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IDProjectCategoryLast Update
0002394AI War 1 / ClassicSuggestion - Balance TweaksMar 12, 2011 2:44 am
ReporterLordSloth Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version4.065 
Fixed in Version4.068 
Summary0002394: Astro Trains too fragile
DescriptionOn normal settings, an Astro Turret Train Mark II can be taken down by 98 mark one bombers in under four seconds. Bombers are not the only problem, just the most dramatic. Regular turrets also do a surprisingly large amount of damage to astro trains, enough to kill astro turret trains in under an hour with just light wormhole defenses.

A regular Astro Train Mk III can be taken down in just about 300 seconds by a full cap of mk 2 bombers. For comparison, a train station goes down in 45 seconds to the same mk2 bombers. It's quite possibly not worth the effort of going after the stations at all.

What is the target goal? Certainly not impossible, but I'd like trains not to go down without at least a conscious effort.

Brainstorm of ideas:
Increase health of astro trains across the board.
Give astro trains regeneration, but leave the immunity to repair in place.
Increase armor significantly. There are some ships with incredibly high armor piercing (sniper turrets, sentinel frigates).
Give them radar dampening ability. It just seems fitting.

On a related note, it would be nice to remove trains from auto-targeting like the Rally Guardians.
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LordSloth

Jan 12, 2011 9:55 pm

reporter   ~0008400

Point of clarification: regular astro trains do not seem to pull FRD troops. Astro Turret Trains do. Astro Speed Booster Trains Don't. Regenerator trains might. Is this inconsistency of response to FRD intended?

KDR_11k

Jan 13, 2011 11:09 am

reporter   ~0008410

I believe it's intended, turret trains have significantly lower HP (and the tooltip describes them as fragile) while posing a much higher direct threat so shooting at them makes sense. IMO the regular trains should go back to the 1G HP and possibly do more damage (they're supposed to destroy turrets but they don't even scratch the paint!). I know they're a massive PITA when they actually pose a threat but that's why they're an AI plot now.

Sigma7

Jan 15, 2011 2:39 am

reporter   ~0008519

Turret astro trains just about have the health and power of a starship (if not less). But the real threat from trains are the specials (e.g. regen, booster, etc.) instead of the vanilla ones. Right now, the tactic against them is to simply ignore the stations, and attack the trains as they fly through your territory; eventually you'll wear them down to no health.

Currently, they only break a few turrets that are easily rebuilt. If they were buffed, either by restoring their health slowly or adding a few more surprises, then they could qualify as a plot.

Chris_McElligottPark

Jan 16, 2011 1:08 am

administrator   ~0008638

Last edited: Jan 16, 2011 1:08 am

Only turret trains are automatically targeted, and that was done at player request. For the other:


* All astro trains now have command grade hulls rather than ultra heavy. This acts like a massive boost to their health.

Good catch!

TechSY730

Jan 16, 2011 5:41 pm

reporter   ~0008768

Last edited: Jan 16, 2011 5:43 pm

Nope, still too fragile. My measly team of 40 mk. I laser gattlings, 14 mk. I bombers, 10 mk. II bombers, and a Mk. I bomber starship were able to take an astro regenerator train Mk. II down to 50% in about 15 seconds.

EDIT: I was playing normal speed and medium ship caps

Prezombie

Jan 17, 2011 10:36 pm

reporter   ~0009012

Reopened because they're still a joke. As TechSY730 said, trains go down under even tiny fleets, and I'm still waiting for a train to look funny at a turret, let alone ruin the defensive line at all.

HP needs to be massively boosted to heavy-defensive unit levels, at least a hundred million on the lower end. When against bombers, the change in hull means nothing.

Their range needs to be improved so they can actually reach turrets that crown the wormhole, meaning their range has to be more than the average turret, and their attack needs to actually hurt the turret. The trains need to make a threatened planet go from "Enough defense to keep the riffraff out" to "Every turret this side of the planet is gone, charge now before the rebuilders fix it all."

This might call for besides the normal train's range buff, a sniper train to go after the longer-ranged turrets.

