View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0016125 | AI War 1 / Classic | Suggestion - Game Mechanics - Endgame Mechanics | Feb 22, 2015 10:14 am | Jun 14, 2015 3:27 pm | |
Reporter | ex1 | Assigned To | |||
Status | acknowledged | Resolution | open | ||
Summary | 0016125: Optional Champion Progression | ||||
Description | Champions are quite powerful at first, but as the game progres they become relatively weak (especially when you play on larger maps). Champions ends up having to rely increasingly on allied fleets and act increasingly as support. Waves can instantly vaporize a champion, as can hunter/killers. So i would suggest there was an options to give the that the champion got a bonus to health and armor based on their level. Figured it could be selected at during the creation and go 1-10, where 1 give 1% bonus per level and finally 10 would give 10% per level. And if not selected, it would not apply to the game. Potentially it could be 0,5% percent instead og 1% (as suggested by ParadoxSong) or what is deemed most effcient for the game | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
has duplicate | 0015667 | acknowledged | Champion Experience |
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I like this, champion players become less and less relevant as time goes on. and there are a myriad of ways to fix them, however I'd like to stress that this doesn't apply to DAMAGE which is very good, this just makes them live longer which really is the issue here. If 1000% for a level 100 champion (Which is a feat all by its own in Alternate Progress mode) is too much, you can always make 1-10 add 0.5% instead, maxing out at 500% by level 100. |
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rather than basing on their own level i think the better balance idea would be to give them a bonus based on ai progress. so basically their stats are 100+(ai progress/#) at level 10 this would be a 1 divsor and at 4 the common balance point this would be 64 divisor = 2^(10-rating) 10=2^0=1 9=2^1=2 8=4 7=8 6=16 5=32 4=64 this would give that boost you are looking for to better match the ai escalation thematically the shadow ship is adapting and this way the ai enhancement algorithms are being hacked by it and so it is improving similar to the ai. i would recommend it get the bonus from ai progress without reducers, which does mean that the superterminal would get a huge boost for the shadow ship. |
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What about a mechanic to invest hacking points into the champion? I frequently find that, after a certain point, even if I have an excess of HaP, I'm not going to spend the rest of it because I can't handle the response. Why not provide a mechanic to spend the remainder on stat upgrades for the champion? |
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One of the design decisions in AI war is that a unit's stats are the unit's stats, and there aren't any "hidden upgrades". Thus, if the Champion's armor is going to go up, that's going to have to happen on the hulls, and if health is going to go up, that's going to happen on the hulls or the shields. Anyway, here's some data by my calcs: Data: Champion builds: [*] SHIELD Spire BB: 1540kHP/33kdps = 70 HP-to-DPS [*] ATTACK Human BB: 600kHP/95kdps = 6 HP-to-DPS [*] SHIELD Spire FF: 380kHP/6.2kdps = 61 HP-to-DPS [*] ATTACK Human FF: 150kHP/17kdps = 9 HP-to-DPS Data: Other ships: [*] Zenith Starship: 320kHP/2.9kdps = 110 HP-to-DPS [*] Spire Starship: 220kHP/3.2kdps = 70 HP-to-DPS [*] Bomber Starship: 165kHP/1.35kdps = 120 HP-to-DPS [*] Fighter: 1650HP/60dps = 28 HP-to-DPS [*] Bomber: 1560HP/48dps = 33 HP-to-DPS [*] Etherjet: 690HP/44dps = 16 HP-to-DPS [*] Spaceplane: 292HP/26dps = 11 HP-to-DPS By my calcs, the optimal number of forcefields to use on your shadow BB (assuming you've got everything unlocked and are going to get your damage bonuses) in order to maximize HP * DPS is about half your heavy slots, rounded up, except for the Human BB, which should go for the 4th shield because of its large number of light slots. This gives HP-to-DPS ratios of: [*] Human: 19 (could also go up to 5 shields and get 24) [*] Zenith: 17.7 [*] Spire: 23 (could also go down to 4 and get 18) [*] Neinzul: 19 (could also go up to 4 and get 26) Note that using ultra-low caps changes the math on Insanity Inducers, and means that a Neinzul BB should go with ALL THE SHIELDS and get a ratio of 17. So... champions are squishier than fleet ships. Fortunately, they're disposable... except in nebulas, where you suddenly lose out on a player for quite a while as they rush to get back to the nebula. Also, anti-FF units (such as ROGUE DYSON GATLINGS) turn tanky champions squishy, which I'm not sure is desirable. |
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funnny fact in nebula i almost run without shields because they are minimally useful. i almost never run with more than 1 and in the first nebulae i find im better off with more firepower over shields at all. the trouble in this comparison is that the battleship does not scale to the ai progress you tend to be at when you acquire it. so once its out of nebulas it wasnt worth the effort to get there. its main use in fleet battles is the shield drop and kite. its own forcefields help it survive random targetting, but are usually blown out by ai capitol ships in 1 shot. and its native hull type is far more survivable than its forcefields. as a note radiant your statistic isnt very valid since a lower number is actually better. so you might want to look for a better comparison that yields a useful comparison. cap dps and cap hp are great to compare but their ratio is really not useful since it does not scale to roles and firepower multipliers. as an addendum i do believe you are correct in that scaling the base stats of te ship may be more problematic than we give it credit. i rethought it and was wondering if instead of scaling its base hp we just scaled its range that would have a similar and probably more useful result. i.e. for every size class the weapons would get +25% range. |
Date Modified | Username | Field | Change |
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Feb 22, 2015 10:14 am | ex1 | New Issue | |
Feb 22, 2015 11:21 am | Chris_McElligottPark | Status | new => acknowledged |
Mar 4, 2015 8:10 am | ParadoxSong | Note Added: 0039920 | |
Apr 28, 2015 9:07 am | ex1 | Description Updated | |
Apr 30, 2015 3:36 am | motai | Note Added: 0040317 | |
Apr 30, 2015 3:38 am | motai | Note Edited: 0040317 | |
May 3, 2015 2:27 pm | ChrisStalis | Note Added: 0040448 | |
May 14, 2015 6:24 pm | Radiant Phoenix | Note Added: 0040825 | |
May 14, 2015 8:14 pm | motai | Note Added: 0040843 | |
May 14, 2015 8:21 pm | motai | Note Edited: 0040843 | |
Jun 14, 2015 3:27 pm | motai | Relationship added | has duplicate 0015667 |