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IDProjectCategoryLast Update
0028230Heart Of The MachineSuggestionMay 22, 2024 12:22 am
Reporterptarth Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.506 More Fixes 
Fixed in Version0.513 Electric Handbook 
Summary0028230: Explain More: Territory Control
DescriptionI got lucky by clicking around and finding out the flags can be clicked on to start the Territory control event. Otherwise I'd be blind.
I'm also not sure that the present, capped, and required intimidation on the flag is being calculated correctly. But I don't have enough samples for that one.
TagsNo tags attached.

Activities

Chris_McElligottPark

May 19, 2024 4:41 pm

administrator   ~0068325

Yeah, this is worth a handbook entry for sure.

CRCGamer

May 19, 2024 6:56 pm

reporter   ~0068341

There is also some oddities here because for the furniture one for example even when the flag isn't active the required value to dissuade any additional attackers would go up by 16 to 20 points per turn taken. And it originally had a baseline of around 7,000 compared to the much lower baseline of several thousand for the daily necessities. And over the course of multiple turns the furniture one grew to over 8,000 required baseline fairly quickly.

Granted your unit strength might grow a lot more often later on in chapter two, but here in chapter one you really don't leapfrog unit power all that often.

Chris_McElligottPark

May 19, 2024 8:41 pm

administrator   ~0068349

So, here's some extra details on territory control:

1. ALL territory control requirements go up every turn, no matter what, forever, in any given timeline. If you first encounter them on turn 800, they'll have much higher requirements than turn 100.

2. It's pretty easy to get over 5k power on bulk CombatUnits by just giving them the best equipment. That means you can't defend both places at once, unless they are both in range of the CUs. Which is usually easy to do.

It's possible that it's a bit too harsh on the added stuff per turn for these because some people are taking hundred more turns than I expected them to. But it's working as I had intended; it's not a bug, it's just a good old fashioned design problem.

In general I set the increase per turn at what I hoped would be an "alarming but not actually significant" level. In other words, here I wanted to have the sense that these are not safe forever, and for that to be true as well, but to make it so that in most reasonable circumstances it's never really an issue. By the end of chapter one, you'll have even stronger deterrent units, because the intimidation multiplier is massive for that. So once a Sledge has been given some fear equipment, which it can't get yet, then it can probably hold one of these by itself. And you'll also have a huge amount more bulk android squads to throw around.

But you will also have more places to deter at, so placing things strategically will continue to matter.

Chris_McElligottPark

May 22, 2024 12:22 am

administrator   ~0068485

Okay, between the two of us I think we got this.

Issue History

Date Modified Username Field Change
May 18, 2024 8:00 pm ptarth New Issue
May 18, 2024 10:08 pm Michael Status new => considering
May 19, 2024 4:41 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
May 19, 2024 4:41 pm Chris_McElligottPark Status considering => confirmed
May 19, 2024 4:41 pm Chris_McElligottPark Note Added: 0068325
May 19, 2024 6:56 pm CRCGamer Note Added: 0068341
May 19, 2024 8:41 pm Chris_McElligottPark Note Added: 0068349
May 22, 2024 12:22 am Chris_McElligottPark Status confirmed => resolved
May 22, 2024 12:22 am Chris_McElligottPark Resolution open => fixed
May 22, 2024 12:22 am Chris_McElligottPark Fixed in Version => 0.513 Electric Handbook
May 22, 2024 12:22 am Chris_McElligottPark Note Added: 0068485