View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005404 | AI War 1 / Classic | Suggestion - Balance Tweaks | Jan 7, 2012 1:55 pm | Jan 22, 2012 11:04 am | |
Reporter | Lemon | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 5.020 | ||||
Summary | 0005404: Broken Golems/Spirecraft minor factors scale poorly with multiple players/homeworlds | ||||
Description | Golems and Spirecraft have a set limit to the number you can capture in a given universe, and this doesn't seem to change at all when you start with more players/homeworlds. On the other hand, Exo Waves flat out scale linearly with the number of players/homeworlds. This is really, really bad for Golems where a single player can field all they want as soon as they have power. For Spirecraft there is a benefit to having a 2nd player for a 2nd cap of low level spirecraft available at once, but still the asteroid limit stops you from scaling the power much further. Ideas: 1. Don't change the number of Golems or Spirecraft available to players, but bump the Exo Wave multiplier to +50% per player/homeworld. This would reign in the huge wave sizes so that you aren't fighting stuff like multiple high mark Hunter Killers on the first wave, while still making the attack be noteworthy. 2. Seed more Golems/Spirecraft when the game is started with multiple players/homeworlds. Perhaps +33% per player/homeworld? In addition it might be a good idea to set a special limit on the first Exo Wave so that it isn't ridiculously over destructive (see aforementioned multiple high mark HKs) before players are able to even acquire their super ships. Exo waves for the Fallen Spire campaign are just fine, since of course the ships provided scale with the number of players/homeworlds. If anything its easier with more people since all of those ships with AoE attacks work beautifully on humongous horde waves. No change needed for these. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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We just finished a 2 player game with fallen spire and spirecraft hard active. The fallen spire exo waves scaled nicely. The first few spirecraft waves were nice, too but then they started consisting of 1 hunter killer and some support quickly, which can be devastating if you don't have anything spire yet. |
Date Modified | Username | Field | Change |
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Jan 7, 2012 1:55 pm | Lemon | New Issue | |
Jan 9, 2012 10:31 am | tigersfan | Internal Weight | => Feature Suggestion |
Jan 9, 2012 10:31 am | tigersfan | Status | new => considering |
Jan 22, 2012 11:04 am | Burnstreet | Note Added: 0018053 |