View Issue Details

IDProjectCategoryLast Update
0002369AI War 1 / ClassicSuggestion - Balance TweaksJan 17, 2011 11:48 pm
ReporterKordy Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.065 
Summary0002369: Nanoswarm ship caps
DescriptionIsn't it a bit strange that a ship with the name swarm has a ship cap of 50, even lower than the triangle? Yes, they're fast to build but they're almost useless.
TagsNo tags attached.
Internal Weight

Relationships

related to 0001992 resolvedChris_McElligottPark Cannot seem to reclaim Zenith Elec Bombers 
related to 0002385 resolvedkeith.lamothe Remove Requirement that reclaimer must have final hit to reclaim 

Activities

RogueThunder

Jan 11, 2011 5:04 pm

reporter   ~0008264

Nanoswarms are sorta waiting on a creative special re-balancing. Their parasiting effect is basically useless atm due to the change in parasiting.

There was some talk of their buff being them causing phantom reclaim-qualifying damage that isn't actual damage... Just buffing them would make them too utterly superior to erm, autobombs.

Course this would only work if they also fix the balance issue/bug that parasites ~must~ finish off a ship to reclaim it AND parasite sources must have done 50% of the damage right now...


Also, they have the name swarm because each unit is a cloud(aka swarm) of bio-nanites from what I understand. Though a slightly higher cap in their re-balance might not be a bad idea imo... But that's in X4000 and Keith's hands

TechSY730

Jan 11, 2011 5:16 pm

reporter   ~0008266

@RogueThunder

Are you stating that the new SYSTEM of reclaiming is inherently imbalanced, or just some of the numbers of that system? (Like, should it be reduced to 25% of parasite damage, or remove the restriction that a parasite must deal the final blow)

RogueThunder

Jan 11, 2011 11:26 pm

reporter   ~0008324

Last edited: Jan 11, 2011 11:28 pm

The new parasiting system is mostly fine other than that they have to deal the final blow... Which x4000 took to be a bug not misbalance (Tho I suspect it wasn't a bug so much as just how things worked at that time due to the mark limiting system)
Most parasites do a fair bit of damage...
per ( http://www.arcengames.com/mantisbt/view.php?id=1992 )

Nanoswarms themselves however have a deeper issue. In order to meet the 50% damage requirement THEY would have to be buffed to the point of obsoleting another unlock (autobombs) which is to be avoided. As such they need a more creative fix.

Sunshine

Jan 12, 2011 12:38 am

reporter   ~0008327

Rather than reclaim, nanoswarms take over and self-destruct enemy ships? Nanoswarms do DoT, and ships killed by nanoswarms explode and do 50% of their max HP (or 50% of the damage done by nanoswarms, something) to nearby ships. Maybe allow for a chain reaction that causes ships destroyed by a nanoswarm overload to overload as well.

Basically, autobombs currently seem to function "best" by spamming them from factories on FRD, nanoswarms would function the opposite, where you get a mob of them together and target the biggest ship you can, and hopefully cause a MASSIVE *bang*

keith.lamothe

Jan 17, 2011 11:48 pm

administrator   ~0009023

These have been rebalanced for 4.070.

Issue History

Date Modified Username Field Change
Jan 11, 2011 6:52 am Kordy New Issue
Jan 11, 2011 5:04 pm RogueThunder Note Added: 0008264
Jan 11, 2011 5:16 pm TechSY730 Note Added: 0008266
Jan 11, 2011 11:26 pm RogueThunder Note Added: 0008324
Jan 11, 2011 11:26 pm RogueThunder Relationship added related to 0001992
Jan 11, 2011 11:27 pm RogueThunder Relationship added related to 0002385
Jan 11, 2011 11:28 pm RogueThunder Note Edited: 0008324
Jan 12, 2011 12:38 am Sunshine Note Added: 0008327
Jan 17, 2011 11:48 pm keith.lamothe Note Added: 0009023
Jan 17, 2011 11:48 pm keith.lamothe Status new => resolved
Jan 17, 2011 11:48 pm keith.lamothe Resolution open => fixed
Jan 17, 2011 11:48 pm keith.lamothe Assigned To => keith.lamothe