TechSY730

Jan 17, 2011 10:38 pm

reporter   ~0009014

It's better than it used to be, they can now last 20 seconds against a good sized fleet instead of 15. :D

Chris_McElligottPark

Jan 17, 2011 10:46 pm

administrator   ~0009017

Make sure you use the actual reopen button, don't just set the resolution to reopened, or it doesn't show on our lists -- we have to just happen to catch the email (and we get a lot of emails). It should wind up in status feedback, resolution reopened, if you do it right.

Anyway, to the topic at hand:

* Various astro train changes:
** Attack range increased 10x.
** Max health up from 200m to 800m.
** Turret trains:
*** Attack range increased 10x.
*** Max health changed from 1m/2m/200m to 30m/50m/70m.
** Max health up from 200m to 800m.
** Booster trains:
*** Attack range increased 10x.
*** Max health up from 20m to 600m.
** Regenerator trains:
*** Attack range increased 10x.
*** Max health up from 20m to 600m.

Prezombie

Jan 18, 2011 1:21 am

reporter   ~0009029

Where's this reopen button? I can't change the status, only the resolution *feeling stupid, can't see one anywhere*

*** Max health changed from 1m/2m/200m to 30m/50m/70m.
** Max health up from 200m to 800m.

Uh, is one of those a typo?

Otherwise, Awesome, twice as much as a wormhole GP is a bit much in my opinion, but it's not too crazy.

How many ships could the regenerator train replace on it's old health? I'd make sure the cost of regenerating ships was increased, maybe by a factor of 10-20, so that it's after its regenerated that many ships, it's only just starting to look like a target.

Chris_McElligottPark

Jan 18, 2011 1:23 am

administrator   ~0009030

The reopen button should be under attached files. Folks have used it before, so I know it's there. Though, I think only the original reporter can reopen their own thing, possibly.

None of those was a typo, there was an error in mark III turret trains as being 200m.

Prezombie

Jan 18, 2011 1:45 am

reporter   ~0009033

Yeah, no reopen button there, only for original poster, bah.

I mean, the first line means you changed the max health from 1m/2m/200m to 30m/50m/70m. The second says you changed the max health from 200m to 800m, which seems contradictory.

Chris_McElligottPark

Jan 18, 2011 1:48 am

administrator   ~0009035

Ah, yeah, cut and paste error on the second line. I took it out. Thanks!

Issue History

Date Modified Username Field Change
Jan 11, 2011 8:13 pm LordSloth New Issue
Jan 12, 2011 9:55 pm LordSloth Note Added: 0008400
Jan 13, 2011 11:09 am KDR_11k Note Added: 0008410
Jan 15, 2011 2:39 am Sigma7 Note Added: 0008519
Jan 16, 2011 1:08 am Chris_McElligottPark Note Added: 0008638
Jan 16, 2011 1:08 am Chris_McElligottPark Status new => resolved
Jan 16, 2011 1:08 am Chris_McElligottPark Fixed in Version => 4.068
Jan 16, 2011 1:08 am Chris_McElligottPark Resolution open => fixed
Jan 16, 2011 1:08 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 16, 2011 1:08 am Chris_McElligottPark Note Edited: 0008638
Jan 16, 2011 5:41 pm TechSY730 Note Added: 0008768
Jan 16, 2011 5:42 pm TechSY730 Note Edited: 0008768
Jan 16, 2011 5:43 pm TechSY730 Note Edited: 0008768
Jan 17, 2011 10:36 pm Prezombie Note Added: 0009012
Jan 17, 2011 10:36 pm Prezombie Resolution fixed => reopened
Jan 17, 2011 10:38 pm TechSY730 Note Added: 0009014
Jan 17, 2011 10:46 pm Chris_McElligottPark Note Added: 0009017
Jan 17, 2011 10:46 pm Chris_McElligottPark Resolution reopened => fixed
Jan 18, 2011 1:21 am Prezombie Note Added: 0009029
Jan 18, 2011 1:23 am Chris_McElligottPark Note Added: 0009030
Jan 18, 2011 1:45 am Prezombie Note Added: 0009033
Jan 18, 2011 1:48 am Chris_McElligottPark Note Added: 0009035