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IDProjectCategoryLast Update
0005268AI War 1 / ClassicSuggestion - New Unit Ideas - Economic and Utility UnitsDec 27, 2011 8:29 pm
ReportersoMe_RandoM Assigned To 
Status consideringResolutionopen 
Summary0005268: Projectile Time disruptor
DescriptionMark I: halves all projectile speed non-beam and non rail shots
Mark II: halves enemy speed non-beam and non rail shots
Purchased by trader and is a capturable
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

motai

Dec 8, 2011 6:29 pm

reporter   ~0017703

while i like the idea the current bullet system doesnt integrate well. shot are tallied as they are fired not when they impact. i.e. while graphically you can dodge under a forcefield while the shot travels it wont impact the shield since you werent under it when it was fired. so it would require a major overhaul of the combat system to make this do anything.

best case without upgrades it would let your fleet inflict much higher losses by allowing them to fire 1 or 2 more volleys before being destroyed by fire in flight. biggest issue is it would reguire focus fire setting to be revaluated ALOT.

Draco18s

Dec 27, 2011 3:55 pm

developer   ~0017945

@Motai: that's not entirely true. It used to be true, but is no longer true. Shot damage is calculated when it impacts, but there's a separate track for "shots in the air" that contributes the "overkill" mechanic (how dead stuff needs to be before ships no longer target it).

motai

Dec 27, 2011 6:43 pm

reporter   ~0017947

thanks for the correction. though i still think the forcefield interaction is off. but this type of tower would aggravate alot of the auto targeting issues. the overill mechanic is great but i have noticed lately it leaves alot of ships at 1-2% health and forgets to finish them(fleet swarms);very annoying when it leaves bomber starships or raid starships alive because of this. either that of focus fires ships way overdead. not sure why or how but it seems a bit erratic especially if any of the following are involved, forcefield, teleporter, laser reducers, tractor beams and/or engine damage.

actually i would think a better idea is for the opposite facility. one that accelerates shots rather than slowing them. my 2 cents anyway.

Draco18s

Dec 27, 2011 8:29 pm

developer   ~0017948

I think most of the "didn't overkill" scenarious tend to be due to regenerating ships (which did get patched at one point) or external influences, e.g. laser reducers. Also occasionally player error by giving the ships orders before all of their targets are dead.

Too much overkill, however, is taken care of fairly well. Every shot that's in-air when the target dies refunds a portion (about half, I think) of the reload necessary to fire it. So a 1 bullet 3 second reload pushes the ship's refire timer down by a second and a half (it's less for "shotgun" types, per bullet, so one of six bullets returns 1/12th of the ship's reload time).

Issue History

Date Modified Username Field Change
Dec 8, 2011 2:02 am soMe_RandoM New Issue
Dec 8, 2011 7:33 am tigersfan Internal Weight => Feature Suggestion
Dec 8, 2011 7:33 am tigersfan Status new => considering
Dec 8, 2011 6:29 pm motai Note Added: 0017703
Dec 27, 2011 3:55 pm Draco18s Note Added: 0017945
Dec 27, 2011 6:43 pm motai Note Added: 0017947
Dec 27, 2011 8:29 pm Draco18s Note Added: 0017948