Author Topic: Guardian numbers  (Read 5850 times)

Offline keith.lamothe

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Re: Guardian numbers
« Reply #45 on: May 10, 2013, 01:05:54 pm »
Quote
Cant its build time be lowered, so I don't have to use whole caps of engineers to repair it?
Looking at the code it's the same build time as all the other golems.  Is there a particular reason it hurts for this one and not the others?
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Offline chemical_art

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Re: Guardian numbers
« Reply #46 on: May 10, 2013, 01:07:57 pm »
Quote
Cant its build time be lowered, so I don't have to use whole caps of engineers to repair it?
Looking at the code it's the same build time as all the other golems.  Is there a particular reason it hurts for this one and not the others?

It is magnitudes cheaper, frailer, and decays much faster, so it is detrimental that it takes so long to repair. I spend so much more time repairing it not because of resources but because it loses health so rapidly.

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Offline keith.lamothe

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Re: Guardian numbers
« Reply #47 on: May 10, 2013, 01:11:25 pm »
Makes sense, just wanted to sanity check. Desired build time?
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Offline chemical_art

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Re: Guardian numbers
« Reply #48 on: May 10, 2013, 01:17:40 pm »
Makes sense, just wanted to sanity check. Desired build time?

If you are feeling industrious, could you make it so each golem costs around 240 M + C and adjust times accordingly.

If you like this, ill do the maths myself.
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Offline TechSY730

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Re: Guardian numbers
« Reply #49 on: May 10, 2013, 01:18:43 pm »
Makes sense, just wanted to sanity check.

Why? Do you not trust our sane judgement and opinions?

*Starts plans to do a 10/10 AI with double waves and +300% handicap for the fun of it, and then making a list of complaints if I lose or win.
« Last Edit: May 10, 2013, 01:25:07 pm by TechSY730 »

Offline LordSloth

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Re: Guardian numbers
« Reply #50 on: May 10, 2013, 01:23:50 pm »
I'm honestly a bit wary of inversely tying guardians to guard posts without putting some restrictions on guardians going threat. Guardians were originally implemented to make taking on guard posts more of a concern, but the GPs are handling themselves nicely now, so I can see some value to repurposing them.

However!

If you've neutered all the guard posts in a system, what's to stop 10 Raid Guardians from striking at your homeworld every time you send transports through a neutered system at the start of the game?

Or imagine hordes of Warp Guardians set loose because one of your transports popped or you messed up your cloak coverage.

Edit: Or, god forbid, EMP Guardians
« Last Edit: May 10, 2013, 01:30:06 pm by LordSloth »

Offline keith.lamothe

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Re: Guardian numbers
« Reply #51 on: May 10, 2013, 01:24:09 pm »
Makes sense, just wanted to sanity check. Desired build time?

If you are feeling industrious, could you make it so each golem costs around 240 M + C and adjust times accordingly.

If you like this, ill do the maths myself.
Sounds good to me.  I should not be trusted with math, so I think you just handing me the numbers would be safer for everyone ;)
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Offline chemical_art

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Re: Guardian numbers
« Reply #52 on: May 10, 2013, 01:52:06 pm »
Armored: 10,000,000 / 250 = 40,000 secs
40,000 secs / 60 = 666.66 minutes

Artillary: 8,000,000 / 250 = 32,000 secs
32,000 secs / 60 = 533.33 minutes


Black Widow: 10,000,00 / 250 = 40,000 secs
40,000 secs / 60 = 666.66 minutes

Botnet: 20,000,000 /250 = 80,000
80,000 secs / 60 = 13,333 minutes

Cursed: 3,000,000 / 250 = 12,000
12,000 secs / 60 = 200 minutes

Hive: 7,000,000 / 250 = 28,000

28000 / 60 = 466.66 minutes

Regenerator: 10,000,00 / 250 = 40,000 secs
40,000 secs / 60 = 666.66 minutes


These all could have their rebuild times halved, so they are more expensive then mercs since they will be 500 M + C per second
« Last Edit: May 10, 2013, 02:08:30 pm by chemical_art »
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Offline Kahuna

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Re: Guardian numbers
« Reply #53 on: May 11, 2013, 03:43:19 am »
I like these new Guardians. They discourage blobbing too.. 10 minutes ago I saw how a Mark III Flak Guardian ate a cap of Mark I Bombers in a couple of seconds (+10xSpeed time). Oh and those Raider Guardians.. oh yes they hurt so good! 4 Mark III Raider Guardians InstaDestroyed my beachhead.. like 1 burst = dead Force Field and some of the turrets. YES! I've always loved Raider Guardians! They're so cool! Finally I can be afraid of them! Yes! Anyway.. yes there are a bit too many Guardians in every system.

EDIT: LMAO I just pulled 10 Mark III Raider Guardians from a single planet and OH BOY... The DOOM!.. lets just say that Hunter/Killer is a Raider Guardian on steroids. They InstaDestroyed 2 of my planets in less than a minute. The first one was a whipping boy.
« Last Edit: May 11, 2013, 10:41:09 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline chemical_art

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Re: Guardian numbers
« Reply #54 on: May 11, 2013, 06:34:03 pm »
Have lost two. seperate games with 4/10 golems since this.patch.

Even being hyper aggressive the.max guardians simply bog.down my military too much.
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Offline Kahuna

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Re: Guardian numbers
« Reply #55 on: May 12, 2013, 02:12:53 am »
Enclave Guardians are too tanky.. especially with the 10k range auto kiting.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

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Re: Guardian numbers
« Reply #56 on: May 13, 2013, 05:39:23 pm »
Armored: 10,000,000 / 250 = 40,000 secs
40,000 secs / 60 = 666.66 minutes

Artillary: 8,000,000 / 250 = 32,000 secs
32,000 secs / 60 = 533.33 minutes

(etc)
Just checking: that's going off the current build time of 43,200 seconds for the Armored (and all the others)?  Not the internal number of 86,400 (which might have found its way to the wiki through an export or something)?
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Offline chemical_art

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Re: Guardian numbers
« Reply #57 on: May 13, 2013, 06:48:35 pm »
Numbers are taken from in game numbers normal settings
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