View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001405 | AI War 1 / Classic | Suggestion - Balance Tweaks | Nov 16, 2010 11:12 am | Jan 7, 2011 1:53 pm | |
Reporter | mr_lolz | Assigned To | Chris_McElligottPark | ||
Status | minor fix for later | Resolution | open | ||
Summary | 0001405: Suggestion: Review blade & minor electric immunities | ||||
Description | Now that the new armour class system makes damage bonuses transparent, it would be nice if immunities could be reviewed; there is nothing intuitive about vampires and teleport raiders- surely two of the units MOST suited to attacking structures- are unable to even target them. Allowing the likes of cutlasses & vampires to target most structures and units again, albeit with unfavourable attack bonuses, would do wonders to making these units more player-use friendly, and would remove that situation where the players command station & cryo pods are surrounded by 1000+ idle cutlasses because for some reason they cant attack. wouldnt a stiff penalty vs structures be better? | ||||
Tags | No tags attached. | ||||
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This is an interesting discussion, and needs some thought. I'll make a forum post so folks can discuss more. Here are the thinking points: BLADE IMMUNITY Right now, anything with health higher than a certain amount (a few hundred thousand, I think) is immune to blades. For three reasons: 1. Cutlasses damage themselves as they attack, so when big structures are near they tended to all die pointlessly. Now that they no longer have damage penalties against structures as much, that's less of an issue, but still something. Perhaps if they didn't target anything they have a penalty against, or had no penalties (I can't remember if they presently do or not). 2. Zenith Viral Shredders are hugely problematic. When they find something high-health, they can just latch on and make infinite copies of themselves faster than the enemies can destroy them. The blade immunity on high-health ships prevents this runaway breeding. I'm not sure what to do with that one. 3. Vampire Claws are just as problematic. When they have something high-health, they latch on and suck the life out of it so fast that enemies can't kill them. MINOR ELECTRIC IMMUNITY This was put in place to prevent insta-gate-raiding (and other similar raiding) with teleporting ships, which you'll notice all use the minor electric ammo type. With most structures (but not gates) having so much more health now, this is less of an issue anyway, and probably it could be relaxed some. But having the teleporting ships all be ship-to-ship specialists does seem to make sense in a lot of fashions, so I'm not sure a change is warranted. |
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The forum post: http://www.arcengames.com/forums/index.php/topic,7647.0.html |
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I'm going to have to enthusiastically shout "NO! OH GOD NO." to this. Melee units already ignore force fields, allowing them to target the structures under them would be far more of a boon to the AI than to the player. |
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That is a very good point, too. |
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@ draco: what is the point of being able to move through FF if they are unable to harm any of the critical structures underneath? |
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The point of being able to move through force fields is that otherwise the ships get stuck on the force fields and can't attack effectively near them. But, additionally, this allows you to "sweep" out the mobile ships under there. |
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I just think of it as blades not being able to cut armor this heavy. Missile immunities might need more of a reexamination. |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 16, 2010 11:12 am | mr_lolz | New Issue | |
Nov 16, 2010 11:20 am | Chris_McElligottPark | Note Added: 0003716 | |
Nov 16, 2010 11:20 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 16, 2010 11:20 am | Chris_McElligottPark | Status | new => confirmed |
Nov 16, 2010 11:21 am | Chris_McElligottPark | Note Added: 0003717 | |
Nov 16, 2010 11:22 am | Draco18s | Note Added: 0003718 | |
Nov 16, 2010 11:23 am | Chris_McElligottPark | Note Added: 0003720 | |
Nov 16, 2010 12:05 pm | mr_lolz | Note Added: 0003724 | |
Nov 16, 2010 12:08 pm | Chris_McElligottPark | Note Added: 0003726 | |
Nov 16, 2010 1:01 pm | KDR_11k | Note Added: 0003728 | |
Nov 16, 2010 1:02 pm | KDR_11k | Note Edited: 0003728 | |
Jan 7, 2011 1:53 pm | Chris_McElligottPark | Status | confirmed => minor fix for later |