View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0015800 | The Last Federation | Gameplay Issue | Sep 18, 2014 10:22 am | Nov 4, 2014 2:14 pm | |
Reporter | giftgruen | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.039-1.040 Eat Hot Lead! | ||||
Fixed in Version | 1.700 (Spied, Probed, And Proven) | ||||
Summary | 0015800: [1.041] Spy Probes still very difficult to shoot down | ||||
Description | So 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. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
has duplicate | 0015068 | resolved | Chris_McElligottPark | Destory Spy Probes mission become impossible |
has duplicate | 0015069 | resolved | Chris_McElligottPark | Destroy Spy Probe Mission Impossible |
related to | 0015856 | resolved | Chris_McElligottPark | Combat: Suggestions for improving Deliver Spacefaring Tech missions |
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 |