View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0010309 | AI War 1 / Classic | Balance Issue | Jan 8, 2013 10:22 am | Jan 8, 2013 10:22 am | |
Reporter | Prezombie | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 6.009 | ||||
Summary | 0010309: "x% chance of y" on destruction too prone to scumming. | ||||
Description | Distribution nodes, or special forces alarms, and other things which have a dice roll with instant and obvious random results are too prone to encouraging reloading and trying again for the better result. In the case of Distribution nodes, even if you're unwilling to reload, it makes sense to only pop them when your resources are low, making the bad roll not too damaging. The logical result would be to encourage that plan a bit further. The amount of resources at the time of popping could be used as a baseline, adding spec force ship reinforcements worth the amount you had before the pop, multiplied by a difficulty modifier. In the case of spec force alarms, there is simply no reason to let one go off. Attack it, and reload if the alarm goes off. It would make much more sense if killing the alarm only alerted a limited amount, based on the AI progress. It encourages hitting them early, but still actually being prepared for the threat spike. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 8, 2013 10:22 am | Prezombie | New Issue | |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |