Author Topic: Default effects/boostings ranges and new units didtances  (Read 1246 times)

Offline Ozymandiaz

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Default effects/boostings ranges and new units didtances
« on: May 22, 2010, 06:08:30 pm »
Recently with the units not "clumping" like they used to, I find a lot of the units not as effective anymore as they used to be. When moving a big group of units they are now separated from each other a lot more then they used to, and this leads to less effective use of boosting effects like cloaking, shield, munition boosting. The cloakers 700 radius is now so small that you are mostly lucky if the small group you send it with stay cloaked, and I have seen my boostting units just boosting 3 or 4 units when I move my entire 2000 unit group.

The new "clumping mechanic" is of course nice on the CPU, so my question is, is it popssible to tweak it so that the units stay closer together again, without runining the new CPU niceness? As it is now there is room for 3 or 4 units between each other unit when I make a group move.
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Offline keith.lamothe

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Re: Default effects/boostings ranges and new units didtances
« Reply #1 on: May 22, 2010, 06:10:43 pm »
Well, we can tighten down on it a bit.  But it should be using the old clump move for groups smaller than 300 (I think that's the threshold, but it's bigger than 100).
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Offline Ozymandiaz

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Re: Default effects/boostings ranges and new units didtances
« Reply #2 on: May 22, 2010, 06:18:16 pm »
I think tightening it would help a lot.

Right now my cruisers on one end of the blob is out of range from the other side of the blob (1300 units) ;)

In regards to the cloaker starship; it might just be me sending it with too "big" units, rahter then small strike forces of combat units. Generally my fleets are are a lot more then 300 units, so I have not observed a lot of unit behaviour with smaller fleets.

I added a screenshot as well. ;)
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rubikscube

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Re: Default effects/boostings ranges and new units didtances
« Reply #3 on: May 22, 2010, 08:43:20 pm »
well if you are willing to micro you can have your units distance over one other, in 3d space they are on top of each other

Offline superking

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Re: Default effects/boostings ranges and new units didtances
« Reply #4 on: May 22, 2010, 09:20:05 pm »
more range on cloaking ship? given that it is hardlimited by the number of ships it can cloak, i dont perceive that affecting game balance a great deal

rubikscube

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Re: Default effects/boostings ranges and new units didtances
« Reply #5 on: May 22, 2010, 11:24:21 pm »
you can make everything boosted by 1 starship if you micro enough or just use a mod

Offline Ozymandiaz

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Re: Default effects/boostings ranges and new units didtances
« Reply #6 on: May 23, 2010, 05:04:29 am »
more range on cloaking ship? given that it is hardlimited by the number of ships it can cloak, i dont perceive that affecting game balance a great deal

Its more about my shield boosters and munitions boostes, and starships, really. They are not as effective as they used to be this way, considering their limited range and ship cap, they do not do the same for my fleet anymore.

I mentioned cloaking as well since its part of the same thing. And regardless, even if the cloaker is hard limited, when moving a group and a lab slips outside its radius, and dieing, that is annoying (need to micro them so that they stay inside the radius) :). And if its hardlimited, then surley, there is no harm to make the units clump tighter, is there (or even make the ranges go up a bit)? ;)
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rubikscube

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Re: Default effects/boostings ranges and new units didtances
« Reply #7 on: May 23, 2010, 01:17:40 pm »
well, it would be useless if starships can buff so many ships at once or mrs's, but just micro more and you get a very concentrated blob of fleet

Offline orzelek

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Re: Default effects/boostings ranges and new units didtances
« Reply #8 on: May 23, 2010, 05:56:59 pm »
For microing of small number of units with cloaker etc take a look at formation move - I think it's under the x+rmb menu now.

Offline superking

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Re: Default effects/boostings ranges and new units didtances
« Reply #9 on: May 23, 2010, 06:11:49 pm »
munitions boosters are extremely powerful though. a 1.80x firepower boost for most your fleet increases combat effectiveness by a fairly ludicrous amount- even the smaller radius is worth using  :P

Offline keith.lamothe

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Re: Default effects/boostings ranges and new units didtances
« Reply #10 on: May 23, 2010, 07:52:27 pm »
Ah, but in the days where you could get a 4x-5x boost or whatever it was... surprised I didn't get lynched for killing that ;)
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rubikscube

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Re: Default effects/boostings ranges and new units didtances
« Reply #11 on: May 23, 2010, 08:08:03 pm »
5x with 5 light starships, those were the times, and make your whole fleet a speck, but coming out of that speck is a ton of boolets.

Offline superking

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