Author Topic: Build snipper turrets inside or outside of force field?  (Read 9758 times)

Offline x4000

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Re: Build snipper turrets inside or outside of force field?
« Reply #15 on: August 28, 2010, 11:51:49 pm »
Yep, fair point, I'm just saying there aren't any exceptions to the damage-reduction rule (infinite damage isn't really an exception, mathematically speaking).
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Offline Lancefighter

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Re: Build snipper turrets inside or outside of force field?
« Reply #16 on: August 28, 2010, 11:55:28 pm »
truely not.. i suppose. And thats rather unfortunately, i have a nasty habit of putting anything that is both expensive and stationary under a forcefield.. /me must rethink strategy
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Offline x4000

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Re: Build snipper turrets inside or outside of force field?
« Reply #17 on: August 29, 2010, 12:08:46 am »
That's the idea. :)
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Offline MaxAstro

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Re: Build snipper turrets inside or outside of force field?
« Reply #18 on: August 29, 2010, 04:45:09 am »
For the record, spider turrets do not have their engine damage reduced by a force field - as I found out rather the hard way when I ran in an AI nest of them.  Makes me think that an FF'd cluster of spiders would be an excellent way to set up a hard-to-break defense...  You don't get much damage, but you have plenty of time to get your fleet there for mop-up.

Offline Nice Save

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Re: Build snipper turrets inside or outside of force field?
« Reply #19 on: August 29, 2010, 05:49:11 am »
Just to clarify, the penalty applies to units under an enemy FF too, right?

It seems a bit odd that a ship does more damage firing in from outside a FF than firing on something inside the same FF, or firing out from a FF, given that a FF is specifically designed to keep attacks out.

I also think that a ship that is already under the FF should be much more effective at killing the generator than it is now, whether just given a bonus or given a seperate health for FF and generator. If you're firing directly on the generator it shouldn't just be the same as the bubble soaking up shots.

Offline x4000

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Re: Build snipper turrets inside or outside of force field?
« Reply #20 on: August 29, 2010, 09:15:24 am »
There is no penalty when under an enemy force field. And the ai force fields -- those yellowish ones -- don't reduce the ai's attack power out from under them.
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Offline Draco18s

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Re: Build snipper turrets inside or outside of force field?
« Reply #21 on: August 31, 2010, 09:32:16 am »
There is no penalty when under an enemy force field. And the ai force fields -- those yellowish ones -- don't reduce the ai's attack power out from under them.

Because the AI isn't smart enough to know how to deal with the attack penalty in a reasonable fashion.

Offline Lancefighter

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Re: Build snipper turrets inside or outside of force field?
« Reply #22 on: August 31, 2010, 10:11:46 am »
More like, because theres nothing quite as invincible as a pair of mk3 forcefields with a large fleet under them. Micro might be required.
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Offline Vinraith

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Re: Build snipper turrets inside or outside of force field?
« Reply #23 on: August 31, 2010, 11:34:53 am »
There is no penalty when under an enemy force field. And the ai force fields -- those yellowish ones -- don't reduce the ai's attack power out from under them.

Because the AI isn't smart enough to know how to deal with the attack penalty in a reasonable fashion.

What would be the point? Why waste a bunch of time and effort accomodating the AI to a force field penalty just because the humans have one? It's far more interesting to have to deal with AI fortresses and fleets under force fields this way than it would be if they played by the same rules we do, after all. That's the joy of asymmetric strategy gaming, if it's more fun for it to be unbalanced just go right ahead and leave it unbalanced.  ;D

Offline Draco18s

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Re: Build snipper turrets inside or outside of force field?
« Reply #24 on: August 31, 2010, 11:49:16 am »
What would be the point? Why waste a bunch of time and effort accomodating the AI to a force field penalty just because the humans have one? It's far more interesting to have to deal with AI fortresses and fleets under force fields this way than it would be if they played by the same rules we do, after all. That's the joy of asymmetric strategy gaming, if it's more fun for it to be unbalanced just go right ahead and leave it unbalanced.  ;D

AI War is specifically unbalanced in that fashion.  It's unreasonable to impose certain restrictions on the humans that the AIs are exempt (ship cap) and not others (in this case, FF damage reduction), yes.
However, my point was, even if you wanted to impose the restriction on the AI, it would be a nightmare to code.

Offline keith.lamothe

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Re: Build snipper turrets inside or outside of force field?
« Reply #25 on: August 31, 2010, 01:22:48 pm »
I may be wrong, but I think Heavy Beam Cannons are immune to the reduction to the effect, and probably Zenith Beam Frigates too.  I imagine Autobombs are as well.  Those all use very different damage computation mechanics than the usual shots.  Of course, if the reduction logic is further upstream in attack power computation, that would do it :)
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Offline Draco18s

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Re: Build snipper turrets inside or outside of force field?
« Reply #26 on: August 31, 2010, 01:43:01 pm »
Autobombs I could see (they're smart bombs, not really ships at all).  Z-Beams and H-Beams I doubt are, but it wouldn't be difficult to check.

Offline keith.lamothe

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Re: Build snipper turrets inside or outside of force field?
« Reply #27 on: August 31, 2010, 01:43:44 pm »
Well, I mention it because I spent a fair bit of time in the beam code when adding the HBCs, and I don't recall any such check.
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Offline Spikey00

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Re: Build snipper turrets inside or outside of force field?
« Reply #28 on: September 01, 2010, 02:34:29 pm »
(Can anyone confirm that spider turret engine damage is NOT reduced by forcefields?)
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Offline keith.lamothe

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Re: Build snipper turrets inside or outside of force field?
« Reply #29 on: September 01, 2010, 02:39:16 pm »
Engine damage is a totally separate mechanic with regard to damage modifiers, and shouldn't be affected by either attack bonuses or penalties (whether they're normal modifierd, cluster-based, or caused by a friendly ff).
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