Terra Invicta

Terra Invicta

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Naakka Sep 29, 2022 @ 12:23pm
Whats the point of having a marine barracks?
Protectorate took over one of my space stations around earth. Ok fine, nature of the game. Then they turned one of my ships to their side. I though that was a bit ♥♥♥♥♥♥♥♥ since if a ship in a fleet with three other ships would just ♥♥♥♥ off on it's own the other ships should at least have a chance to engage it. But ok, ♥♥♥♥ happens.

So I figure I need more defenses. I reasearch the marine platoon barracks and build it on my main shipyards orbiting Luna. And then almost immediately after its finished Protectorate takes the station over. ♥♥♥♥♥♥♥♥! I mean what's the barracks for if it can't defend the station from a take-over? At least give me an event or something like for other stuff where I have some chance of holding the station. Feels ♥♥♥♥♥♥ having built that barracks to prevent this very thing from happening and having the barracks doesn't even let me know that an enemy is taking a station over until they've already done it.

Appreciate it if anyone has any advice on how to prevent this from happening.
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Naakka Sep 29, 2022 @ 12:31pm 
Oh yeah and my fleet of three ships (four before they stole one) was docked at the station. I think it's good the other factions offer a real challenge. But realistically if I have a platoon of marines and ships docked at the station then how does another faction take over so easily? If they were raiding with a fleet of their own then obviously the station would see the fleet coming and I could engage it with my ships. They couldn't possibly sneak in enough of their own operatives to overpower both the marine platoon and personel on the docked ships. And if they encouraged a revolt on the station then again the marines (and docked ships) should at the very least give me a chance to stop the takeover. ffs
Ash Sep 29, 2022 @ 12:56pm 
I think the problem is that this is all RNG, so if you just put in the investment and the dice are willing, then no amount of defenses can really stop anything unless it is a 0% chance.
If the AI was able to get it up to 10% chance to succeed, then it has a 1 in 10 chance (obviously) to win. And there's nothing that can be done.

For a risk management game like XCOM or Darkest Dungeon, these sorts of mechanics are fine. Gameplay is quick, and you are very unlikely to lose a whole squad all in a single dice rolls. Maybe multiple dice rolls, but not just the first and only. But instant wins on dice rolls after hours of investment in something are cheap.
Naakka Sep 29, 2022 @ 1:12pm 
Yes you are probably right. I think I would've been less pissed about it if the game had at least given me a message/options like with events on earth. Then at least I would've known for sure I lost a dice roll.
ExavierMacbeth Sep 29, 2022 @ 1:13pm 
Another thing to note is that the Marine Assault Bays on your ship only have an Assault Value of 1 (unless you have an upgraded version)... A +1 defence bonus isn't really alot of protection.

It helps give you a chance but like Hydra said the RNG can still mess with you if they get lucky.

Edit: Or your marines were all drunk & off duty while docked at the station :P
Last edited by ExavierMacbeth; Sep 29, 2022 @ 1:14pm
thomashenders Sep 29, 2022 @ 1:15pm 
Yes one of the flaws with the design is a lot of stuff comes down to one roll and often its not your roll! Having a more active defense element or making things easier to respond to after the fact could help.
TakWrote Sep 29, 2022 @ 1:22pm 
There are two ways they can gain control of your space stations - Control Space Asset mission and Assault Enemy Space asset. If they used Control Space asset then they didn't conquer the station, they persuaded the people who are there to join their faction. Marines don't help with that.
Naakka Sep 29, 2022 @ 1:28pm 
I feel like persuading people who are dedicated to resisting alien influence (playing as the resistance) shouldnt be so easily convinced to completely flip sides. Like I can understand Humanity First coming in and convincing them The Resistance is too soft or the Academy convincing them peace is better or whatever. But the Protectorate flipping them from "fight the aliens!" to "lets bend over for the aliens!" on one dice roll is just immersion breaking and annoying.
Originally posted by Osterbaum:
I feel like persuading people who are dedicated to resisting alien influence (playing as the resistance) shouldnt be so easily convinced to completely flip sides. Like I can understand Humanity First coming in and convincing them The Resistance is too soft or the Academy convincing them peace is better or whatever. But the Protectorate flipping them from "fight the aliens!" to "lets bend over for the aliens!" on one dice roll is just immersion breaking and annoying.
I agree with this. Space asset capturing is honestly too easy. If it was this easy to steal military assets I think the USA would of lost its navy long ago.
ಠ_ಠ Exil Sep 29, 2022 @ 1:52pm 
I got ♥♥♥♥♥♥ over by the RNG as well, 3 stations in a row. No idea how they did it but even with a 25 capped Persuasion I could barely get 1% on Control Space Asset. How the Servants were able to bypass all those negatives and roll anything higher than 1% is beyond me.
This was happening to me as well...
qwerlancer Sep 29, 2022 @ 2:02pm 
1 turn stealing space assets in a lore-wise or in a realistic manner, is ridiculous
Last edited by qwerlancer; Sep 29, 2022 @ 2:04pm
corisai Sep 29, 2022 @ 2:19pm 
Originally posted by Bill-Nye-The-Science-Guy:
I agree with this. Space asset capturing is honestly too easy. If it was this easy to steal military assets I think the USA would of lost its navy long ago.
It not "too easy" - it's simply bugged now. You're unable to move an agent on enemy station via actions (trait "undercover" is definitely needed for player). So how AI capable to use their agents against us?

And @#$% no, "it's an alien agent"! isn't going to be a good excuse for that. How alien could hide in tiny can like a space station? o_O

P.S. Seems that NOT building barracks & defense stations - but instead rely on fleet (with some marines on board for recapture) is a best strategy thanks to that bug >_<
Last edited by corisai; Sep 29, 2022 @ 2:27pm
Naakka Sep 29, 2022 @ 2:19pm 
Yeah this is my main issue. It should take several "turns" at the very least with some indication it might be happening. There should be some requirements to meet before you can even attempt to take a station over. I might go so far as to remove the possibility of taking a space station via councilors and only have it be possible with marines. In that way at least one could prepare, check out if your enemies have marines available and match them or send ships to protect the station etc.
TheDeadlyShoe Sep 29, 2022 @ 2:39pm 
I had an enemy Spy fail a takeover attempt on my station and get detained. They had their factions version of the Special Activities Section of the Resistance, so it was a top tier agent...

I do think Control Space Asset is...regardless of balance its irritating as ♥♥♥♥. Idk.
McDiezel Sep 29, 2022 @ 2:42pm 
Originally posted by Hydra:
I think the problem is that this is all RNG, so if you just put in the investment and the dice are willing, then no amount of defenses can really stop anything unless it is a 0% chance.
If the AI was able to get it up to 10% chance to succeed, then it has a 1 in 10 chance (obviously) to win. And there's nothing that can be done.

For a risk management game like XCOM or Darkest Dungeon, these sorts of mechanics are fine. Gameplay is quick, and you are very unlikely to lose a whole squad all in a single dice rolls. Maybe multiple dice rolls, but not just the first and only. But instant wins on dice rolls after hours of investment in something are cheap.


Yeah I shouldn't be able to brute force my way into owning every major nation. there really should be more push and play with these things
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Date Posted: Sep 29, 2022 @ 12:23pm
Posts: 60