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IDProjectCategoryLast Update
0006716AI War 1 / ClassicSuggestion - Balance TweaksMar 29, 2012 12:34 am
ReporterTechSY730 Assigned To 
Status consideringResolutionopen 
Product Version5.030 
Summary0006716: Viral shredders reproduce penalty too high
DescriptionDuring the nerf of Zenith Viral Shredders (which was needed), a new rules was put into place.
For every ship cap of them of Mk. X owned by Player P, the reproduction cost = base reproduction cost for mk. X * min(1024, 4^(int_part_round_down(number of Mk. X shredders owned by player P in the entire game)))
Or in more human terms, for every full ship cap, multiply the reproduction cost by 4.

IMO, 4x is too much. After the first ship cap, it becomes way too hard to replicate further.

I think it has been shown (through some math and "what-if" scenarios) that using 2x per ship cap is too little. However, what about 3x per ship cap? I think that would make it suitably hard to reproduce above ship cap, but still easy enough to give viral shredders one of their big advantages back, the ability to go beyond ship cap practically)
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

TechSY730

Mar 19, 2012 2:17 pm

reporter   ~0021039

The maximum multiplier probably should be adjusted to be a power of 3, instead of a power of 4.

Hearteater

Mar 19, 2012 7:04 pm

reporter   ~0021052

Another option if x2 is too little is to reduce their ship cap so it kicks in more. This gives a less extreme curve than x3 or x4.

zharmad

Mar 28, 2012 10:01 pm

reporter   ~0021534

Curiously, in my experience the average number of shredders usually hovers at Nx cap depending on play-style (integer N).

I get 2x cap and 3x cap when playing aggressively with them, but using them judiciously on defense, especially in higher HW settings, can break this into 4x territory.

Is it possible to have this scale become smoother again?

TechSY730

Mar 29, 2012 12:34 am

reporter   ~0021546

I would love to see a system that is closer to continuous. My understanding that this extremely discontinuous function is not only easier on the engine in terms of math, but also easier to balance. Unfortunately, it also makes it more annoying to use at times.

Maybe some compromise between the two systems, like 2x per half a cap or something?

Issue History

Date Modified Username Field Change
Mar 19, 2012 2:13 pm TechSY730 New Issue
Mar 19, 2012 2:17 pm TechSY730 Note Added: 0021039
Mar 19, 2012 2:30 pm tigersfan Internal Weight => Feature Suggestion
Mar 19, 2012 2:30 pm tigersfan Status new => considering
Mar 19, 2012 7:04 pm Hearteater Note Added: 0021052
Mar 28, 2012 10:01 pm zharmad Note Added: 0021534
Mar 29, 2012 12:34 am TechSY730 Note Added: 0021546