View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001682 | AI War 1 / Classic | Suggestion - Balance Tweaks | Dec 1, 2010 1:56 pm | Jan 17, 2011 11:55 pm | |
Reporter | Spikey00 | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.042 | ||||
Summary | 0001682: Blade Spawners | ||||
Description | These units are pretty ineffective on the human side; not nearly as good as most of the craft that can be chosen instead of the spawners, as: a) the ships have an insignificant presence, and need to be on a planet for an extended duration to be effective. b) "the spawned bladelings move to the position that their target was at at the time they spawned and because it is no longer there, it spends 2 seconds of its 10 second lifespan attempting to re-target and never manages to actually hurt anything that can move." @http://www.arcengames.com/mantisbt/view.php?id=1468 c) on a lesser extent, "the [bladelings'] death sound effect every couple seconds gets annoying fast." @http://www.arcengames.com/mantisbt/view.php?id=1464 Possible solutions: a) increase ship cap (to four?), b) allow blade spawners to store a large amount of bladelings when not releasing them like enclaves, c) decrease rate of attrition, d) allow blades to re-enter the blade spawner, mainly to avoid situations where a single ship could cause the blade spawners to waste all of their spawnlings if a player is trying to accumulate blades for b). e) remove deathsound for the blades. I did not propose a direct change for problem b) because I understand, or assume that the unit AI is supposed to have these low response rates so as to save CPU. Lowering the attrition rate, and perhaps increasing the blade speed might slightly alleviate the problem. Another problem not mentioned is the targeting logic, as the blades aren't focused at all, and tend to wander all over the planet. Lowering the attrition rate might help, but perhaps more needs to be done here. Lastly, another problem to consider are all the units which are blade-immune. Objects such as guard posts may prove to be problematic (however, and oddly, shield command posts are not immune.) | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Looked at the balance today, and made some changes, it looked basically ok dps-wise; indeed quite on the high end (a mkI spawners spawns 1 60k blade every 2 seconds, and on high caps the cap is 9 spawners), but didn't nerf it due to reports like this one. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 1, 2010 1:56 pm | Spikey00 | New Issue | |
Dec 1, 2010 1:57 pm | Spikey00 | Description Updated | |
Jan 8, 2011 1:38 am | Chris_McElligottPark | Assigned To | => keith.lamothe |
Jan 8, 2011 1:38 am | Chris_McElligottPark | Status | new => acknowledged |
Jan 17, 2011 11:55 pm | keith.lamothe | Note Added: 0009026 | |
Jan 17, 2011 11:55 pm | keith.lamothe | Status | acknowledged => resolved |
Jan 17, 2011 11:55 pm | keith.lamothe | Resolution | open => fixed |