nukes is meh lol but blackholes argh xD Both is equal to me.

Nukes is more dangerous when launched at units outside cities. Preferably at huge stacks on fields. Plus they can despoil improvements like Xenite flowers, etc? And once the flowers is gone, they're gone?
Well nuke only affect one tile with a 8 power hit so it will only insta kill colonization era unit and if you spread your army the effect on units is limited. Effect on city with defence is limited and pop losses small. I mean they are still a pain in the A** but it's tolerable.

Black hole on the other hand will raze 7 tiles of improvment, so drop it on a city and you will need nearly a hundred turn of former work to recover while it slaughters the population like crazy. It delivers a 64 power hit which does not take in account weapons, so it will insta kill most of unit other than transcendance era troops. Droop 2 or 3 at the same spot and you will clear any field unit. The 20 turn cooldown is a brake to its power but the opening of a war where potentially your opponent can have 10 to 20 black holes ready to fire is a little bit too much IMO.
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