Author Topic: Crazy Idea Re: Turret Caps  (Read 16565 times)

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Crazy Idea Re: Turret Caps
« Reply #45 on: May 22, 2014, 04:35:36 pm »
On the sniper changes, you may want to make a note to check which things unlock spire modules - iirc spire railgun things are all unlocked from spiders.
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Crazy Idea Re: Turret Caps
« Reply #46 on: May 22, 2014, 04:36:54 pm »
On the sniper changes, you may want to make a note to check which things unlock spire modules - iirc spire railgun things are all unlocked from spiders.
That's a good point.
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 Tridus

  • Master Member
  • *****
  • Posts: 1,305
  • I'm going to do what I do best: lecture her!
Re: Crazy Idea Re: Turret Caps
« Reply #47 on: May 22, 2014, 04:39:22 pm »
On the sniper changes, you may want to make a note to check which things unlock spire modules - iirc spire railgun things are all unlocked from spiders.

Also raises the question of if the highest unlocks needed should stay at MK III, now that there is a higher one.

I don't think that needs changing at this time,personally.

Offline Winge

  • Hero Member
  • *****
  • Posts: 601
Re: Crazy Idea Re: Turret Caps
« Reply #48 on: May 22, 2014, 06:33:10 pm »
These changes definitely sound good.  I'm looking forward to testing them out.  Although, that means that I'll have to redo all of my planets caps in order to truly test things out.  Care may be needed to make sure that the basic turrets aren't too strong for their cost (especially the free Mk Is).
My other bonus ship is a TARDIS.

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: Crazy Idea Re: Turret Caps
« Reply #49 on: May 22, 2014, 10:12:57 pm »
(not normally something I'd expect, but the warp relay idea was initially received really well, and then... ;) )
I think there might be a bug, I kept having waves target a planet that was 1-hop away from a border world (so an AI at tech I with a warp relay adjacent to the border world could target it) but there were no warp relays that I could find (only had one alert that one was being built and neutered it and then blew up the relay; it was at 90% when I commenced my attack, so it finished).

If it happens again I'll make sure to create a save for it.

Save acquired, bug reported.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Crazy Idea Re: Turret Caps
« Reply #50 on: May 23, 2014, 02:32:36 am »
I have grown mostly neutral over the turrets and cap things (other than hopefully making it that caps for turrets are a multiple of 8, don't forget the ultra low cap players. ;))

However, if this change is going to go through, I am going to wait until it comes about before playing again on a new game, so I don't have to readjust all my turrets once the patch comes out.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Crazy Idea Re: Turret Caps
« Reply #51 on: May 23, 2014, 09:41:07 am »
(other than hopefully making it that caps for turrets are a multiple of 8, don't forget the ultra low cap players. ;))
Which specific cap-scaled turrets aren't multiples of 8?  I'm guessing tractor, grav, etc, but the rate with which you bring it up seems to imply it's broader than that ;)
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 Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: Crazy Idea Re: Turret Caps
« Reply #52 on: May 23, 2014, 09:52:10 am »
(other than hopefully making it that caps for turrets are a multiple of 8, don't forget the ultra low cap players. ;))
Which specific cap-scaled turrets aren't multiples of 8?  I'm guessing tractor, grav, etc, but the rate with which you bring it up seems to imply it's broader than that ;)

Based on the wiki:

Counter Dark Matter Turret (19)
Counter Missile Turret (19)
Counter Sniper Turret (19)
Gravitational Turret (58)
Heavy Beam Turret [mk 1] (12)
Tachyon Beam Emitter (19)

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Crazy Idea Re: Turret Caps
« Reply #53 on: May 23, 2014, 09:53:27 am »
Heavy Beam Turret [mk 1] (12)
Do those scale with caps, to begin with?
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 Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: Crazy Idea Re: Turret Caps
« Reply #54 on: May 23, 2014, 09:54:40 am »
Heavy Beam Turret [mk 1] (12)
Do those scale with caps, to begin with?

I don't think so.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Crazy Idea Re: Turret Caps
« Reply #55 on: May 23, 2014, 10:00:49 am »
Actually, just checked in-game:

High Caps:
Needler - 192
Laser - 192
MLRS - 192
Missile - 192
Flak - 96
Lightning - 96
HBC - 12
Sniper - 192
Counter Sniper - 19
Counter Dark Matter - 19
Counter Missile - 19
Tractor - 192
Grav - 58
Tachyon Beam Emitter - 19

Ultra Low Caps:
Needler - 24
Laser - 24
MLRS - 24
Missile - 24
Flak - 12
Lightning - 12
HBC - 12
Sniper - 24
Counter Sniper - 19
Counter Dark Matter - 19
Counter Missile - 19
Tractor - 24
Grav - 58
Tachyon Beam Emitter - 19


Stuff like the counters, gravs, and tachyons are useful mainly via coverage, not by comparison to unit count, so they don't scale.  If they don't scale, the multiple-of-8 thing is irrelevant.

So which turrets aren't multiples of 8 that need to be?
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 Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: Crazy Idea Re: Turret Caps
« Reply #56 on: May 23, 2014, 10:06:06 am »
OK, based on that, then, I guess nothing's out of place.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Crazy Idea Re: Turret Caps
« Reply #57 on: May 23, 2014, 01:07:51 pm »
Oops. Wasn't aware they had been adjusted already. Sorry about that.  :-[

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Crazy Idea Re: Turret Caps
« Reply #58 on: May 23, 2014, 01:28:59 pm »
Oops. Wasn't aware they had been adjusted already. Sorry about that.  :-[
No problem, I don't expect everyone to retest any issue before mentioning it again, as that would be very time consuming.  Though if you can go through your list (of stuff in the category that prompted your "plea" thread) and remind me what the most important (remaining) item is then I can take that into consideration.
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 Aeson

  • Full Member Mark II
  • ***
  • Posts: 176
Re: Crazy Idea Re: Turret Caps
« Reply #59 on: May 23, 2014, 02:02:55 pm »
I will only have an objection to this if it ends up breaking Fallen Spire games. Distributed defense is all fine and dandy, but in an FS game it needs to be able to do enough damage to an exo wave that your 'cushion' worlds can break the exo before it destroys anything too important, and FS exo waves already have the ability to overrun fairly serious fortress worlds without taking enough damage to be stopped until they hit the next Spire City fortress (or the one after that, sometimes). However, I haven't played much recently, and haven't had the opportunity to play with the core turrets at all, so bear in mind that this statement isn't taking those into account.