Author Topic: Question About Zenith Bombardment Ships (3.0)  (Read 2788 times)

Offline Kalzarius

  • Sr. Member Mark II
  • ****
  • Posts: 422
Question About Zenith Bombardment Ships (3.0)
« on: January 14, 2010, 06:12:37 pm »
I'm not sure if this is an intentional penalty or a bug, but the Zenith Bombardment Ships (Mk I, at any rate; I haven't had the opportunity to test with any other Mark) can only seem to do 7 damage to Warp Gates.  They have no problem doing their usual damage to pretty much everything else.

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Question About Zenith Bombardment Ships (3.0)
« Reply #1 on: January 14, 2010, 07:09:18 pm »
Keep in mind here that we are talking about a ship with a range that rivals the longest ranged starship.. and then some (i think, got no clue what the numbers actually are)

If it was able to warp into a planet, hit the warp gate, and then get out.. all without leaving the wormhole it came in from, dont you think that would be a bit much?

Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline Kalzarius

  • Sr. Member Mark II
  • ****
  • Posts: 422
Re: Question About Zenith Bombardment Ships (3.0)
« Reply #2 on: January 14, 2010, 07:13:15 pm »
Keep in mind here that we are talking about a ship with a range that rivals the longest ranged starship.. and then some (i think, got no clue what the numbers actually are)

If it was able to warp into a planet, hit the warp gate, and then get out.. all without leaving the wormhole it came in from, dont you think that would be a bit much?

That would be and is a bit much.  But my issue is more to do with the inconsistency.  Why only the warp gate?  Why not prevent it from doing so much damage to the command station, something I consider to be of more vital importance?  Or both.

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Question About Zenith Bombardment Ships (3.0)
« Reply #3 on: January 14, 2010, 07:41:01 pm »
Keep in mind here that we are talking about a ship with a range that rivals the longest ranged starship.. and then some (i think, got no clue what the numbers actually are)

If it was able to warp into a planet, hit the warp gate, and then get out.. all without leaving the wormhole it came in from, dont you think that would be a bit much?

That would be and is a bit much.  But my issue is more to do with the inconsistency.  Why only the warp gate?  Why not prevent it from doing so much damage to the command station, something I consider to be of more vital importance?  Or both.
because when you hit a warp gate, no hostiles on the planet care.

When you hit a command station, it matters, and has consequences.

(ignoring AI progress)
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline RCIX

  • Core Member Mark II
  • *****
  • Posts: 2,808
  • Avatar credit goes to Spookypatrol on League forum
Re: Question About Zenith Bombardment Ships (3.0)
« Reply #4 on: January 14, 2010, 09:08:22 pm »
Keep in mind here that we are talking about a ship with a range that rivals the longest ranged starship.. and then some (i think, got no clue what the numbers actually are)

If it was able to warp into a planet, hit the warp gate, and then get out.. all without leaving the wormhole it came in from, dont you think that would be a bit much?

That would be and is a bit much.  But my issue is more to do with the inconsistency.  Why only the warp gate?  Why not prevent it from doing so much damage to the command station, something I consider to be of more vital importance?  Or both.
because when you hit a warp gate, no hostiles on the planet care.

When you hit a command station, it matters, and has consequences.

(ignoring AI progress)

Then why isn't it the other way?
Avid League player and apparently back from the dead!

If we weren't going for your money, you wouldn't have gotten as much value for it!

Oh, wait... *causation loop detonates*

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Question About Zenith Bombardment Ships (3.0)
« Reply #5 on: January 14, 2010, 09:53:36 pm »
Keep in mind here that we are talking about a ship with a range that rivals the longest ranged starship.. and then some (i think, got no clue what the numbers actually are)

If it was able to warp into a planet, hit the warp gate, and then get out.. all without leaving the wormhole it came in from, dont you think that would be a bit much?

That would be and is a bit much.  But my issue is more to do with the inconsistency.  Why only the warp gate?  Why not prevent it from doing so much damage to the command station, something I consider to be of more vital importance?  Or both.
because when you hit a warp gate, no hostiles on the planet care.

When you hit a command station, it matters, and has consequences.

(ignoring AI progress)

Then why isn't it the other way?
How many times have you warp gate raided?
How many times have you command station raided?
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline RCIX

  • Core Member Mark II
  • *****
  • Posts: 2,808
  • Avatar credit goes to Spookypatrol on League forum
Re: Question About Zenith Bombardment Ships (3.0)
« Reply #6 on: January 14, 2010, 10:05:13 pm »
Keep in mind here that we are talking about a ship with a range that rivals the longest ranged starship.. and then some (i think, got no clue what the numbers actually are)

If it was able to warp into a planet, hit the warp gate, and then get out.. all without leaving the wormhole it came in from, dont you think that would be a bit much?

