View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021294 | AI War 2 | Balance Issue | Jun 15, 2019 12:23 am | Jul 12, 2019 6:48 pm | |
Reporter | BadgerBadger | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | BETA 0.868 Fleet EXP Level-Ups and Starting Battlestations | ||||
Fixed in Version | 0.875 Counterattacks You Can Taste | ||||
Summary | 0021294: Insanely large Reprisal Wave | ||||
Description | I managed to get a 250 strength reprisal wave at 70 AIP. This isn't going to go well | ||||
Tags | No tags attached. | ||||
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ai_salvage_multiplier="3" It seems the size of the reprisals is correct, relative to the waves so far - though not much data. Might be the AI is now just getting too much salvage, from that value and the Flagship increases. |
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I've reduced it to 0.8 after some testing for now. Feel free to change it though. Unfortunate this didn't show up before the release...I apparently stopped playtesting right before such reprisals were to be announced. |
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There are some unexpected results in the current Reprisal calculations. 1. Reprisal strength is now (aproximately) equal to the salvage causing reprisal. The threshold for measuring Reprisal Level increases exponentially. int multTemp = (int)Math.Pow(2,reprisalLevel); debugStage = 11; if(adjustedThreshold * multTemp > adjustedSalvage) Reprisal strength is also an exponential function of Reprisal Level: FInt multiplier = difficulty.BaseReprisalMultiplier; for(int i = 0; i < reprisalLevel; i++) { multiplier *= 2; } This results in the Reprisal Wave Strength being (virtually) equal to the Salvage that generates the wave instead of exponential response expected. To change this multTemp should just be replaced with reprisalLevel. 2. All AIs have inherent the salvage_multiplier from FullEnsemble. All AIs inherent the salvage_multiplier of 0.5 from FullEnsemble (except for Overreactive which uses 2). Should it be 1? Maybe? 3. Flagships generate a very large amount of salvage. Current settings: flagship_salvage_multiplier_combat="5.0" flagship_salvage_multiplier_fleet="2.0" flagship_salvage_multiplier_support="1.0" flagship_salvage_multiplier_lonewolf="4.0" flagship_salvage_multiplier_battlestation_basic="1.5" flagship_salvage_multiplier_citadel="4.0" To put this into perspective a 10 Strength Flagship generates the same salvage as 40 Strength of fleetships. If the AI salvage modifier was moved back to 1, then these could be lowered. I believe they are currently too high and should be 1 for non-combat and 2 for combat ships. Possibly 3 for lonewolf ships, but I'd also expect the ship performance to be more impressive than it has in the past. 4. Reprisal Wave Level caps at AI Level - 1 Reprisal Wave Level caps at AI Level - 1, so when balancing Reprisal, note that the lower difficulties will see Reprisal Waves cap out very quickly and that changes that make Reprisal Scale harder at upper levels, won't ever impact lower difficulties. |
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Chris fixed this by replacing reprisal waves with counterattack waves |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 15, 2019 12:23 am | BadgerBadger | New Issue | |
Jun 15, 2019 12:23 am | BadgerBadger | Status | new => assigned |
Jun 15, 2019 12:23 am | BadgerBadger | Assigned To | => BadgerBadger |
Jun 15, 2019 8:00 am | RocketAssistedPuffin | Note Added: 0051914 | |
Jun 15, 2019 8:45 am | RocketAssistedPuffin | Note Added: 0051915 | |
Jul 4, 2019 4:07 pm | ptarth | Note Added: 0052044 | |
Jul 12, 2019 6:48 pm | BadgerBadger | Status | assigned => resolved |
Jul 12, 2019 6:48 pm | BadgerBadger | Resolution | open => fixed |
Jul 12, 2019 6:48 pm | BadgerBadger | Fixed in Version | => 0.875 Counterattacks You Can Taste |
Jul 12, 2019 6:48 pm | BadgerBadger | Note Added: 0052216 |