View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0010842 | AI War 1 / Classic | Balance Issue | Mar 6, 2013 6:50 am | Mar 8, 2013 4:21 pm | |
Reporter | Aziphos | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 6.011 | ||||
Summary | 0010842: Unit cap scale and transportcapacity | ||||
Description | I noticed that the transportcapacity isn't changed if the unit cap scale is changed. In a "standard game" this would have next to no influence on strategy (maybe between high and lowest if transporters are beeing cloaked), because normally al least 5 times the necessary number of transporters is used as a decoy. But one of my favorite strategies would be seriosly affected if I would change the capscale (I am playing on lowest capscale). If SC-Jumpships are used the capscale really starts to matter, 20 mkIV-ships released next to a AI-homeworld guardpost are a efficient way of raiding, if 4times more jumpships were needed the whole strategy would change (or even be invalid). An easy solution to this problem would be to use a used transport cap stat for shiptypes (which would resolve the kind of unrealistic condition of 10 starships use the same capacity as 10 small drones too). If this kind of change would be implemented it would be wise to set any transportcapacity to a value dividable by 4. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 6, 2013 6:50 am | Aziphos | New Issue | |
Mar 8, 2013 4:21 pm | TechSY730 | Note Added: 0031024 | |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |