View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0028230 | Heart Of The Machine | Suggestion | May 18, 2024 8:00 pm | May 22, 2024 12:22 am | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.506 More Fixes | ||||
Fixed in Version | 0.513 Electric Handbook | ||||
Summary | 0028230: Explain More: Territory Control | ||||
Description | I 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. | ||||
Tags | No tags attached. | ||||
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Yeah, this is worth a handbook entry for sure. |
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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. |
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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. |
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Okay, between the two of us I think we got this. |
Date Modified | Username | Field | Change |
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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 |