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IDProjectCategoryLast Update
0014851The Last FederationGameplay IdeaMay 9, 2014 7:35 pm
Reporterptarth Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version1.009 (Merging Beta Branch With Official) 
Fixed in Version1.017 (Back From A Long Quest) 
Summary0014851: Turn Hydra Homeworld into indestructable Science Outpost
DescriptionCurrently the Hydra Homeworld has no purpose. Why not turn it into a Indestructible Science Outpost (collecting remnants of Hydra Tech)?
TagsNo tags attached.
Internal WeightNew

Activities

Chris_McElligottPark

May 1, 2014 2:20 pm

administrator   ~0037157

It does have a purpose -- it boosts resource production everywhere -- but I like your idea better.

GC13

May 1, 2014 2:48 pm

reporter   ~0037161

You see? Information like that is very important, but players had absolutely no indication that the Hydral homeworld was actually important. All we could see was that the AI fought over a dead world, but no indication of why.

Everything needs to have a tooltip. All of the scores in the racial power chart need to have tooltips showing exactly where each score is coming from, even something so simple as: "Base score: 1, This tech: x1.1, That tech: x1.5, Science outpost: x5, Science outpost: x5"

ptarth

May 1, 2014 2:53 pm

reporter   ~0037162

Can you also allow the Hydra player to recapture it? (Those dirty Peltians don't deserve to harvest our dead for their own game.)

keith.lamothe

May 9, 2014 3:59 pm

administrator   ~0037801

For 1.017:

* Destroyed planets no longer boost resource gathering efforts of the races which control them; instead they provide +100% boosts to science and manufacturing (basically like a super science outpost and super manufacturing outpost rolled into one, as each of those gives +50% to its respective category).

Thanks :)

CricketMask

May 9, 2014 4:20 pm

reporter   ~0037804

Huh, just wondering if Hydral homeworld would be the "Super science outpost" while other dead worlds are the resource boosting ones since they are harvesting the remnants of the planet? I mean, why would other destroyed planets give bonus science?

ptarth

May 9, 2014 5:42 pm

reporter   ~0037816

Might simplify the text to something like: Destroyed planets provide double the benefit of a single Research Outpost and single Manufacturing Outpost.

If the bonus is additive then it actually is 100% bonus (50% + 50%). However, if it is multiplicative then it is actually not as good as 2 outposts. (However it still is both a Science and Manufacturing boost):

2 outposts (add) = 1 + .5 + .5 = 2
2 outposts (mult) = 1*1.5 ^2 => 2.25
1 destroyed planet = 1*2 => 2

Drak

May 9, 2014 6:27 pm

reporter   ~0037819

Perhaps "Gives a benefit equivalent to 2 science stations and a manufacturing station" would be a better way to describe it.

ptarth

May 9, 2014 7:35 pm

reporter   ~0037828

Last edited: May 9, 2014 7:37 pm

I'm assuming it is multiplicative still (given Arcen comments), so that statement would be incorrect Drak. It would be equivalent to two 41.4% boosting outposts.
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Alternatively bonuses could be additive within class:
(Note: I'm guessing to these relationships because the actual relationships are unknown. This formulation is consistent with observable data.)

Example:
Racial Base: 6
Technology Modifiers: 120%, 150% 130%
Outpost Modifiers: 150% 150%
Population/Planet Modifiers: 200%

Additive within Class; Multiplicative between classes
6 * (1 + 20% + 50% + 30%= 200%) * (1 + 50% + 50% = 200%)* (1 + 1= 200%) = 48

All Multiplicative
6 * 1.2 * 1.5 * 1.3 * 1.5 * 1.5 * 2 = 63.18

All Additive
6 *(1 + .2 + .5 + .3 +.5 +.5 +1) = 24

The Additive methods have always made more sense to me. Consider what happens if you add one or two additional Research Outpost to each of the above examples.

Additive within Class; Multiplicative between class
6 * (1 + .20 + .50 + .30) * (1 + .50 + .50 + .5)* (2) = 60
6 * (1 + .20 + .50 + .30) * (1 + .50 + .50 + .5 + .5)* (2) = 72
Effect of the 3rd Research Outpost: +12 science
Effect of the 4th Research Outposts: +12 science
Effect depends on base * tech * population

All Multiplicative
6 * 1.2 * 1.5 * 1.3 * 1.5 * 1.5 *1.5 * 2 = 94.77
6 * 1.2 * 1.5 * 1.3 * 1.5 * 1.5 *1.5 * 1.5* 2 = 142.155
Effect of the 3rd Research Outpost: +31.59 science
Effect of the 4th Research Outposts: +47.385 science
Effect depends on base * tech * population * outposts

All Additive
6 *(1 + .2 + .5 + .3 +.5 +.5 +1 + .5) = 27
6 *(1 + .2 + .5 + .3 +.5 +.5 +.5 +1 + .5) = 30
Effect of the 3rd Research Outpost: +3 science
Effect of the 4th Research Outpost: +3 science
Effect depends on base

Issue History

Date Modified Username Field Change
May 1, 2014 2:18 pm ptarth New Issue
May 1, 2014 2:20 pm Chris_McElligottPark Assigned To => keith.lamothe
May 1, 2014 2:20 pm Chris_McElligottPark Status new => assigned
May 1, 2014 2:20 pm Chris_McElligottPark Note Added: 0037157
May 1, 2014 2:48 pm GC13 Note Added: 0037161
May 1, 2014 2:53 pm ptarth Note Added: 0037162
May 9, 2014 3:59 pm keith.lamothe Internal Weight => New
May 9, 2014 3:59 pm keith.lamothe Note Added: 0037801
May 9, 2014 3:59 pm keith.lamothe Status assigned => resolved
May 9, 2014 3:59 pm keith.lamothe Fixed in Version => 1.017 (Back From A Long Quest)
May 9, 2014 3:59 pm keith.lamothe Resolution open => fixed
May 9, 2014 4:20 pm CricketMask Note Added: 0037804
May 9, 2014 5:42 pm ptarth Note Added: 0037816
May 9, 2014 6:27 pm Drak Note Added: 0037819
May 9, 2014 7:35 pm ptarth Note Added: 0037828
May 9, 2014 7:37 pm ptarth Note Edited: 0037828