View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002185 | AI War 1 / Classic | Balance Issue | Dec 27, 2010 9:58 pm | Jan 5, 2011 12:41 am | |
Reporter | Vinraith | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.057 | ||||
Fixed in Version | 4.061 | ||||
Summary | 0002185: Scout performance varies radically with game speed | ||||
Description | Per the forum discussion here: http://www.arcengames.com/forums/index.php/topic,7927.15.html and the notes section in 0002097, testing reveals that scouts on "blitz" game speed penetrate about 2-3x as far as equivalent scouts on epic speed. Recent scout balances have significantly curtailed mark III scout ability to "scout the galaxy at a go" in epic, but had little apparent impact on blitz. I'm not sure what the best solution to this is (scout health scaling at different speeds?) but any attempt to balance scouts is going to have to resolve this issue. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
child of | 0002097 | resolved | keith.lamothe | Mark III scouts currently render scouting trivial |
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Part of the problem IIRC is with ship speeds, computing cycles, and targeting ranges, where a ship that is fast enough can make it through most ship's targeting ranges before the next computing cycle finishes, resulting in no shots fired. You can see this with a lot of Neinzul ships as well, if you tell them to FRD through multiple planets, they will often end up going so fast through a planet that the computer doesn't have time to run an FRD process and trigger FRD for the ship, so they just shoot straight through the wormhole into the next planet. |
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These are all related: * In the past, the combat styles would just invisibly affect the attack powers and movement speeds of ships. Now it actually shows the real values in the interface, to be clearer what is happening there. * Scouts and scout starships have had their base movement speed doubled. However, their speed also no longer increases like other ships when the combat style is increased. This prevents scouting from being too easy/hard on the various combat styles. * Similarly, human transports and AI carriers no longer scale up in speed with the faster combat styles, but have had their base speed doubled. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 27, 2010 9:58 pm | Vinraith | New Issue | |
Dec 27, 2010 9:58 pm | Vinraith | Description Updated | |
Dec 27, 2010 9:59 pm | Vinraith | Relationship added | child of 0002097 |
Dec 27, 2010 9:59 pm | Vinraith | Description Updated | |
Dec 28, 2010 3:40 pm | Sunshine | Note Added: 0007166 | |
Jan 5, 2011 12:41 am | Chris_McElligottPark | Note Added: 0007517 | |
Jan 5, 2011 12:41 am | Chris_McElligottPark | Status | new => resolved |
Jan 5, 2011 12:41 am | Chris_McElligottPark | Fixed in Version | => 4.061 |
Jan 5, 2011 12:41 am | Chris_McElligottPark | Resolution | open => fixed |
Jan 5, 2011 12:41 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |