View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0019845 | AI War 2 | Gameplay Issue | Jul 22, 2018 5:50 pm | Aug 21, 2018 1:25 pm | |
Reporter | Bummeri | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.754 Shifting That Furniture | ||||
Fixed in Version | 0.759-0.760 Only The Start of Discovery | ||||
Summary | 0019845: What is the point of reporting build caps as 800 individual ship vs 40 squads of 20? | ||||
Description | Currently I can build 800 fighters. They are always built in squads of 20, no mater what. If the fighters are always squaded up, why not just tell the amount of squads? 40 squads would be cleaner. Is there a reason for this beahviour? | ||||
Tags | No tags attached. | ||||
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This actually highlights some personal confusion with the ingame information; I have no idea if the unit health and DPS values are actually per ship, or per squad, I don't know in general how much the squad affects combat...is each ship hit by a flak turret, or just the squad? Do ships 'dying' mean anything? Arachnid Guardposts in Classic were always single target, very high damage...but in AIWar 2 they're killing entire squads instantly. If I was a newcomer to the game I'd...honestly have no idea how any of it works. Maybe not that important to most people, but I imagine it is to other people like me who think about the numbers a fair bit. |
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As an addition, what about the scenario of, you have 800 fighters. 4 Squads lose 5 ships each, so you go down to 780, which is enough for a space dock to build a new squad, and does so. Since you are now at your cap, those squads cannot regain ships...meaning they cannot be "repaired", and permanently show up as being damaged. I think this'd be very confusing... This might even lead to bizzare situations of low cap ships like Sentinel Frigates, losing a member (and thus being half strength), then getting new squads in, and as you lose squads those original half strength units are being repaired, regaining their lost member, so it's as if you're just building new units on the field, without docks. So I think right now I'd actually agree with Bummeri on this, it should just show as number of squads, with the ship count visible in the build menus (in their text box, like when the unit actually exists and you hover over it). Keep all the health, dps things etc as per ship if that's how it works, but do caps entirely as squads. Cap only frees up once an entire squad has died. Last note, in classic it would take a high damage, single shot unit 96 shots to kill a cap of Fighters, far more to kill a cap of Laser Gatlings for example. In AIWar2, because of squads, you'd only need 40 such shots to kill a cap of Fighters, and I think the same for Gatlings. This shifts a lot of the balance towards such weaponry I think. Of course, unless you see the unit in action you can't tell what kind of firerate it has right now. |
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The game is balanced around Squads, rather than ships. Ships are purely visual. The game now will report Squads instead of Ships, though when possible it will call out the actual number of ships in hovertexts because that's cool. |
Date Modified | Username | Field | Change |
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Jul 22, 2018 5:50 pm | Bummeri | New Issue | |
Jul 22, 2018 7:09 pm | RocketAssistedPuffin | Note Added: 0048036 | |
Jul 22, 2018 7:26 pm | RocketAssistedPuffin | Note Added: 0048037 | |
Aug 21, 2018 1:25 pm | BadgerBadger | Assigned To | => BadgerBadger |
Aug 21, 2018 1:25 pm | BadgerBadger | Status | new => resolved |
Aug 21, 2018 1:25 pm | BadgerBadger | Resolution | open => fixed |
Aug 21, 2018 1:25 pm | BadgerBadger | Fixed in Version | => 0.759-0.760 Only The Start of Discovery |
Aug 21, 2018 1:25 pm | BadgerBadger | Note Added: 0048267 |