View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0000296 | AI War 1 / Classic | Suggestion - Balance Tweaks | Oct 4, 2010 7:48 pm | Oct 15, 2010 12:32 am | |
Reporter | Winter Born | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 3.701 | ||||
Fixed in Version | 3.713 | ||||
Summary | 0000296: CoN, yng weasel dies from 1 lvl 1 missle hit | ||||
Description | Youngling Weasel lvl 3 health = 50,000 ships attacking it get X50 attack boost Missle frigate lvl 1 attack = 1000 --> 50X boost 1 missle =50000 attack and kills weasel lvl 1, 2, or 3 in 1 hit. Removing or reducing the 50X multiplier for "missle attacks" would go a long way to making this work as the missle sponge it was designed to be. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Well... to be honest, that was the intent, that they'd die in one hit. The idea being that you'd have them constantly being generated from your enclave starship, with them regenerating constantly and giving you protecting as they die. But there may be issues with that approach. There's a big rebalance of stuff with the Neinzul in the hands of the players coming, so let's see how that goes before making a full decision on what to do with these. |
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Ok, Makes sense for lvl-1 at 25m/25c consumed for 1 missle decoyed. I'm not sure for lvl-3 100m/100c (same as a lvl-1 fighter) still only 1 missle decoyed. BTW, the new unity port looks very good. Looking forward to the next patch. hope the family is well. Ty |
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That's a good point about the higher mark levels. Clearly, I hadn't thought that part through very well, it definitely needs to be addressed. Glad you're enjoying the unity port, and thanks for the kind words! |
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mk1 missle 1k damage, mk2 = 2k, mk3 = 3k MLRS mk1 1240 damage Fortress mk1 2k damage If the damage multiplier went to 20x from 50x and mk2-3 got a health bump mk1 25m/25c 20k health = 1 missle (any type) mk2 50m/50c 50k health = 3 mk1 missle, 2 mk2, 1 mk3, 2 fort mk1, 2 MLRS mk1 mk3 100m/100c 85k health = 5 mk1 missle, 3 mk2, 2 mk3, 3 fort mk1, 4 MLRs mk1 Is there a game mechanic to reduce the chance-to-hit for missles only? If so then, higher tiers could have an improved chance of having incoming missles miss improving their survability vrs missles only. |
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There is no damage-type-specific hit-chance modifier mechanic (iirc) but one could be added if that approach seemed good. To my knowledge, no ships are particularly reliant on "evasion tanking", so to speak. I'm not sure how well it would work. But if any ship makes sense for that, it's the weasel ;) But it would probably lead to a lot of followup problems, because of stuff like autotargetting rules _strongly_ disfavoring targets against which there is a very low hit chance. Radar Jammers kind of get into this area, but they avoid a lot of the troubles by being very global in their effect. |
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Ok, thanks for the insight. Then just changing the damage multiplier and a health bump to V2 and V3 Weasels would go a long way to making unlocking them worthwhile. Might need to look at the unlock cost as V3 requires 7500Kn (2 1/2 planets) A different idea == could they be armed with a "anti-missle" weapon. Low tier one slow firing, Higher tiers faster firing = more efective screening. I just see a very strong bias to only use tier 1 as any missle overkill is wasted. |
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Perhaps the Mk3/4 could be made to "reflect" missiles instead ;) And a limited-rate-of-fire counter-shot (it's been suggested for many things is something that's not supported and would be fairly tricky to support... but it does sound interesting. But if we did it, and anyone complained about its autotargeting logic, I would have to shoot them. Also, counter-shooters have a significant cpu cost, particularly if we had to start tracking multiple counter-shooters per potential protectee, and I think that's the main showstopper there. |
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Ok Reflected means the incoming missle does x amount of damage to the Weasel and the firing ship takes y damage as well. I like it. Spamming weasels could cause a fort to self distruct from the reflections given enough weasel meat. Bwahhhaha (gets carried away with anticipation) |
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They definitely won't die from 1 hit anymore in 3.713. ;) More feedback on the balance of the youngling ships in general is very welcome at this stage, once you're able to playtest with 3.713. That had been on hiatus until we had a chance to get through a lot of the other work, but now we're back onto that sort of issue and wanting to nail down balance. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 4, 2010 7:48 pm | Winter Born | New Issue | |
Oct 4, 2010 8:55 pm | Chris_McElligottPark | Note Added: 0000314 | |
Oct 4, 2010 8:55 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 4, 2010 8:55 pm | Chris_McElligottPark | Status | new => feedback |
Oct 4, 2010 9:39 pm | Winter Born | Note Added: 0000322 | |
Oct 4, 2010 9:39 pm | Winter Born | Status | feedback => assigned |
Oct 4, 2010 9:41 pm | Chris_McElligottPark | Note Added: 0000323 | |
Oct 5, 2010 8:40 pm | Winter Born | Note Added: 0000405 | |
Oct 5, 2010 8:44 pm | keith.lamothe | Note Added: 0000406 | |
Oct 6, 2010 10:47 am | Winter Born | Note Added: 0000412 | |
Oct 6, 2010 11:00 am | keith.lamothe | Note Added: 0000413 | |
Oct 6, 2010 11:01 am | keith.lamothe | Note Edited: 0000413 | |
Oct 6, 2010 11:03 am | keith.lamothe | Note Edited: 0000413 | |
Oct 6, 2010 11:48 am | Winter Born | Note Added: 0000415 | |
Oct 15, 2010 12:32 am | Chris_McElligottPark | Note Added: 0000854 | |
Oct 15, 2010 12:32 am | Chris_McElligottPark | Status | assigned => resolved |
Oct 15, 2010 12:32 am | Chris_McElligottPark | Fixed in Version | => 3.713 |
Oct 15, 2010 12:32 am | Chris_McElligottPark | Resolution | open => fixed |