View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002280 | AI War 1 / Classic | Suggestion - Balance Tweaks | Jan 7, 2011 7:34 pm | Jan 7, 2011 11:03 pm | |
Reporter | Sunshine | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.062 | ||||
Fixed in Version | 4.063 | ||||
Summary | 0002280: Scouting Problems (range drastically decreased) | ||||
Description | I 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. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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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). |
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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. |
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You mean doubled again? With the whole "shots hit as they go through wormhole" thing, I don't think that would help very much. |
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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. |
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Oh. Then in that case I would support it. |
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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) |
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* 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. |
Date Modified | Username | Field | Change |
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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 |