View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001868 | AI War 1 / Classic | Balance Issue | Dec 6, 2010 8:48 pm | Dec 6, 2010 11:04 pm | |
Reporter | Draco18s | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.045 | ||||
Fixed in Version | 4.046 | ||||
Summary | 0001868: [4.046] Issue with Changes to Reclaimers | ||||
Description | With 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. | ||||
Tags | No tags attached. | ||||
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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!). |
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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. |
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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). |
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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. |
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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? |
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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). |
Date Modified | Username | Field | Change |
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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 |