Enclaves are worse than they were before.
Our anti-Enclave conspiracy continues! Bwahahahaha!
* keith.lamothe examines a small piece of paper labeled "Reminder: Your Priorities".
Ah. Hmm. Well.
On the enclaves/drones, I considered buffing the drones while making the changes but I did a fair bit of testing with them and found their overall impact on the battle to be quite effective. Largely from their "blunting" effect on the enemy offense and their ability to engage while costing me nothing (thinking more about position than m+c), rather than their offensive punch.
But I suppose I have different criteria for what's worth it
Anyway, I'm happy to change their stats. Here are the per-ship numbers (the raw numbers, so epic combat style, high caps; also these are mkI numbers with health and DPS as individual units rather than by cap) with some reference points:
ObjectType | Health | BaseDPS | BonusDPS | Hull Type | Movement Speed | Attack Range | Armor Piercing | Shot Power | Shots Per Salvo | Seconds Per Salvo | Bonus | Bonus Names |
Bomber | 78000 | 203 | 1220 | Polycrystal | 36 | 4000 | 0 | 2440 | 1 | 12 | 6 | Heavy;Artillery;CommandGrade;UltraHeavy;Structural |
Fighter | 82500 | 255 | 1530 | Light | 42 | 3200 | 750 | 1020 | 1 | 4 | 6 | Medium;CloseCombat;Polycrystal |
MissileShip | 78000 | 245 | 1470 | Artillery | 22 | 10000 | 0 | 2450 | 1 | 10 | 6 | Light;Neutron;Swarmer;UltraLight;Refractive;Composite |
NeinzulLaserDrone | 2000 | 200 | 1000 | Swarmer | 45 | 5000 | 750 | 600 | 1 | 3 | 5 | Heavy;Refractive;UltraHeavy;Polycrystal |
NeinzulMissileDrone | 2000 | 200 | 1000 | Swarmer | 45 | 10000 | 0 | 1000 | 1 | 5 | 5 | Medium;Neutron;UltraLight;Composite;Polycrystal |
NeinzulMLRSDrone | 2000 | 300 | 1500 | Swarmer | 45 | 4500 | 150 | 500 | 3 | 5 | 5 | Light;Neutron;Swarmer;UltraLight;CloseCombat |
NeinzulNeedlerDrone | 2000 | 250 | 1250 | Swarmer | 45 | 3500 | 450 | 500 | 1 | 2 | 5 | Heavy;Artillery;UltraHeavy;Structural |
Each drone has a max lifetime of 30 seconds, losing 1/30th of its max health per second, so here's the max "drone power" "in the air" for each mark of enclave:
Enclave | Cap | MkIDrones | MkIIDrones | MkIIIDrones | MkIVDrones | Cycle Time | Total Mk*Unit Of Drones Per Cycle | Total Mk*Unit Drones Per 30 seconds |
MkI | 2 | 4 | 0 | 0 | 0 | 10 | 8 | 24 |
MkII | 2 | 4 | 4 | 0 | 0 | 9 | 24 | 80 |
MkIII | 2 | 4 | 4 | 4 | 0 | 8 | 48 | 180 |
MkIV | 2 | 4 | 4 | 4 | 4 | 7 | 80 | 343 |
Of course, a mkIV drone dies just as easily as a mkI in practice due to being made of something less durable than wet tissue paper.
Nonetheless, I think it's worth pointing out that 2 mkIII enclaves with full upgrades produces nearly the equivalent of a mkI triangle cap's firepower every 30 seconds (for free, right in the field). 2 mkIV enclaves with full upgrades produces nearly twice that.
Anyway, what needs to happen here? My first guess here is something like:
1) Make individual drones roughly as durable as individual triangle ships
2) Buff Drone DPS by about 50% to account for the difficulty of full application.
3) Set all marks of enclave to have the 7-second cycle time so they're synchronized (if they all enter battle at the same time, anyhow). Per-unit this is just a buff to the lower marks, but if synchronization is actually important it's more than that in practice.
Altering the actual drone count, or synchronizing the "waves" across marks without altering the relative number of drones produced would be much more tricky because everything is only producing 1 of each type/mark per cycle anyway, so we can't just increase that by 17% or whatever; it's either double or nothing unless we start spawning stuff unevenly. Double could be done in theory, but might not be CPU-friendly.
Another alternative is to have the higher mark enclaves produce additional quantities of the lower mark drones (so a mkI produces 4 mkI drones, and a mkII produces 8 mkI drones and 4 mkII drones, etc) but again the cpu's not gonna be too happy about a mkIV producing 16 mkI drones, 12 mkII drones, 8 mkIII drones, and 4 mkIV drones every 7 seconds, times 2 for both enclaves, times 16 because you're Cinth (though that CPU has long since given up, I'm sure).
Yet another alternative is to simply remove the turret research prereqs for the drones, or make it so that the enclaves have a certain base amount of drones per cycle but get more with turret research (the way I did it supports this just fine) though in that variant we're once again up against the question of double-or-nothing and consequent cpu issues.
Though on the cpu stuff, if people are doing any kind of serious in-the-field production, it seems like they'd already be hitting this harder than they would with drones.