Author Topic: Does Attack Boost increase the damage of your own Zenith Mirror reflections?  (Read 4752 times)

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
I had a thought about Attack boost...

Some units have very low attack speeds (Missile Frigates).  Is there any SmartBoost or something where your attack boosters will know to boost slower firing units in range when their time is about to come up? (since it would have a greater effect)

I do this manually, but I didn't know if it was automatic or not.
Wow, that's way beyond the level of micro envisioned by the design :)  That would be a pretty significant CPU hit to optimize.  It would be simpler to just have no limit aside from the boost range, and then we get back into the situations where people would repeatedly give a huge blob of ships orders to move onto their best booster, artificially compacting them into the boost zone.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline lemons

  • Newbie Mark II
  • *
  • Posts: 22
Does the number of boosts scale with ship caps btw?

Checked this myself and the answer is yes. 64 fighters boosted by one munitions on normal, 16 on ultra low.

So basically a cap of Mk1 Munitions (19 of them) on normal caps is theoretically the equivalent firepower boost of 1000 ships. And those ships can be MkIV/Vs, turrets, etc (OK it will scale down a bit for bigger ships, still awesome). Just thinking about it brings a tear to my eye.

On the other hand this seems to kind of diminish the importance of higher tier unlocks for Munitions, since the old boosts are completely invalidated by the new ones. Any thoughts on changing this? Maybe either change the attack boost scale to something stronger like 60%/100%/140% or make a single cap not able to boost entire fleets?
« Last Edit: August 17, 2012, 05:58:11 pm by lemons »

Offline Lokarin

  • Newbie Mark II
  • *
  • Posts: 14
Ya, it's more fun manual anyways.  Rewards me for not taking a system out Katamary Damacy style

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Ya, it's more fun manual anyways.  Rewards me for not taking a system out Katamary Damacy style
You mean with Spire Tractor Platforms? ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Lokarin

  • Newbie Mark II
  • *
  • Posts: 14
On the other hand, what if Flagships/etc. favoured ships in their own control group?

So if I fight with three control groups, they'll favor the group they're in before boosting other ships in range.  This would mean if I move all my ships at once I can be sure my bombers (or whatever) are being prioritized ('cuz in same control group).

Offline LaughingThesaurus

  • Master Member Mark II
  • *****
  • Posts: 1,723
But what if the same ship is in multiple control groups?

Offline LordSloth

  • Sr. Member Mark III
  • ****
  • Posts: 430
...What boost are Spire Stealth Battleships capped at? Does the act of boosting reveal a cloaked unit?

...I suddenly just noticed that Spire Stealth Battleship doesn't have a limit listed on the wiki for attack boosts (for some reason I always assumed it was capped at 20% like starships). And while I've always mostly ignored it before, the Flagship has a radar dampening range of 8000 (to SSB 10k).

I have some evil laughter/mad scientist to try out once I get home.

...If it works, it'll be a lifesaver. I'm currently dealing with dual hybrid hives/advanced hybrid hives, massive space train traffic, and 7/7 Gravity Drill/Shield Ninny AIs. They're supposed to be easy, but they make keeping the hybrids in check a lot more... interesting. As in I got my first super hybrid at around two hours. I've restarted and am playing much more aggressively, but anything that can help me keep the momentum to outpace the hive will be a lifesaver.