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IDProjectCategoryLast Update
0024255AI War 2Balance IssueDec 21, 2020 2:22 pm
ReporterArides Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version2.707 Thread Tracking And Lost Planets 
Fixed in Version2.708 Mapgen For Multiplayer 
Summary0024255: Counterattack for bombards is off the charts
DescriptionBombards are hellishly expensive units, and counterattack seems to be calculated from metal spent. This creates ridiculous situations when a failed 50 strength invasion can lead to 100+ counterattack within seconds, or a few etherjets tugging a few dozen bombards to the new planet create massive counterattacks on seemingly random planets.
While technically the counterattack calculation is solid and makes sense, bombards have the potential to skyrocket counterattacks on lower AIP (cca 50) where a player has a few fleets, but doesn't have a strength to fight a 300 counterattack and the game ends right there.

It honestly seems like more of a wierd quirk of the bombard than an issue with the counterattack mechanic itself. It's already pretty darn expensive to lose a bombard-heavy fleet, the off the scale reprisal makes this unit even more difficult to use. Picking up bombards before late game seems like trouble with current counterattack mechanics.
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Activities

RocketAssistedPuffin

Dec 21, 2020 9:09 am

reporter   ~0060105

Counterattacks do not use metal of the unit, they use Strength.

Chris_McElligottPark

Dec 21, 2020 2:22 pm

administrator   ~0060122

Well, I don't mind doing this at least:

* Since apparently Bombards were giving an outsized counterattack response, we've set up a counter_attack_budget_override_multiplier of 0.25 to cause it to rise only a quarter as rapidly.
** Counterattacks are mostly based on the strength of the strength of a squad at its base mark level (so higher marks do not increase the counterattack strength at all), but there are some extra multipliers based on flagship types that are present, and what type of planet is there, and what the AI type is set to (different AIs can have different amounts of counterattack intensity). Hopefully it wasn't just a factor like the AI Type in question.

Thanks!

Issue History

Date Modified Username Field Change
Dec 21, 2020 7:45 am Arides New Issue
Dec 21, 2020 9:09 am RocketAssistedPuffin Note Added: 0060105
Dec 21, 2020 2:22 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 21, 2020 2:22 pm Chris_McElligottPark Status new => resolved
Dec 21, 2020 2:22 pm Chris_McElligottPark Resolution open => fixed
Dec 21, 2020 2:22 pm Chris_McElligottPark Fixed in Version => 2.708 Mapgen For Multiplayer
Dec 21, 2020 2:22 pm Chris_McElligottPark Note Added: 0060122