View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021697 | AI War 2 | Balance Issue | Sep 28, 2019 5:29 pm | Dec 26, 2019 3:25 pm | |
Reporter | ZeusAlmighty | Assigned To | RocketAssistedPuffin | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.892 All Ship and Structure Visuals Done! | ||||
Summary | 0021697: Proposal for Metabolism improvement -- better transparency and scaling | ||||
Description | Preface: Metabolism is a very cool concept and can reward players for effecient use of their units and sustain longer fights. I really like this concept but... Background/Problem: Currently, metabolism is not transparent (no idea how much metal im getting) and it doesn't scale (mark 1 will do the same as a mark 7). Proposal: 1) units with metabolism generate a base amount of metal (500 let's say). If an enemy has a certain mass, perhaps this gets a nice multiplier 2) base metal generated can differ between units. So gangsaws might have a base of 500 but a bounty Hunter might be 1,000 and have a better multiplier 3) marks increase base amount and/or multiplier 4) It would be silly if units could generate more metal than the actual cost of the unit, so a cieling based on metal cost could be in place I think some combination of these will really help with the transparency issue and the scaling issue | ||||
Tags | No tags attached. | ||||
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I *think* I can maybe do this on my own now. Maybe. It's certainly interesting. |
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in classic, albeit with the salvage mechanic not metabolism, it was always nice to get that *huge* metal boost for killing some epic tier units like a hunter/killer be nice to get that feeling again |
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since units could vary in metabolism rates, a unit under the effect of metabolism should probably respect the better version. |
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Note that the player now gets feedback in the UI for how much metal has been metabolized total. It should now be much more transparent. |
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My proposal which I may or may not eventually figure out how to do: Convert metabolism from a death effect to something more like vampirism. Then units can have different ratios applied to themselves, just like the vampirism mechanic, allowing for things like Bounty Hunters to generate a lot more individually. Metal would be gained as the units attack, so getting more of the units + upgrading them both naturally improve the effect. And maybe as an odd bonus, metabolism would no longer interfere with zombification. |
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I always wondered if metabolism and zombification were mutually exclusive... I definitely am on board with different metabolism rates between ship types Love being able to track metabolism though. Currently 4 hours in a game and something like 3 million metal metabolized, would have to double-check |
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If I remember right death effects don't work on a unit that has one. So the Nanocaust can't infect a Parasite. Technically this'd mean you also can't infect a Gangsaw or a War Harvester, so a new system'd clear that up. |
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I think there's a good reason to let gangsaws in particular not be parasited since these are doing self-damage anyway Having a few dedicated units of the unique tech types immune to parasitism is good imo, since this can make players have no real means of resisting the Nanocaust, for instance |
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* Added "Greater Metabolism" and applied it to Bounty Hunters. ** This lets them be the specialist in getting large amounts of metal (max 50% or 50,000) off single targets, while things like Gangsaws and Yellow Jackets are good at swarms. Unsure if I'd be doing the vampirism style anymore. I can see some really weird things like chipping away at something, letting the shields come back, chip again...or silly exploits where you just harvest metal en masse from factions as they build units, or even from a Macrophage. |
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Just marking resolved. Both the total amount gained plus Bounty Hunters should've helped here. |
Date Modified | Username | Field | Change |
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Sep 28, 2019 5:29 pm | ZeusAlmighty | New Issue | |
Sep 28, 2019 5:42 pm | RocketAssistedPuffin | Assigned To | => RocketAssistedPuffin |
Sep 28, 2019 5:42 pm | RocketAssistedPuffin | Status | new => considering |
Sep 28, 2019 5:42 pm | RocketAssistedPuffin | Note Added: 0053301 | |
Sep 28, 2019 5:45 pm | ZeusAlmighty | Note Added: 0053302 | |
Sep 28, 2019 5:47 pm | ZeusAlmighty | Note Added: 0053303 | |
Oct 12, 2019 2:02 am | BadgerBadger | Note Added: 0053615 | |
Oct 15, 2019 2:12 pm | RocketAssistedPuffin | Note Added: 0053706 | |
Oct 15, 2019 4:24 pm | ZeusAlmighty | Note Added: 0053709 | |
Oct 15, 2019 4:41 pm | RocketAssistedPuffin | Note Added: 0053711 | |
Oct 15, 2019 4:47 pm | ZeusAlmighty | Note Added: 0053712 | |
Nov 19, 2019 10:43 am | RocketAssistedPuffin | Note Added: 0054629 | |
Dec 26, 2019 3:25 pm | RocketAssistedPuffin | Status | considering => resolved |
Dec 26, 2019 3:25 pm | RocketAssistedPuffin | Resolution | open => fixed |
Dec 26, 2019 3:25 pm | RocketAssistedPuffin | Note Added: 0055170 |