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IDProjectCategoryLast Update
0022356AI War 2Balance IssueJan 2, 2020 8:45 pm
ReporterCyberKun Assigned Todonblas  
Severityminor 
Status resolvedResolutionfixed 
Product Version1.014 High AIP Playstyle Viability 
Fixed in VersionBETA 1.101 Ship Cap Reversions 
Summary0022356: ARS Ship Count too random
DescriptionRight now Advanced Research Stations give a random amount of ships. My issue with it currently is it's too large of a range.

You have ship lines between
12-20, a 66% difference.
25-40, a 60% difference.
60-80, a 33% difference.

I'm fine with RNG but it's already RNG if you get the ship line you want/need. It's very frustrating for people like myself who feel like a 26 sized fleet is never worth picking just due to how bad it is compared to even 38.

It would be nice to have either two options.

Lower the difference so it is something like 14-18, 28-36, 65-75. It's still RNG but it's within 30%. I know some people really like the variance and I do to some degree, but there isn't any strategizing for a bunch of garbage rolls besides just reroll.

The other option is enable a starting option so it can always roll the middle (or max) amount. 15, 30, and 70. That might be a more boring option but the numbers are good and it would be a simple option.
TagsNo tags attached.

Activities

BadgerBadger

Dec 11, 2019 6:34 pm

manager   ~0054955

The ranges for the number of ships are determined based on the ship type. Some ship lines will always have smaller number of ships for balance reasons.

I think this is working as intended.

Peter Ebbesen

Dec 11, 2019 6:48 pm

reporter   ~0054957

I am certain that it is working as intended, but since the reporter's major problem is that he doesn't like the cap variation within each ship-line, how about - keeping the existing ship and fleet definitions - adding a a "Ship line cap" game setup option, where you choose between "Minimum, Maximum, Average, and Random", with Random being the current and default, minimum always providing minimum cap for the ship-line in the given template, maximum always providing maximum, and (you guessed it), average always providing (minimum+maximum)/2.

And you could apply this both to fleets seeded on the map and ARS.

That way people who want determinism could choose to go low (for challenge and boasting rights), average (for mediocrity) or high (for power), and while caps would differ for identical ship-type ship-lines within fleets seeded on that map belonging to different templates (due to being part of different fleet templates having different caps for their ship-lines, which is great for those of use who like the randomness!) the ARSs would always have the same cap of a given ship-type, and the player would KNOW that he was getting a good or a bad deal based on his choice on game setup.

The rest of us could stick with the default randomness.

donblas

Jan 2, 2020 8:45 pm

developer   ~0055294

* Added "Remove Unlock Variance in Capturables" option. This option removes the random ranges ships and turrets can be found with, fixing it at a constant average. Suggested by @Flypaste, @Fluffiest and many others on Discord. Thanks donblas.

Issue History

Date Modified Username Field Change
Dec 11, 2019 6:20 pm CyberKun New Issue
Dec 11, 2019 6:34 pm BadgerBadger Note Added: 0054955
Dec 11, 2019 6:48 pm Peter Ebbesen Note Added: 0054957
Jan 2, 2020 4:45 pm donblas Assigned To => donblas
Jan 2, 2020 4:45 pm donblas Status new => assigned
Jan 2, 2020 8:45 pm donblas Status assigned => resolved
Jan 2, 2020 8:45 pm donblas Resolution open => fixed
Jan 2, 2020 8:45 pm donblas Fixed in Version => BETA 1.101 Ship Cap Reversions
Jan 2, 2020 8:45 pm donblas Note Added: 0055294