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IDProjectCategoryLast Update
0002280AI War 1 / ClassicSuggestion - Balance TweaksJan 7, 2011 11:03 pm
ReporterSunshine Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.062 
Fixed in Version4.063 
Summary0002280: Scouting Problems (range drastically decreased)
DescriptionI can't identify exactly what the problem is, but in my current 9/9 (shield ninny, starfleet commander) game, I have mk2 scouts unlocked and they can only get past one tachyon-guarded planet - the mk1 scouts can't get past a planet with any tachyons at all. Basically that gives me the ability to see three hops from my home planet (bordering planets don't have tachyons, so mk1 scouts can see the next ring at 2 hops, and mk2 can get the next set at 3 hops).

Suggest that for development purposes, a decision be made about the additional penetration power that should be given for each additional mark of scouts. Assuming the jump from mk2 to mk3 scouts produces the same results as mk1 to mk2 (don't know, haven't unlocked), then at the moment unlocking the next level of scout provides +1 hop for scouting penetration.

Personally, I would like to see a goal of +2 hops for each, so mk1 scouts can get 2 hops away from the home planet, mk2 scouts can get 4 hops away, mk3 scouts can get 6 hops away, and then you need mk4 for anything past that.
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Chris_McElligottPark

Jan 7, 2011 8:37 pm

administrator   ~0007816

The added range does, and always has, varied. It's often a good idea to use all your scouts in one big bunch (cross-mark). Sometimes the map is so hard that you just can't get anywhere, sometimes it's so easy that you can get practically everywhere.

Without making a hard-coded sort of mechanic (scouts are invincible but lose X health per planet), it's really impossible to make broad decisions about how far they can go in all situations, because of the huge variety of planets out there. If there's a big weapon, or some sort of huge group of ships, or it's a mark IV planet, that you're trying to send scouts through, then you're getting the expected result. If it's a mark I/II planet with nothing special there, then we have problems.

It's possible that scout speeds need to be doubled in light of the recent changes to how speeds work, but I've been on the fence about that (right now their speeds are effectively cut in half on Normal combat style compared to two versions ago).

Chris_McElligottPark

Jan 7, 2011 8:38 pm

administrator   ~0007817

Oh: so, the feedback I'm looking for is from players in general, if the scouts seem okay or if they need their speed doubled.

TechSY730

Jan 7, 2011 8:47 pm

reporter   ~0007820

You mean doubled again? With the whole "shots hit as they go through wormhole" thing, I don't think that would help very much.

Chris_McElligottPark

Jan 7, 2011 8:58 pm

administrator   ~0007831

Yes, doubled again. They got reduced 4x. 2x because of the human buff thing (which I compensated for), and 2x because of them no longer scaling with combat style speed (which I did NOT compensate for, to see how that would do).

Bear in mind that speed translates into not having as many shots even launched at you, too. And this is the only thing that has effectively changed since two versions ago, when people were tentatively happy with the balance of them. The shots-hit-as-they-go thing isn't that new, in terms of this balance issue.

TechSY730

Jan 7, 2011 8:59 pm

reporter   ~0007832

Oh. Then in that case I would support it.

Sunshine

Jan 7, 2011 9:13 pm

reporter   ~0007839

Yeah, it was the unusual cases of them getting trashed on mk1/mk2 planets that really prompted me to put this up here. Doubling speed again would definitely get my vote, because it doesn't matter what kind of a planet it is, my scouts are getting absolutely wasted over a couple games now (I usually lose within the first hour on diff 9)

Chris_McElligottPark

Jan 7, 2011 11:03 pm

administrator   ~0007881

* Apparently all guardians had a 10x bonus against the scout hull type recently. This has been removed. Artillery guardians additionally now have a 0.1 penalty against the scout hull type. This was hugely hurting both transports and scouts.

* The fortress bonus against the scout hull type has been further reduced from 0.1 to 0.05.

* The movement speed of all the scouts has been doubled once again, to bring them back to the equivalent of what they were two releases ago on Normal speed.


I'm not sure when that thing with the guardians changed, but that was a big part of it methinks.

Issue History

Date Modified Username Field Change
Jan 7, 2011 7:34 pm Sunshine New Issue
Jan 7, 2011 8:37 pm Chris_McElligottPark Note Added: 0007816
Jan 7, 2011 8:37 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 7, 2011 8:37 pm Chris_McElligottPark Status new => feedback
Jan 7, 2011 8:38 pm Chris_McElligottPark Note Added: 0007817
Jan 7, 2011 8:47 pm TechSY730 Note Added: 0007820
Jan 7, 2011 8:58 pm Chris_McElligottPark Note Added: 0007831
Jan 7, 2011 8:59 pm TechSY730 Note Added: 0007832
Jan 7, 2011 9:13 pm Sunshine Note Added: 0007839
Jan 7, 2011 9:13 pm Sunshine Status feedback => assigned
Jan 7, 2011 11:03 pm Chris_McElligottPark Note Added: 0007881
Jan 7, 2011 11:03 pm Chris_McElligottPark Status assigned => resolved
Jan 7, 2011 11:03 pm Chris_McElligottPark Fixed in Version => 4.063
Jan 7, 2011 11:03 pm Chris_McElligottPark Resolution open => fixed