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IDProjectCategoryLast Update
0000296AI War 1 / ClassicSuggestion - Balance TweaksOct 15, 2010 12:32 am
ReporterWinter Born Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version3.701 
Fixed in Version3.713 
Summary0000296: CoN, yng weasel dies from 1 lvl 1 missle hit
DescriptionYoungling 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.
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Chris_McElligottPark

Oct 4, 2010 8:55 pm

administrator   ~0000314

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.

Winter Born

Oct 4, 2010 9:39 pm

reporter   ~0000322

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

Chris_McElligottPark

Oct 4, 2010 9:41 pm

administrator   ~0000323

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!

Winter Born

Oct 5, 2010 8:40 pm

reporter   ~0000405

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.

keith.lamothe

Oct 5, 2010 8:44 pm

administrator   ~0000406

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.

Winter Born

Oct 6, 2010 10:47 am

reporter   ~0000412

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.

keith.lamothe

Oct 6, 2010 11:00 am

administrator   ~0000413

Last edited: Oct 6, 2010 11:03 am

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.

Winter Born

Oct 6, 2010 11:48 am

reporter   ~0000415

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)

Chris_McElligottPark

Oct 15, 2010 12:32 am

administrator   ~0000854

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.

Issue History

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