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IDProjectCategoryLast Update
0002074AI War 1 / ClassicSuggestion - Balance TweaksJan 13, 2011 7:09 pm
Reporterchmjs Assigned Tokeith.lamothe  
Severityminor 
Status resolvedResolutionreopened 
Product Version4.066 
Summary0002074: Marauder pirates come too often and are too well armoured?
DescriptionIt 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.
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TechSY730

Dec 18, 2010 10:38 am

reporter   ~0006398

Hmm, they are receiving a nerf to stats. Do you think they need a nerf to their spawn conditions too?

Draco Cretel

Dec 18, 2010 8:36 pm

reporter   ~0006415

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.

keith.lamothe

Dec 18, 2010 8:43 pm

administrator   ~0006416

What AIP are you at?

Draco Cretel

Dec 18, 2010 8:47 pm

reporter   ~0006417

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.

chmjs

Dec 20, 2010 4:59 pm

reporter   ~0006449

I concur with this finding.

keith.lamothe

Dec 20, 2010 5:17 pm

administrator   ~0006458

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.

chmjs

Dec 20, 2010 8:52 pm

reporter   ~0006555

Thanks!

chmjs

Jan 13, 2011 7:09 pm

reporter   ~0008436

This still seems to be a problem as of 4.065

Issue History

Date Modified Username Field Change
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