Author Topic: Could shard HP increase as FS story progresses  (Read 1852 times)

Offline chemical_art

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Could shard HP increase as FS story progresses
« on: September 21, 2015, 12:21:58 pm »
Hello! It's been a while. Actually over a year since my last AI War.

I started a good old FS game with the new mechanics and it is very plesant...except for the actual shards. Due to damage inflation even 3 million HP is not enough once a second or third city shard is found. Especially with the new dire guardians, I feel like I am doing RNG rolls to see if they live.

Not to mention to absolutely atricious scaling that occurs with multiple HW's....but that's my fault.

Anyway, would it be possible to have it so that as the FS story progresses shard HP does as well? Right now when finding off dozens of startships a wave a glancing blow from them will kill me.
Life is short. Have fun.

Offline legionof1

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Re: Could shard HP increase as FS story progresses
« Reply #1 on: September 23, 2015, 10:45:45 pm »
Have you tried using Riots/your FS fleet shields as cover? Alternatively engi 3s crash building Hardend FF's as it goes along? Protectors can address your issues with Dire guardians. Also Scout SS for counter sniper.

Offline chemical_art

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Re: Could shard HP increase as FS story progresses
« Reply #2 on: September 25, 2015, 12:52:35 pm »
Excellent considerations, thank you. Hadn't considered using human shield generations to provide a degree of cover.

It's random RNG though on what the AI targets. They are throwing out millions of dps per wave which occur several times a minute. I keep my fleetball between the shard and waves to absorb the alpha, but it still is often a matter of what the wave targets.
Life is short. Have fun.

Offline legionof1

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Re: Could shard HP increase as FS story progresses
« Reply #3 on: September 26, 2015, 01:49:47 am »
Putting your fleet in-between but not on/around the shard i think may part of your issue. the best way in AI to have a large prolonged fleet engagement imo is to over-saturate the AI target list making it waste fire on non critical targets(low mark fleet ships for example) while you the player can focus critical targets more efficiently. Group/ formation move is pretty useful.

Also unless your difficulty is particularly high the 3rd to 5th city shard is a reasonable point to consider significant warhead usage. By that point if you have been clearing for lvl 2 cities some single digit AIP warheads don't mean much any more. Armored warheads are of particular note because they start from the highest hp and go down therefore munching star-ships, guardians, and dire guardians first.

Consider that Each city lvl 2 city is a best case of 60 aip(target system plus minimum 2 adjacent). 5*60=300 aip from cleared systems alone in best case(unlikely even on x maps). Maybe a few systems less depending on layout.  Add in the K requirements for Galactic capital level stuff, 30k or 10 normal planets worth, on top off whatever K you needed/used before. FS beyond a certain stage leaves normal aip behind and never looks back. When you reach that stage use everything. AIP be damned.