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IDProjectCategoryLast Update
0023862AI War 2Balance IssueNov 22, 2020 3:02 pm
ReporterTechSY730 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version2.604 A Thousand Screaming Idiots 
Fixed in Version2.638 Why Do We Fall, Master Wayne? 
Summary0023862: Guard posts should get some sort of strength value multiplier like turrets do
DescriptionThey have a similar "good DPS, great tankiness" thing that made turrets need a strength value multiplier.
TagsNo tags attached.

Activities

TechSY730

Oct 2, 2020 11:57 am

reporter   ~0058898

Right now some of the Mk. V turrets have a greater nominal strength then the Mk. VII dire guard posts on the HW, which doesn't seem right.

TechSY730

Oct 2, 2020 2:14 pm

reporter   ~0058905

Due to many guard posts having a low HP compared to shields, perhaps only 1.5x or 1.75x would be appropriate instead of 2x like turrets do.

TechSY730

Oct 6, 2020 6:36 pm

reporter   ~0059040

Come to think of it, Citadels (for humans) and Fortresses (for AI) fall under this as well.

It is starting to sound like maybe the real thing to do is to fix the underlying issue of why the strength computation undervalues these sorts of units, instead of playing wack-a-mole of entity classes to apply this workaround (the multiplier) to.

Chris_McElligottPark

Nov 22, 2020 3:02 pm

administrator   ~0059758

Thanks!

* strength_multiplier_for_turrets has been 2 since we added this, but that seems to overestimate their power a bit.
** We've adjusted this value to 1.55, per discussion on discord and a suggestion by TechSY730.

* Added a new strength_multiplier_for_armed_guard_posts, which lets us adjust up the strength of guard posts to be more accurate if it seems to be undervalued.
** We're starting this off at 1.25.

* We also added a new strength_multiplier_for_non_combatants, which lets us adjust down the strength of anything that doesn't have any guns.
** Sometimes things without guns still have a lot of health and shields, and that's really not something we want to consider as strongly since it can't hurt you directly.
** This would affect forcefields, any sort of captured buildings, and things like unarmed transports.
** We're starting this at 0.4.

Issue History

Date Modified Username Field Change
Oct 2, 2020 11:54 am TechSY730 New Issue
Oct 2, 2020 11:57 am TechSY730 Note Added: 0058898
Oct 2, 2020 2:14 pm TechSY730 Note Added: 0058905
Oct 6, 2020 6:36 pm TechSY730 Note Added: 0059040
Nov 22, 2020 3:02 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Nov 22, 2020 3:02 pm Chris_McElligottPark Status new => resolved
Nov 22, 2020 3:02 pm Chris_McElligottPark Resolution open => fixed
Nov 22, 2020 3:02 pm Chris_McElligottPark Fixed in Version => 2.638 Why Do We Fall, Master Wayne?
Nov 22, 2020 3:02 pm Chris_McElligottPark Note Added: 0059758