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IDProjectCategoryLast Update
0015800The Last FederationGameplay IssueNov 4, 2014 2:14 pm
Reportergiftgruen Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version1.039-1.040 Eat Hot Lead! 
Fixed in Version1.700 (Spied, Probed, And Proven) 
Summary0015800: [1.041] Spy Probes still very difficult to shoot down
DescriptionSo I saw the threads 15068/9, but I thought the problem would perhaps get more attention if I opened a new thread (also, I don't know your necro policy).

Shooting down the Evucks' mobile spy probes is still very tedious. It is in fact only possible either via sheer luck with the minigun (the spy probe flying in your direction) or with a lot of shots with the gravity lance (because of its insta-hits). Still, you can't stay within firing range of the gravity lance for long even with max maneuverability.

Perhaps this is part of a larger balance issue that there are ships that travel faster than your fastest shots. I know this has to do with the flagship being able to dodge most shots, and not giving the player something the AI can't have.

But I think I got an idea or two to get rid of this dilemma:
Firstly: Add the speed of the ship firing it to the shot's speed. Depending on whether shots "expire" after a certain time or a certain distance, that has different effects, but it should help. As a downside, this could very well be very time-consuming to change, as you would have to change the auto-aiming code to include the ship's speed vector. As an added bonus, however, this would make shot behavior more realistic.

My second idea revolves around the ship's energy blips: Make player shots travel faster depending on the ship's current maneuverability. So you are able to shoot down the spy probes with a lot of fast minigun shots while still being able to give pursuit on max maneuverability, but each individual shot is quite weak (as are your shields). While for this the aiming code still would have to be rewritten, it would not need to adapt dynamically to ship speed and direction, but merely to a variable that is fixed at the beginning of every turn.
TagsNo tags attached.
Internal WeightNew

Relationships

has duplicate 0015068 resolvedChris_McElligottPark Destory Spy Probes mission become impossible 
has duplicate 0015069 resolvedChris_McElligottPark Destroy Spy Probe Mission Impossible 
related to 0015856 resolvedChris_McElligottPark Combat: Suggestions for improving Deliver Spacefaring Tech missions 

Issue History

Date Modified Username Field Change
Sep 18, 2014 10:22 am giftgruen New Issue
Sep 18, 2014 10:23 am giftgruen Summary [1.041] Spy Probes still overly tedious to shoot down => [1.041] Spy Probes still very difficult to shoot down
Sep 18, 2014 10:24 am giftgruen Relationship added has duplicate 0015068
Sep 18, 2014 10:24 am giftgruen Relationship added has duplicate 0015069
Sep 29, 2014 12:29 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Sep 29, 2014 12:29 pm Chris_McElligottPark Status new => assigned
Sep 29, 2014 12:38 pm Chris_McElligottPark Relationship added related to 0015856
Nov 4, 2014 2:14 pm Chris_McElligottPark Internal Weight => New
Nov 4, 2014 2:14 pm Chris_McElligottPark Note Added: 0039700
Nov 4, 2014 2:14 pm Chris_McElligottPark Status assigned => resolved
Nov 4, 2014 2:14 pm Chris_McElligottPark Fixed in Version => 1.700 (Spied, Probed, And Proven)
Nov 4, 2014 2:14 pm Chris_McElligottPark Resolution open => fixed