View Issue Details

IDProjectCategoryLast Update
0021294AI War 2Balance IssueJul 12, 2019 6:48 pm
ReporterBadgerBadger Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product VersionBETA 0.868 Fleet EXP Level-Ups and Starting Battlestations 
Fixed in Version0.875 Counterattacks You Can Taste 
Summary0021294: Insanely large Reprisal Wave
DescriptionI managed to get a 250 strength reprisal wave at 70 AIP. This isn't going to go well
TagsNo tags attached.

Activities

RocketAssistedPuffin

Jun 15, 2019 8:00 am

reporter   ~0051914

ai_salvage_multiplier="3"

It seems the size of the reprisals is correct, relative to the waves so far - though not much data. Might be the AI is now just getting too much salvage, from that value and the Flagship increases.

RocketAssistedPuffin

Jun 15, 2019 8:45 am

reporter   ~0051915

I've reduced it to 0.8 after some testing for now. Feel free to change it though.

Unfortunate this didn't show up before the release...I apparently stopped playtesting right before such reprisals were to be announced.

ptarth

Jul 4, 2019 4:07 pm

reporter   ~0052044

There are some unexpected results in the current Reprisal calculations.

1. Reprisal strength is now (aproximately) equal to the salvage causing reprisal.
The threshold for measuring Reprisal Level increases exponentially.
                        int multTemp = (int)Math.Pow(2,reprisalLevel);
                        debugStage = 11;
                        if(adjustedThreshold * multTemp > adjustedSalvage)

Reprisal strength is also an exponential function of Reprisal Level:
                        FInt multiplier = difficulty.BaseReprisalMultiplier;
                        for(int i = 0; i < reprisalLevel; i++)
                        {
                            multiplier *= 2;
                        }
This results in the Reprisal Wave Strength being (virtually) equal to the Salvage that generates the wave instead of exponential response expected.
To change this multTemp should just be replaced with reprisalLevel.

2. All AIs have inherent the salvage_multiplier from FullEnsemble.
All AIs inherent the salvage_multiplier of 0.5 from FullEnsemble (except for Overreactive which uses 2). Should it be 1? Maybe?

3. Flagships generate a very large amount of salvage.
Current settings:
        flagship_salvage_multiplier_combat="5.0"
        flagship_salvage_multiplier_fleet="2.0"
        flagship_salvage_multiplier_support="1.0"
        flagship_salvage_multiplier_lonewolf="4.0"
        flagship_salvage_multiplier_battlestation_basic="1.5"
        flagship_salvage_multiplier_citadel="4.0"
To put this into perspective a 10 Strength Flagship generates the same salvage as 40 Strength of fleetships.
If the AI salvage modifier was moved back to 1, then these could be lowered. I believe they are currently too high and should be 1 for non-combat and 2 for combat ships. Possibly 3 for lonewolf ships, but I'd also expect the ship performance to be more impressive than it has in the past.

4. Reprisal Wave Level caps at AI Level - 1
Reprisal Wave Level caps at AI Level - 1, so when balancing Reprisal, note that the lower difficulties will see Reprisal Waves cap out very quickly and that changes that make Reprisal Scale harder at upper levels, won't ever impact lower difficulties.

BadgerBadger

Jul 12, 2019 6:48 pm

manager   ~0052216

Chris fixed this by replacing reprisal waves with counterattack waves

Issue History

Date Modified Username Field Change
Jun 15, 2019 12:23 am BadgerBadger New Issue
Jun 15, 2019 12:23 am BadgerBadger Status new => assigned
Jun 15, 2019 12:23 am BadgerBadger Assigned To => BadgerBadger
Jun 15, 2019 8:00 am RocketAssistedPuffin Note Added: 0051914
Jun 15, 2019 8:45 am RocketAssistedPuffin Note Added: 0051915
Jul 4, 2019 4:07 pm ptarth Note Added: 0052044
Jul 12, 2019 6:48 pm BadgerBadger Status assigned => resolved
Jul 12, 2019 6:48 pm BadgerBadger Resolution open => fixed
Jul 12, 2019 6:48 pm BadgerBadger Fixed in Version => 0.875 Counterattacks You Can Taste
Jul 12, 2019 6:48 pm BadgerBadger Note Added: 0052216