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IDProjectCategoryLast Update
0001682AI War 1 / ClassicSuggestion - Balance TweaksJan 17, 2011 11:55 pm
ReporterSpikey00 Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.042 
Summary0001682: Blade Spawners
DescriptionThese 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.)
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keith.lamothe

Jan 17, 2011 11:55 pm

administrator   ~0009026

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.

Issue History

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