Poll

Is it a bug?

It is not a bug; the techs should not protect units
1 (25%)
It is a bug
0 (0%)
It is not a bug, but an option should be provided to change it anyway.
3 (75%)

Total Members Voted: 4

Author Topic: Is this a bug: "defense against genetic warfare" techs do not protect units  (Read 1335 times)

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Offline Yitzi

As things stand, hospitals and security interlocks (from being targeted before) reduce damage from genetic warfare against both the population of a base and the units inside it, but "increases intrinsic defense against genetic warfare" techs protect the population but not the units.  Is this a bug or not?

Offline gwillybj

Re: Is this a bug: "defense against genetic warfare" techs do not protect units
« Reply #1 on: September 30, 2014, 11:04:25 PM »
"It is not a bug; the techs should not protect units."
Two possibilities exist: Either we are alone in the Universe or we are not. Both are equally terrifying. ― Arthur C. Clarke
I am on a mission to see how much coffee it takes to actually achieve time travel. :wave:

Offline Nexii

I voted #3 / other.  I think as you said by the description, hospital facilities should reduce the damage to units. 

"Security interlocks" affecting genetic warfare doesn't make much logical sense to me.  I guess if you rationalize it as genetic resistance building up by repeated ops.  Still to me it seems like that's a design oversight, it should be a separate resistance from other probe operations.  Not sure how difficult that would be to break out, though.



Offline Yitzi

I voted #3 / other.  I think as you said by the description, hospital facilities should reduce the damage to units. 

"Security interlocks" affecting genetic warfare doesn't make much logical sense to me.  I guess if you rationalize it as genetic resistance building up by repeated ops.  Still to me it seems like that's a design oversight, it should be a separate resistance from other probe operations.  Not sure how difficult that would be to break out, though.

It is a separate resistance, sorry if I wasn't clear there.  Each type of interlock is a separate resistance, so stealing tech won't affect stealing energy, and neither will affect genetic warfare.

Offline Nexii

Ah good to know.  I guess ideally the game would let you know the turns remaining for each interlock category.  But I assume that would be a fairly major overhaul.

Offline Yitzi

Ah good to know.  I guess ideally the game would let you know the turns remaining for each interlock category.  But I assume that would be a fairly major overhaul.

Simply having there be "turns remaining" instead of it being permanent would be a fairly major overhaul as far as I can tell; letting you know turns remaining wouldn't be that much extra if there's a good place to put the information.

Offline Nexii

Yea I meant just the information, if that wasn't clear

Offline Yitzi

Yea I meant just the information, if that wasn't clear

I understood that, but the hard part is still not displaying the information, but deciding where to display it (regarding which I'm happy to take input) and allowing the game to track it in the first place.

Offline Nexii

Ah nevermind, I was thinking interlocks eventually ran out for some reason.  I don't think a change is really needed.

 

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