View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022356 | AI War 2 | Balance Issue | Dec 11, 2019 6:20 pm | Jan 2, 2020 8:45 pm | |
Reporter | CyberKun | Assigned To | donblas | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.014 High AIP Playstyle Viability | ||||
Fixed in Version | BETA 1.101 Ship Cap Reversions | ||||
Summary | 0022356: ARS Ship Count too random | ||||
Description | Right now Advanced Research Stations give a random amount of ships. My issue with it currently is it's too large of a range. You have ship lines between 12-20, a 66% difference. 25-40, a 60% difference. 60-80, a 33% difference. I'm fine with RNG but it's already RNG if you get the ship line you want/need. It's very frustrating for people like myself who feel like a 26 sized fleet is never worth picking just due to how bad it is compared to even 38. It would be nice to have either two options. Lower the difference so it is something like 14-18, 28-36, 65-75. It's still RNG but it's within 30%. I know some people really like the variance and I do to some degree, but there isn't any strategizing for a bunch of garbage rolls besides just reroll. The other option is enable a starting option so it can always roll the middle (or max) amount. 15, 30, and 70. That might be a more boring option but the numbers are good and it would be a simple option. | ||||
Tags | No tags attached. | ||||
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The ranges for the number of ships are determined based on the ship type. Some ship lines will always have smaller number of ships for balance reasons. I think this is working as intended. |
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I am certain that it is working as intended, but since the reporter's major problem is that he doesn't like the cap variation within each ship-line, how about - keeping the existing ship and fleet definitions - adding a a "Ship line cap" game setup option, where you choose between "Minimum, Maximum, Average, and Random", with Random being the current and default, minimum always providing minimum cap for the ship-line in the given template, maximum always providing maximum, and (you guessed it), average always providing (minimum+maximum)/2. And you could apply this both to fleets seeded on the map and ARS. That way people who want determinism could choose to go low (for challenge and boasting rights), average (for mediocrity) or high (for power), and while caps would differ for identical ship-type ship-lines within fleets seeded on that map belonging to different templates (due to being part of different fleet templates having different caps for their ship-lines, which is great for those of use who like the randomness!) the ARSs would always have the same cap of a given ship-type, and the player would KNOW that he was getting a good or a bad deal based on his choice on game setup. The rest of us could stick with the default randomness. |
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* Added "Remove Unlock Variance in Capturables" option. This option removes the random ranges ships and turrets can be found with, fixing it at a constant average. Suggested by @Flypaste, @Fluffiest and many others on Discord. Thanks donblas. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 11, 2019 6:20 pm | CyberKun | New Issue | |
Dec 11, 2019 6:34 pm | BadgerBadger | Note Added: 0054955 | |
Dec 11, 2019 6:48 pm | Peter Ebbesen | Note Added: 0054957 | |
Jan 2, 2020 4:45 pm | donblas | Assigned To | => donblas |
Jan 2, 2020 4:45 pm | donblas | Status | new => assigned |
Jan 2, 2020 8:45 pm | donblas | Status | assigned => resolved |
Jan 2, 2020 8:45 pm | donblas | Resolution | open => fixed |
Jan 2, 2020 8:45 pm | donblas | Fixed in Version | => BETA 1.101 Ship Cap Reversions |
Jan 2, 2020 8:45 pm | donblas | Note Added: 0055294 |