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IDProjectCategoryLast Update
0026226AI War 2SuggestionFeb 11, 2022 7:02 pm
ReporterStrategic Sage Assigned ToChris_McElligottPark  
Severityfeature 
Status resolvedResolutionfixed 
Product VersionBeta 3.791 Network Defragmentation 
Fixed in VersionBeta 3.800 That Expert Has A Deathwish! 
Summary0026226: Expert Beachheading Adjustments
DescriptionCredit and thanks to CRCGamer in particular for his many contributions. We had settled on trying the following, with tweaks to follow:

** One battlestation only allowed on Expert instead of the current two choices
** Arnaud's Turtle Defenses not available as it is OP.
** The metal costs previously enacted are reduced to 2.5x normal if you are not on a friendly/allied planet
** Battlestations don't get turrets from the 1x for everywhere TSS hack, only if you use the one that's just the 3x for them. I think Tom implemented this already per the discussion, cerca Jan. 1st.
** The timer on how long the AI waits to hit the reinforcement cap lowered from 3 hours (I think)? to an hour and a half or two, to ensure players can't just 'beat it to the punch'
** If on a planet with an active, intact enemy command station, there is a 'jamming' effect which nerfs turret damage and range. Quote from CRC on the range values desired:

"Sniper turrets as previously mentioned get kicked down to 15,000 range in non-owned territory.
Turrets that are not snipers but have over 11,000 range take a 30% range cut outside player territory.
Turrets with ranges between 6,000 and 11,000 take a 15% range cut when beachheading.
Finally any turret with a range that was already below 6,000 does not take a range penalty.
Actually given how the ranges are set up with words maybe I should rephrase that a bit.
Any turret with a range of ExtremelyHigh or higher gets reduced to 15,000 which is also known as High1
Any turret with ranges between AboveAverage3 and High2 takes a 30% cut
Any turret with ranges between Normal4 and AboveAverage3 take a 15% cut
Any turret with less range than Normal4 takes no penalty"

I don't know what he wanted for damage. I will let him comment if that's even necessary, and also please correct anything I said here that is wrong.
TagsNo tags attached.

Relationships

child of 0025891 feature for laterChris_McElligottPark Parent: Todo for expert mode. 

Activities

Strategic Sage

Feb 2, 2022 1:19 am

reporter   ~0064046

I would add one item for Deathwish only, which as such is in the realm of 'if it's quick great, if not forget it': Dire GPs block beachheading. You can't build turrets on a planet that has one.

BadgerBadger

Feb 2, 2022 1:20 am

manager   ~0064047

Wasn't this done by https://bugtracker.arcengames.com/view.php?id=25946

CRCGamer

Feb 2, 2022 1:54 am

developer   ~0064049

That previous take with extreme metal scaling got shot down pretty hard given how it played out for some of the testers.
But yeah range nerfs to player turrets outside of controlled territory is on the table. Damage nerfs are not needed in my opinion. It costing more than usual and having shorter ranges that mean you can't reliably build them outside firing range of guard posts and other defenses is enough to insure you need a fair amount of assets on hand. It also sticks a pretty massive control on degenerate raid turret spam since that will pull their drone gun ranges down to 15K so you can't just dump a patch of them at the edge of the system for endless chaff.

Chris_McElligottPark

Feb 11, 2022 6:27 pm

administrator   ~0064330

* Added a new galaxy option to the Human Balance section of the Balance tab: Use Harsh Turret Ranges On Non-Human Planets
** Only affects player turrets, and only affects them on worlds that are not on a human-owned world (this includes affecting them on worlds where the command station just died).
** For turrets meeting these criteria (aka beachheading turrets):
*** Any with range over 15k now have 15k range.
*** Any with range below that but at least 11k now have 70% range.
*** Any with range below that but at least 6k now have 85% range.
** This is untested so far, but should work.

Chris_McElligottPark

Feb 11, 2022 6:45 pm

administrator   ~0064331

* Human players no longer get a second battlestation at the start when they are playing on expert or above.
** Additionally, if they choose the Turtle Defenses, which are too powerful, the game will show a warning and make them choose something else. And Random will not give out that option.

Tested and both work.

Chris_McElligottPark

Feb 11, 2022 6:46 pm

administrator   ~0064332

Last edited: Feb 11, 2022 6:52 pm

" Battlestations don't get turrets from the 1x for everywhere TSS hack, only if you use the one that's just the 3x for them. I think Tom implemented this already per the discussion, cerca Jan. 1st."

Since we think that's working, I'm going to ignore that one.

edit: this was rev 15537, by Tom on Jan 1, yep.

Chris_McElligottPark

Feb 11, 2022 6:48 pm

administrator   ~0064333

"** If on a planet with an active, intact enemy command station, there is a 'jamming' effect which nerfs turret damage and range. Quote from CRC on the range values desired:"

Oh, I wound up doing this for any planet that is not human-owned. So my version applies to the planets of allies, as well as to an AI planet were you pop the command station first. Hopefully that does fine. It's more harsh, but much simpler code, and probably catches more cases.

Chris_McElligottPark

Feb 11, 2022 6:56 pm

administrator   ~0064334

* If you are building turrets on a planet that belongs to a hostile faction, then that now costs 2.5x as much as normal. It is not slower, and the mark level of the planet doesn't affect the cost. It's just a flat 2.5x, in general.

Chris_McElligottPark

Feb 11, 2022 7:02 pm

administrator   ~0064336

That should be all, folks!

* Deathwish Mode: If there are any dire guard posts on a planet, then you cannot build turrets there until those are dead.
** Untested, but should work.

Issue History

Date Modified Username Field Change
Feb 2, 2022 1:17 am Strategic Sage New Issue
Feb 2, 2022 1:19 am Strategic Sage Note Added: 0064046
Feb 2, 2022 1:20 am BadgerBadger Note Added: 0064047
Feb 2, 2022 1:54 am CRCGamer Note Added: 0064049
Feb 4, 2022 5:00 pm Chris_McElligottPark Relationship added child of 0025891
Feb 11, 2022 6:27 pm Chris_McElligottPark Note Added: 0064330
Feb 11, 2022 6:45 pm Chris_McElligottPark Note Added: 0064331
Feb 11, 2022 6:46 pm Chris_McElligottPark Note Added: 0064332
Feb 11, 2022 6:48 pm Chris_McElligottPark Note Added: 0064333
Feb 11, 2022 6:52 pm Chris_McElligottPark Note Edited: 0064332
Feb 11, 2022 6:56 pm Chris_McElligottPark Note Added: 0064334
Feb 11, 2022 7:02 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Feb 11, 2022 7:02 pm Chris_McElligottPark Status new => resolved
Feb 11, 2022 7:02 pm Chris_McElligottPark Resolution open => fixed
Feb 11, 2022 7:02 pm Chris_McElligottPark Fixed in Version => Beta 3.800 That Expert Has A Deathwish!
Feb 11, 2022 7:02 pm Chris_McElligottPark Note Added: 0064336