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IDProjectCategoryLast Update
0003085AI War 1 / ClassicSuggestion - Balance TweaksAug 27, 2012 8:25 pm
ReporterSunshine Assigned To 
Status newResolutionopen 
Product Version5.005 
Summary0003085: Tractor Platform Tractor Beam # should scale by cap size
DescriptionRight now, mk1 tractor platform has 30 tractor beams IIRC, regardless of cap size. Three of them will yoink my entire fleet of fighters. While hilarious, it can get pretty frustrating. 30 tractor beams may also be a bit much for AI tractor platforms to have as well, but I don't know how other players feel about their usage of tractor platforms, so for now suggest that mk1 should have 60 beams on high marks, 30 on normal, 15 on low (unless it was balanced using high caps, for example), and then scaling from there for higher marks.
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TechSY730

Mar 22, 2011 9:23 pm

reporter   ~0011269

Last edited: Mar 22, 2011 9:24 pm

Hmm, should other "not scaling with ship cap" ships with multi ship affecting special properties also scale (number of shots, max hits per shot, max number of stat boosts, etc)? Mostly, this would include guard posts, guardians (unless those have spawn rates that scale with ship cap), starships, and other Spire fleet ships that don't scale with ship cap.

For example, the flak turret's max hits per shot shouldn't get scaled because even though the number of ships the enemy uses goes up, so does the ship cap of flak turrets, which balances it out.

Starships, gaurd posts, etc., don't get this nice self-balancing.

Sunshine

Mar 22, 2011 9:37 pm

reporter   ~0011271

It's mostly a case-by-case basis as I see it. Tractor platform ship cap doesn't scale, but damage isn't its primary concern anyway, tractor beams are. But while cap-HP for enemy ships stays the same, mk1 tractor platforms go from being able to suck up 1/3 of a cap of mk1 fighters to sucking up either 1/6th the cap or pretty much the entire cap, then running off with it. Off the top of my head this is the only other weird edge case currently (the other was the Gravity Drain) since they both have non-scaling abilities that incapacitate X ships without regard to HP.

Sunshine

Mar 22, 2011 9:38 pm

reporter   ~0011273

Also, starships, guard posts and guardians don't necessarily need this kind of scaling (okay, maybe tractor guardians do a little) because they're much more uncommon, and again it simply has to do with having an ability that cares nothing about enemy ship HP.

TechSY730

Mar 22, 2011 9:41 pm

reporter   ~0011275

What about number of ships that a single ship can give a munitions boost, cloaking boost, or (in the case of one type of guard post) armor boost.

Do these already scale with ship caps for starships?

Sunshine

Mar 22, 2011 9:52 pm

reporter   ~0011284

I would hesitate to make cloaking boost scale, since it's not necessarily supposed to be a combat ship (it prioritizes transports), and since transports don't scale...

That being said, transport capacity (and deployment speed) should scale, because there's a huge discrepancy in transports required on each cap.

Also, if the armor boost or muniboosters have a ship cap, it's high enough where I haven't noticed/don't really care much, but I guess it could be looked into.

Ranakastrasz

Aug 5, 2011 12:24 am

reporter   ~0012809

I would say that the number of multieffects on anything that does not scale with ship caps should scale in count instead. After all, if you can field 2x as many tractor platforms, and the enemy can field twice as many fleet ships to grab, it balances out fine. However, if you can field twice as many (weaker) bombers, but only (3? 5?) flagships, then the flagship should be able to boost twice as many ships (assuming it has a cap, I think it does, but it isn't in the tooltip I believe) Same with the fortress shot count, should scale up with the cap scale.

Sunshine

Aug 27, 2012 8:25 pm

reporter   ~0028020

This is still an unfixed problem; started up a new game on low caps and one enemy has tractor platforms (Thief type, to make it even worse), and the other is a Speed Racer with Spiders. FML. I realize there's a lot on everyone's plate right now (well, always), but seeing an enemy with Tractor Platforms on low or very low shipcaps is enough reason for me to automatically abandon the game.

Issue History

Date Modified Username Field Change
Mar 22, 2011 9:15 pm Sunshine New Issue
Mar 22, 2011 9:23 pm TechSY730 Note Added: 0011269
Mar 22, 2011 9:24 pm TechSY730 Note Edited: 0011269
Mar 22, 2011 9:24 pm TechSY730 Note Edited: 0011269
Mar 22, 2011 9:37 pm Sunshine Note Added: 0011271
Mar 22, 2011 9:38 pm Sunshine Note Added: 0011273
Mar 22, 2011 9:41 pm TechSY730 Note Added: 0011275
Mar 22, 2011 9:52 pm Sunshine Note Added: 0011284
Aug 5, 2011 12:24 am Ranakastrasz Note Added: 0012809
Aug 27, 2012 8:25 pm Sunshine Note Added: 0028020