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IDProjectCategoryLast Update
0001522AI War 1 / ClassicSuggestion - Balance TweaksJan 7, 2011 10:31 pm
ReporterToll Assigned Tokeith.lamothe  
Status closedResolutionduplicate 
Product Version4.038 
Summary0001522: Make Beamers target things at the end of their range before close-range targets
DescriptionI'm not sure if it's doable or not, but it would be better if the beamers (beam frigates, mostly) target things as far away as possible. Currently their beaming perks are generally mostly lost due to the fact that they seem to target things closer to them instead.

Alternatively, always make their beams carry the full range, even if their target is closer.
TagsNo tags attached.
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Relationships

duplicate of 0001771 resolvedkeith.lamothe Sometimes the Spire Frigate beams don't go all the way 

Activities

keith.lamothe

Nov 21, 2010 10:24 pm

administrator   ~0004163

By this you mean zenith beam frigates and beam starships?

The other beam stuff already shoots to max range, unless stuff in the way absorbs all the damage.

Toll

Nov 21, 2010 10:29 pm

reporter   ~0004164

Those were the ones I noticed, yeah.

ArcDM

Nov 21, 2010 10:35 pm

reporter   ~0004165

As I see it this is a rather troublesome request that will require a near complete refashioning of the way these certain units choose their target. The way that I'm thinking it will take up more CPU power than the methods used now, all of this for more convenience so that the player (and the AI, remember!) can optimize the damage output of the beam [also forcing a rebalance to counter act the efficient boost for these units].

This seems like a project for the distant future if ever when the idea becomes practical.

keith.lamothe

Nov 21, 2010 10:37 pm

administrator   ~0004167

It's relatively easy to have it prioritize more distant targets for zenith beams. Actually it already does. It doesn't try to prioritize angles that maximize the number of ships on the line, that's just not tenable cpu-wise.

I've been meaning for a while to have zenith beams always fire to maximum range, like the newer beam types, and that will help to a degree.

ArcDM

Nov 21, 2010 10:40 pm

reporter   ~0004168

Damn, now I just look like an asshole.

Toll

Nov 22, 2010 7:18 am

reporter   ~0004182

Hmm. Are you sure Keith? I've got a group of Mk. V beam frigates, and they seem to target all over the AI mini-blob. Appending screenshot.

Toll

Nov 22, 2010 7:18 am

reporter  

keith.lamothe

Nov 22, 2010 9:26 am

administrator   ~0004190

They don't prioritize the more distant targets absolutely, there are higher priorities like "if I'll do more than 10x damage to A as I would to B, pick A".

Toll

Nov 22, 2010 9:28 am

reporter   ~0004191

Ah, makes sense. Thanks!

keith.lamothe

Nov 22, 2010 9:49 am

administrator   ~0004201

Confirming the "make zenith beams fire to end of range, like human beams and spire beams" part.

Issue History

Date Modified Username Field Change
Nov 21, 2010 10:22 pm Toll New Issue
Nov 21, 2010 10:24 pm keith.lamothe Note Added: 0004163
Nov 21, 2010 10:29 pm Toll Note Added: 0004164
Nov 21, 2010 10:35 pm ArcDM Note Added: 0004165
Nov 21, 2010 10:37 pm keith.lamothe Note Added: 0004167
Nov 21, 2010 10:40 pm ArcDM Note Added: 0004168
Nov 22, 2010 7:18 am Toll Note Added: 0004182
Nov 22, 2010 7:18 am Toll File Added: Screenshot_2010_11_22_13_17_13.png
Nov 22, 2010 9:26 am keith.lamothe Note Added: 0004190
Nov 22, 2010 9:28 am Toll Note Added: 0004191
Nov 22, 2010 9:49 am keith.lamothe Note Added: 0004201
Nov 22, 2010 9:49 am keith.lamothe Assigned To => keith.lamothe
Nov 22, 2010 9:49 am keith.lamothe Status new => confirmed
Jan 7, 2011 10:31 pm Chris_McElligottPark Relationship added duplicate of 0001771
Jan 7, 2011 10:31 pm Chris_McElligottPark Status confirmed => closed
Jan 7, 2011 10:31 pm Chris_McElligottPark Resolution open => duplicate