Destroying Incomplete Structures

I find it very irritating that when you queue a structure to be built it starts with 0 hp and is completely vulnerable to enemy attack.

I began to fortify a planet and queued up about a dozen defensive structures. Then a lone enemy light carrier jumped in with a squad of fighters. That little bugger was able to destroy 6 or 7 unbuilt orbitals in about 20 seconds before I could take it out.

This kind of thing is wrong for a few reasons. First, it is unrealistic. How can you blow up something that doesn't exist yet? Second, it makes it very difficult to set up defenses in contested areas. You have to queue them one at a time so that construction can begin on them almost immediately otherwise they just get blown up before construction ever begins - and even at that you would often have to queue the same structure multiple times before the construction frig finally makes its way over there.



A few ways to fix this:
The first thing that pops to mind is to make them start with full HP. This is probably the simplest way to deal with it and would also eliminate the issue where repair ships will repair the incomplete structures as if they were damaged.

Another option is to give structures that are at 0% the "invincible" attribute (like they get while under the effects of Armistice)... only problem there is that you would be unable to to destroy enemy queued structures after you have taken a planet from them so you'd have to take measures to prevent that from becoming an issue.

The best option, IMHO, is to make unbuilt structures be completely invisible to enemies until construction on them begins. In addition to being invisible they should, in effect, not exist. Ships, friendly and hostile alike, should be able to fly right through them. After all, until you actually start to build it that silhouette only represents future plans to build a structure, not an actual structure that exists in the present. You should be able to see your future plans but your enemy shouldn't.



Thoughts?
3,571 views 4 replies
Reply #1 Top
It is very irritating when what you describe happens. However the way i see it is when the structures are queued a some kind of foundation is layed, but you need the constructor to finish the job. Hegemonia had a similar problem, but at least it showed scaffolding when something was queued, and being built.

If nothing is supposed to be there to begin with until a constructor shows up to build it then i agree it shouldn't be able to be targeted at all until it is being built. What i would suggest is invulnerability (non targetable) until construction starts on the structure.
Reply #2 Top
However the way i see it is when the structures are queued a some kind of foundation is layed, but you need the constructor to finish the job. Hegemonia had a similar problem, but at least it showed scaffolding when something was queued, and being built.


I'd agree with you except that you pay the full price upon queuing the structure. Since the R&D aspects are already taken care of in research costs, everything that you pay for the structure is for materials and labor. Since a foundation would only be a fraction of the materials and labor it should only cost you a fraction of full price if the structure is never completed.
Reply #3 Top
I believe this is on the list of things to be fixed. So long as construction hasn't started yet and a structure still has 0 HP, it won't be able to be destroyed.
Reply #4 Top
Hmmm, I kinda like the idea that it can be destroyed before being completed. I mean, when you queu it, a foundation and materials would be assembled at its location. That is what is being destroyed when it is attacked before construction can begin.

Of course, I don't agree you should lose 100% of the cost when it gets destroyed. Maybe 10% or so would be more realistic.