Double tactical strucutres.

I have noticed that once a planet is bombed and taken over; the previous owner's structures remain. Me and an AI created a rather strong chokepoint as follows;

I'd bombed and taken his planet, but left his turrets. He offered a ceasefire while I built my own turrets/tactical structires. Our alliance grew stronger and I maxed out my tactical structures while, as far as I could see, his structures were still there and working fine too; all in all giving us extra tactical points worth of structures in orbit around the planet.

If a particularly strong alliance is formed in multiplayer, it wouldn't be too hard for one player to max up his turrets/hangars, break the alliance and let his planet be bombed, re-ally and then let his ally max out his turrets too; giving the potential for 70 gauss turrets on a Terran planet.

It must be noted that this is only as strong as the alliance... but still is this a bug/exploit? If so, possible workarounds would be for to have any (not just your) structures count towards the respective caps, or for structures not owned by the planet owner to slowly decay.
5,667 views 10 replies
Reply #1 Top
or for them to be scrapped as you build more
Reply #2 Top
Previous owners structures counting towards the caps seems the most straightforward solution.
Reply #3 Top
or cease to function and open to capture maybe? capturing stuff would be pretty cool, otherwise I have to agree with DeadlyShoe
Reply #4 Top
they should need to be all destroyed...
Reply #5 Top
the only problem with that is, whiz by tactics will be over used then, as people will send their fleets striaght to the planet / asteroid knowing that once taken out the system is theirs, but I do think this issue needs to be addressed in a good way mind
Reply #6 Top
One should not be able to build anything in the gravity well of a recently captured planet until one have not completely eliminated previous owner's buildings. In my opinion.
Reply #7 Top

Previous owners structures counting towards the caps seems the most straightforward solution.



no, at least you're missing an important point. It should only count toward the Tac point if the ownership also changed to the new owner. Because there is no guarantee the alliance will hold, it would be rather inconvience if the alliance is broken and those gun fired on you while you have no room to build your own. It's like giving someone the control of your defense.


And even if the ownership does change, it will offer too much incentive for the attacker just by pass the defense and bomb the planet, after that, voila, free defense.


The scrap option is not feasible either IMO. Again that'll provide to much incentive to just by pass the defense and bomb the planet and then you don't have to deal with the defense at all afterward. The two latter scenario is kinda like what the Marrauder doing right now.



My suggestion on this matter is that: the attacker can still bomb the planet if they want, destroy it even. But re-conolinize can only be possible if there is no orbital structures around, at least, no defense structure around. I think this will be fair for both the attacker and the defender. The defender will still have to lay out the defense carefully if he/she doesn't want the planet got pounded to crap. The attacker can still attack the planet and raze it if he/she can or find a hole in the defense. But if someone wants to take over a planet then the local defense has to be deal with first. Fair, and make sense too. At least I hope

Reply #8 Top
or make it so that over say...a period of 5 minutes..the structures of the old owner lose health and if the planet isnt recaptured by then....the structures will be destroyed...sorta like a self destruct.
Reply #9 Top
I say that after a planet is razed, the structures around it should stop functioning, and experience a slow decay, similar to fighters after they've lost their hangar. I mean, it doesn't really make sense for a trade port to keep trading after everyone on the planet is dead...
Reply #10 Top

I say that after a planet is razed, the structures around it should stop functioning, and experience a slow decay, similar to fighters after they've lost their hangar. I mean, it doesn't really make sense for a trade port to keep trading after everyone on the planet is dead...


I'd like that better than having them just blow up... Or if you are of the same race as the plant you just took over, maybe you could have the option to re-crew them for a reduced number of credits?