That would be and is a bit much.  But my issue is more to do with the inconsistency.  Why only the warp gate?  Why not prevent it from doing so much damage to the command station, something I consider to be of more vital importance?  Or both.
because when you hit a warp gate, no hostiles on the planet care.

When you hit a command station, it matters, and has consequences.

(ignoring AI progress)

Then why isn't it the other way?
How many times have you warp gate raided?
How many times have you command station raided?
Not much for either, but i plan to do a lot of command station raiding in the near future :)
Avid League player and apparently back from the dead!

If we weren't going for your money, you wouldn't have gotten as much value for it!

Oh, wait... *causation loop detonates*

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Question About Zenith Bombardment Ships (3.0)
« Reply #7 on: January 14, 2010, 10:07:41 pm »
your not helping!

What I am trying to say is that neutering a warp gate is infinitely more useful than merely blowing up a command center.

Raid starships do fairly well on warp gate raids.. what an odd concept :p
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline RCIX

  • Core Member Mark II
  • *****
  • Posts: 2,808
  • Avatar credit goes to Spookypatrol on League forum
Re: Question About Zenith Bombardment Ships (3.0)
« Reply #8 on: January 14, 2010, 10:12:04 pm »
your not helping!
Just doing my job :D

What I am trying to say is that neutering a warp gate is infinitely more useful than merely blowing up a command center.

Raid starships do fairly well on warp gate raids.. what an odd concept :p
i do get your point now though :)
Avid League player and apparently back from the dead!

If we weren't going for your money, you wouldn't have gotten as much value for it!

Oh, wait... *causation loop detonates*

Offline psion

  • Newbie Mark II
  • *
  • Posts: 12
Re: Question About Zenith Bombardment Ships (3.0)
« Reply #9 on: January 16, 2010, 11:47:37 pm »
Too powerful or not (I'd argue it's not), this is a fairly unusual inconsistency for the sake of balance. AI War takes a rather realistic approach to balance I think, some ships are better than others, but that's okay because you'll still need all of them. It's odd to see such a forced limitation.

Offline Kalzarius

  • Sr. Member Mark II
  • ****
  • Posts: 422
Re: Question About Zenith Bombardment Ships (3.0)
« Reply #10 on: January 16, 2010, 11:52:49 pm »
Too powerful or not (I'd argue it's not), this is a fairly unusual inconsistency for the sake of balance. AI War takes a rather realistic approach to balance I think, some ships are better than others, but that's okay because you'll still need all of them. It's odd to see such a forced limitation.

Which was precisely my point.  ;D

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Question About Zenith Bombardment Ships (3.0)
« Reply #11 on: January 17, 2010, 12:47:47 am »
Warp Gates, in general, are either immune or highly resistant to any long-range ships.  This includes frigates, etc, to a degree, and also includes snipers and such.  You have to get up-close and dirty to actually kill a warp gate.  Otherwise, it's far too easy to just snip them off as an afterthought without actually having to do a gate raid.  Warp Gates are pretty unique among buildings in this, but they are also pretty unique in their function.  And, largely, they are consistent in how they are resistant to long-range shots (or they should be -- if they are not, then it's the other ships that are wrong, not the bombards).  Hope that makes sense!
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 Kalzarius

  • Sr. Member Mark II
  • ****
  • Posts: 422
Re: Question About Zenith Bombardment Ships (3.0)
« Reply #12 on: January 17, 2010, 01:21:26 am »
Warp Gates, in general, are either immune or highly resistant to any long-range ships.  This includes frigates, etc, to a degree, and also includes snipers and such.  You have to get up-close and dirty to actually kill a warp gate.  Otherwise, it's far too easy to just snip them off as an afterthought without actually having to do a gate raid.  Warp Gates are pretty unique among buildings in this, but they are also pretty unique in their function.  And, largely, they are consistent in how they are resistant to long-range shots (or they should be -- if they are not, then it's the other ships that are wrong, not the bombards).  Hope that makes sense!

OK.  I can understand that. I think the Sentinel Frigates may deal more damage to them.  I seem to recall using them to destroy them in only a minute or two.  They might need tweaking.

 

SMF spam blocked by CleanTalk