View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024255 | AI War 2 | Balance Issue | Dec 21, 2020 7:45 am | Dec 21, 2020 2:22 pm | |
Reporter | Arides | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.707 Thread Tracking And Lost Planets | ||||
Fixed in Version | 2.708 Mapgen For Multiplayer | ||||
Summary | 0024255: Counterattack for bombards is off the charts | ||||
Description | Bombards 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. | ||||
Tags | No tags attached. | ||||
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Counterattacks do not use metal of the unit, they use Strength. |
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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! |
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 |