View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002074 | AI War 1 / Classic | Suggestion - Balance Tweaks | Dec 18, 2010 3:22 am | Jan 13, 2011 7:09 pm | |
Reporter | chmjs | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | reopened | ||
Product Version | 4.066 | ||||
Summary | 0002074: Marauder pirates come too often and are too well armoured? | ||||
Description | It seems that everytime I invade an enemy system Maurauders come and attack. At the moment this is a headache as their ships have really high health. This often leads to problems too early in the game. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Hmm, they are receiving a nerf to stats. Do you think they need a nerf to their spawn conditions too? |
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I agree, they need a nerf to spawning. I've had them attack every ten min in my game and even if I am not attacking the AI. I've been stuck in my systems trying to fend marauders off, hybrids and waves and can hardly do it. |
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What AIP are you at? |
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AIP is around 120, but they've been attacking very often since around 100 AIP after I killed 2 systems. I did have Spire leaders for more AIP increasing. |
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I concur with this finding. |
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For 4.053: * Removed recently added rule that increased the rate of marauder spawns as AIP increased (specifically it would be 2x normal at 100-199 AIP, 3x normal at 200-299, etc); this was intentional but with the recent buffs to the marauder ships themselves it is not necessary and indeed fairly overwhelming. I'm marking this issue resolved as this change seems the most needed at this stage; if in the next version things are still out of hand please re-open (with updated description) or open a separate issue with specifically whether you think the spawn rate is the problem or the ship stats are the problem and what specific numbers/ratios you'd like instead :) FYI, currently the "marauder counter" is incremented once every 80 game seconds, and the spawn sizes are as follows: Diff < 5 : min 2, max 8 Diff >= 5, < 9 : min 15, max 40 Diff >= 9 : min 30, max 80 Each time the counter is incremented it picks a random number between the min and max spawn size, and if the counter is greater than or equal to that random number the marauders are spawned on an eligible planet. If no eligible planet is found then nothing is spawned and the counter is not reduced. There are some other rules regarding what planets are eligible and how many ships it actually tries to spawn, but those aren't really relevant to the overall balance of these. |
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Thanks! |
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This still seems to be a problem as of 4.065 |
Date Modified | Username | Field | Change |
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Dec 18, 2010 3:22 am | chmjs | New Issue | |
Dec 18, 2010 10:38 am | TechSY730 | Note Added: 0006398 | |
Dec 18, 2010 8:36 pm | Draco Cretel | Note Added: 0006415 | |
Dec 18, 2010 8:43 pm | keith.lamothe | Note Added: 0006416 | |
Dec 18, 2010 8:47 pm | Draco Cretel | Note Added: 0006417 | |
Dec 20, 2010 4:59 pm | chmjs | Note Added: 0006449 | |
Dec 20, 2010 5:17 pm | keith.lamothe | Note Added: 0006458 | |
Dec 20, 2010 5:17 pm | keith.lamothe | Status | new => resolved |
Dec 20, 2010 5:17 pm | keith.lamothe | Resolution | open => fixed |
Dec 20, 2010 5:17 pm | keith.lamothe | Assigned To | => keith.lamothe |
Dec 20, 2010 8:52 pm | chmjs | Note Added: 0006555 | |
Jan 13, 2011 7:09 pm | chmjs | Note Added: 0008436 | |
Jan 13, 2011 7:09 pm | chmjs | Resolution | fixed => reopened |
Jan 13, 2011 7:09 pm | chmjs | Product Version | 4.051 => 4.066 |