View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0000916 | AI War 1 / Classic | Balance Issue | Oct 26, 2010 9:07 pm | Oct 26, 2010 9:24 pm | |
Reporter | themachineissentient | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.000 | ||||
Summary | 0000916: guardians do not scale their attack or blast multipliers on higher ship capacity setting | ||||
Description | example:Mark three artillery Guardian does 54,000x10 whether it is on normal or high capacity ship settings. The multiplier should probably go down and or the damage on higher capacity settings,as the health bonus is also decreased on the player side for fleet ships.some Fleet ships don't last even for one blast on that setting. I realize the game is balanced on normal, but across the board, it makes things less playable on higher settings. I play on higher settings for bigger battles. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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X will have to confirm this, but as I understood it, because the guardians (and other ships) do not scale with the ship cap, none of their stats change. A cap of fleet ships is supposed to be the same power at any ship cap setting. 198 Fighters on High should be roughly equal to 98 fighters on normal. That's the theory, if you are seeing something else in practice then maybe this needs another look. |
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Yea, exactly, unless a ship is itself scaled, its combat stats do not change. There are a few factory-like units whose factory stats scale because the produced units do (preservation wardens, etc), but that's it. The idea with the arty guardian is that the lower caps have higher health and take more shots and the higher caps have lower health and take fewer shots. In practice for a lot of ships it's just a one-shot across the board but that's not sufficient motivation to start scaling everything, because that would mess up guardian vs. starship balance, etc (particularly counting armor, if you're talking about something like having high = 1/2 power and 2x shots for an arty guardian). One thing I hope to accomplish with balance in the near future is way fewer massively-one-shotting stuff cases on the reference sheet, so this will be less of a problem |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 26, 2010 9:07 pm | themachineissentient | New Issue | |
Oct 26, 2010 9:11 pm | Dazio | Note Added: 0002187 | |
Oct 26, 2010 9:24 pm | keith.lamothe | Note Added: 0002193 | |
Oct 26, 2010 9:24 pm | keith.lamothe | Status | new => resolved |
Oct 26, 2010 9:24 pm | keith.lamothe | Resolution | open => fixed |
Oct 26, 2010 9:24 pm | keith.lamothe | Assigned To | => keith.lamothe |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |