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IDProjectCategoryLast Update
0001868AI War 1 / ClassicBalance IssueDec 6, 2010 11:04 pm
ReporterDraco18s Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.045 
Fixed in Version4.046 
Summary0001868: [4.046] Issue with Changes to Reclaimers
DescriptionWith the reclaim threshold being 50% of the damage dealt to the target to be from a parasitic source, this means two things:
1) larger targets are unlikely to ever be reclaimed, even when fleeting parasites, unless fleeting only parasites.
2) two or more players both fleeting parasites in the same combat with neither reclaim a single unit. A single shot from a non-parasitic source would effectively eliminate that unit from being reclaimed

This also makes Leech Starships an "Amazingly Bad Idea" as even with a higher damage output they will never make up for the damage done by other (fleet) ships or turrets, due to the fact that their DPS is 3000*Mk/4 seconds times number of shots (typically unique targets, so moot). A single fighter out DPSs this: 6000 damage / 4 seconds.
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Draco18s

Dec 6, 2010 8:54 pm

developer   ~0005492

This isn't to even mention the fact that Mk4 parasites get no bonus above Mk3 parasites aside from health and damage (Mk5 are immune to reclamation!).

Chris_McElligottPark

Dec 6, 2010 9:24 pm

administrator   ~0005494

Fair points:

* Further Parasite/Leech rebalance:
** The Parasites now have a further 10x added to their attack power, but now always have an 8-second recharge time rather than one that diminishes with their mark level. Their bonus against medium hulls has thus been cut from 6 to 3.
** The MicroParasite attack recharge has been put back to 2s instead of 8, and now has an attack power of 8000 instead of 800. Their health has also been doubled.
** The Leech Starship has had their attack buffed a further 40x, giving them a pretty sizble DPS. Their number of shots has been further reduced from 4x to 1x, helping to make them a lot more likely to convert enemy ships.
** The overall goal is to make Parasites rather slow-firing so that they are not converting everything in sight, but with a high enough DPS that they have a reasonable chance of success in mixed fleets, or with allies, or on their own (in order from least to most successful, there). These changes are a start, at least, and we'll see how these feel.

Draco18s

Dec 6, 2010 9:28 pm

developer   ~0005496

I think that's sufficient for a single player game (due to the 50% of the damage must be reclaim damage) but I still question multiplayer games where 2 or more players have reclaimers (e.g. ARS).

Chris_McElligottPark

Dec 6, 2010 9:48 pm

administrator   ~0005500

I hear you -- I'd like to stick with these changes for tonight, though, and at least test it out a bit. If it's horrible, then we'll figure something out. Possibly a rule that "as long as they have 50% damage from any combined enemy reclaimers, the player with the highest reclamation amount gets the ship" would do it.

However, in a lot of respects I don't know why that would be any different from any other form of combined-arms ships, reclaimers or not, so I suspect that sort of specific logic won't be needed if the overall balance of the parasites is such that they can reasonably function in the presence of other player ships.

Draco18s

Dec 6, 2010 10:12 pm

developer   ~0005502

Usually it doesn't matter who gets the killing blow. And although highly unlikely, three players throwing a combined blob of parasites at the enemy will (at current) on average result in no reclaimed ships. It would depend on how each ship picks a new target, which the three players have little to no control over.

This is fine for now, it's just the issue I see.

Also: will parasites target lower mark ships they [i]can[/i] reclaim over a higher mark target?

Chris_McElligottPark

Dec 6, 2010 11:04 pm

administrator   ~0005508

Heh:

* Ships with the reclamator ability now all do their best to target ships they can actually reclaim. This is particularly important because of the new ship-level restrictions that reclamators have, but it's also important new logic that they never had in general (previously hitting stuff that was immune to reclamation just as commonly).

Issue History

Date Modified Username Field Change
Dec 6, 2010 8:48 pm Draco18s New Issue
Dec 6, 2010 8:54 pm Draco18s Note Added: 0005492
Dec 6, 2010 9:24 pm Chris_McElligottPark Note Added: 0005494
Dec 6, 2010 9:24 pm Chris_McElligottPark Status new => resolved
Dec 6, 2010 9:24 pm Chris_McElligottPark Fixed in Version => 4.046
Dec 6, 2010 9:24 pm Chris_McElligottPark Resolution open => fixed
Dec 6, 2010 9:24 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 6, 2010 9:28 pm Draco18s Note Added: 0005496
Dec 6, 2010 9:48 pm Chris_McElligottPark Note Added: 0005500
Dec 6, 2010 10:12 pm Draco18s Note Added: 0005502
Dec 6, 2010 11:04 pm Chris_McElligottPark Note Added: 0005508
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue