View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0003637 | AI War 1 / Classic | Suggestion - Game Mechanics | Jul 12, 2011 11:30 am | Jul 12, 2011 11:35 am | |
Reporter | Ranakastrasz | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Summary | 0003637: Teleportation Stun | ||||
Description | One thing that is never very well explained, in tooltips or otherwise, is exactly how teleportation stun works. I initially, when I started the game, assumed that all ships are stunned for the same period of time per teleport, Realized soon after that that the distance is a factor, but I am not sure what it is, aside from maybe being divided by an unknown variable. I also realized that engineers are stunned for a far shorter time, which I now see appears to be sufficiently short that Careful pausing shows no paralysis buff, so either if there is a threshold, it is below it, even across a system, or the unknown is significantly higher. (This is from my observations of teleporting ship behavior) Now, my suggestion for redoing the system, both to make it understandable, without simply adding tooltip info for this. -: Stun duration =(time it takes to move from point A to point B, including speed modifiers) / (speed*10) This would likely require changes in speed, and the speed * 10 is because in certain cases, teleportation is disabled, and either that disables movement for those units, or it forces it to move slowly, ~10x as slow in my example. However, it would also make the duration easy to calculate, as it is 10x as fast as the displayed speed. Also, T3 engineers would simply have a very high speed, possibly the same as it currently is, 220 or so, and thus would have a MUCH shorter, but calculable duration, than say a teleport raider, with I think 20 speed, (although I have no idea how much speed it currently has, or how to determine the stun duration currently) | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
|
It's really not something that you should need to be calculating with any precision, and the existing system has gone through HUGE amounts of playtesting and player vetting over the course of more than a year. I'm not eager to change it, and if we changed it we'd also have to completely rebalance all the teleporting ships. The rules of thumb with the current system is: 1. Don't try to jump in and out of battle from across an entire planet to dodge bullets with teleporting ships. 2. If possible, you may want to jump near your target but out of their range and then go right to your target, but this is by no means necessary. 3. Otherwise don't worry about the paralysis, it's low and compensated-for by the power of the teleporting ships. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jul 12, 2011 11:30 am | Ranakastrasz | New Issue | |
Jul 12, 2011 11:35 am | Chris_McElligottPark | Note Added: 0012698 | |
Jul 12, 2011 11:35 am | Chris_McElligottPark | Status | new => closed |
Jul 12, 2011 11:35 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jul 12, 2011 11:35 am | Chris_McElligottPark | Resolution | open => won't fix |