Author Topic: Marauders are still devastating.  (Read 1477 times)

Offline chmjs

  • Newbie Mark III
  • *
  • Posts: 35
Marauders are still devastating.
« on: January 15, 2011, 12:25:21 am »
A while back I think the marauders were tweaked substantially. Consequently I now find them a major pain in the back side, they are very strong and turn up very often in my games. I would like to ask the developers if this was what they intended or are they just unbalanced at the moment?

Offline Minty

  • Jr. Member Mark II
  • **
  • Posts: 69
Re: Marauders are still devastating.
« Reply #1 on: January 15, 2011, 01:02:17 am »
I wouldn't say they're devastating, as such. More an extra bump in thr road, encouraging people to set up proper defences or to properly support their assaults. FAR better than their old "Wait, I missed the Marauders spawning, and they've popped already?" kind of power-level.

Offline chmjs

  • Newbie Mark III
  • *
  • Posts: 35
Re: Marauders are still devastating.
« Reply #2 on: January 15, 2011, 01:17:16 am »
It is more the frequency I am bothered by. They turn up every time I invade an AI planet.
In turns of helping you learn defence I am not so sure. Since they not come through worm holes turret defences are useless and the only solution is to keep a small fire brigade force hanging around. The management of which can be annoying.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Marauders are still devastating.
« Reply #3 on: January 15, 2011, 05:41:57 pm »
The frequency is already back to the way it was since version 3.120 and earlier, I'm not sure what else to say there.  The marauder counter goes up by 1 every 80 seconds, and the counter has to be at least 15 to have any chance (a 4% chance, I think) of spawning, which is checked just after each increment.  The chance goes up by 4% with each additional point on the counter, until it's 100% at 40 or  higher.  Or something like that, I may be off on the actual percents.

Anyway, that means there's a minimum of 15*80 = 1200 seconds = 20 minutes between spawns, and a maximum of 40*80 = 3200 = 53ish minutes.  That's on difficulties >= 5 and < 9; diffs < 5 have much more frequent spawns (low cap is 2, high cap is 9) but much smaller, wheras diffs >= 9 have larger but less frequent spawns (low cap 30, high cap 80).

Are you seeing spawns more frequent than that would indicate?

They are supposed to be a significant event, even a major event in some cases.  If you find yourself carefully considering whether you want the challenge of enabling them when setting up a game (while still feeling tempted to do so), we've accomplished our goal ;)
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 chmjs

  • Newbie Mark III
  • *
  • Posts: 35
Re: Marauders are still devastating.
« Reply #4 on: January 16, 2011, 02:10:37 pm »
I tend to see them every time I invade an AI world. Granted I am quite a slow player so I imagine this is every 30 minutes or so. They tend to come in numbers of around 8. In my present game on quite low difficulty the always come and sometimes also attack my own worlds too. Given the data you have given me it seems a little high.

Offline chmjs

  • Newbie Mark III
  • *
  • Posts: 35
Re: Marauders are still devastating.
« Reply #5 on: January 16, 2011, 02:32:55 pm »
In fact at the moment I see them every time I come in contact with the AI including when they launch cross border aggression. I have attached the save file In question.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Marauders are still devastating.
« Reply #6 on: January 16, 2011, 03:07:14 pm »
In my present game on quite low difficulty the always come and sometimes also attack my own worlds too. Given the data you have given me it seems a little high.
What exact difficulty?  If it's less than 5 they'll come super-often, but only a (relatively) few at a time.
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 chmjs

  • Newbie Mark III
  • *
  • Posts: 35
Re: Marauders are still devastating.
« Reply #7 on: January 16, 2011, 03:18:05 pm »
Ah that will be it, the difficulty was 4 as I was trying out the new ships.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Marauders are still devastating.
« Reply #8 on: January 16, 2011, 03:24:47 pm »
Yea, that would do it.  If you'd prefer I can just drop that low-difficulty-bracket and have anything less than 9 have a lowCap of 15 and a high cap of 40 (currently you're working with 2 and 9, respectively).

That means you would see them way less often but there would be quite a few more when they happened.  There are other things we could do to tone them down for lower difficulties but in general you're probably not having to worry very much about the normal AI on diff 4 :)
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 chmjs

  • Newbie Mark III
  • *
  • Posts: 35
Re: Marauders are still devastating.
« Reply #9 on: January 16, 2011, 03:45:02 pm »
Yes that would be great as instead of being a constant inconvenience they can now be a rare but major concern. I for one like that idea.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Marauders are still devastating.
« Reply #10 on: January 16, 2011, 03:47:24 pm »
Consider it done :)
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 chmjs

  • Newbie Mark III
  • *
  • Posts: 35
Re: Marauders are still devastating.
« Reply #11 on: January 16, 2011, 04:14:55 pm »
Thanks for the great support as always.