Author Topic: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!  (Read 19577 times)

Offline orzelek

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #120 on: August 28, 2012, 11:43:14 am »
Few random comments:
1. Zenith Siege Engines invalidate shield bearers. I'm not 100% sure but it seem that one shot hits all ships under all shield bearers.
2. Any game with exos makes all fabricators and Mk IV very low priority - if you can't defend it no reason for taking it. And when exo targets them it's good bey for sure since you don't have means usually to protect more than 2-3 points form exos.
3. Paralyzer modules on champions behave... strangely. I seen them spread shots once or twice. In other cases they will shoot 11 times into one ship. I have focus fires enabled for both snipers and normal ships if this matters.
« Last Edit: August 28, 2012, 11:45:03 am by orzelek »

Offline Draco18s

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #121 on: August 28, 2012, 11:45:55 am »
2. Any game with exos makes all fabricators and Mk IV very low priority - if you can't defend it no reason for taking it. And when exo targets them it's good bey for sure since you don't have means usually to protect more than 2-3 points form exos.

And now you know why I don't play with exos ;)

Offline KDR_11k

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #122 on: August 28, 2012, 12:51:38 pm »
non V's nenzul commandos have inf engine health, while V's have 100.

Sounds appropriate, MkVs don't self-attrition after all.

Offline LordSloth

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #123 on: August 28, 2012, 12:56:25 pm »
Speaking of Fallen Spire, I suspect that a low unit cap especially in regards to engineers makes it especially more difficult to survive a multiplayer, galactic capitol + extra hubs (we're talking around 9 total spire city hubs, 3 dreadnaughts) than it needs to be.

To elaborate; between the reduction due to setting unit cap to low and the reduction due to the number of co-op players, you cannot spend resources faster than you bring them in. Unlocking mark 3 engineers wasn't enough to handle demands, I had to hunt down an experimental engineer fabricator, which didn't live long.

On the other hand, fallen spire ships maintain their normal cap, and their weapons are still potent against low cap ai. And, I was definitely asking for trouble with nine cities and so many players. So I'm not confident anything actually should be changed.

In reflection, what I'd like to see (which should make a big co-op fallen spire game more viable), is that on low cap, engineers either ignore the usual cap multipliers due to scale (like fortresses, bomber starships), or get their repair/construction rates scaled up. If they do, and I'm simply not aware of this...

I find this would make attempting a silly thing like trying to produce 3 (or more!) spire dreadnaughts a lot more viable. Even with all my engineers focused on the shipyard i still couldn't outspend my hab.

On a less serious note, why not have foldout habitation centers, and foldout reactors? It's really interesting how the spire outpost foldouts increase firepower by a significant factor - but hab centers and reactors don't. Well, aside from all the coding complications and possible bugs. On top of that, just imagine the fun of everyone having +5400 metal and crystal! Everybody gets a Super Fortress! (which is looking a little neglected in the age of the Shadow) I'd be concerned about lack of balance but I'm more worried of the hunter killers and getting my co-op buddies to actually work together.

Offline keith.lamothe

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #124 on: August 28, 2012, 01:22:44 pm »
In reflection, what I'd like to see (which should make a big co-op fallen spire game more viable), is that on low cap, engineers either ignore the usual cap multipliers due to scale (like fortresses, bomber starships), or get their repair/construction rates scaled up. If they do, and I'm simply not aware of this...
They already ignore scale, they're just fairly low cap to begin with.  For the next version I'll increase the cap of the engie II and engie IIIs.

Could any of the other players help you with their engies?  Or was that with them?
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Offline LordSloth

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #125 on: August 28, 2012, 01:33:58 pm »
I swear I see more engineers in a singleplayer, normal cap game than a five/six player, low cap game. What is reducing the number of available engineers so dramatically, then?

I'll check when I get home.... Now that I have power again, after Tropical Storm Isaac passed by Florida
« Last Edit: August 28, 2012, 01:38:27 pm by LordSloth »

Offline keith.lamothe

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #126 on: August 28, 2012, 05:49:07 pm »
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!