Ok, so "Gravity units/structures (all of them)" just won the AI-side nerf poll AND came in second in the player-side nerf poll. And this is certainly not the first feedback I've seen to the effect that "grav effects are really, REALLY OP". The game's kind of adapted around the
incredible utility of grav stuff, so I'm hesitant to just pull that rug out from under the game and have everything go sideways, but I think we may be able to avoid that. In any event, I think the game will ultimately be more interesting when grav effects are less dominating.
Anyway, here's what I'm thinking:
a) Change the grav mechanic from "cap affected unit speed to X" to "reduce affected unit max speed by X%", with each grav unit having a "grav magnitude", with each magnitude having an X as follows:
Grav Magnitude | Percent Reduction From Gravity | Base Victim Speed | Effective Victim Speed | Victim Seconds To Travel 10000 | How Much Time You Have To Kill Victim, Compared To Normal | Delta Compared To Next-Lower Grav Magnitude |
0 | 0 | 100 | 100 | 100.00 | 1.00 | 0.00 |
1 | 33.3 | 100 | 66.7 | 149.93 | 1.50 | 0.50 |
2 | 50 | 100 | 50 | 200.00 | 2.00 | 0.50 |
3 | 60 | 100 | 40 | 250.00 | 2.50 | 0.50 |
4 | 66.7 | 100 | 33.3 | 300.30 | 3.00 | 0.50 |
5 | 71.45 | 100 | 28.55 | 350.26 | 3.50 | 0.50 |
6 | 75 | 100 | 25 | 400.00 | 4.00 | 0.50 |
7 | 77.77 | 100 | 22.23 | 449.84 | 4.50 | 0.50 |
8 | 80 | 100 | 20 | 500.00 | 5.00 | 0.50 |
9 | 81.83 | 100 | 18.17 | 550.36 | 5.50 | 0.50 |
10 | 83.33 | 100 | 16.67 | 599.88 | 6.00 | 0.50 |
11 | 84.62 | 100 | 15.38 | 650.20 | 6.50 | 0.50 |
12 | 85.71 | 100 | 14.29 | 699.79 | 7.00 | 0.50 |
13 | 86.66 | 100 | 13.34 | 749.63 | 7.50 | 0.50 |
14 | 87.5 | 100 | 12.5 | 800.00 | 8.00 | 0.50 |
(many of the above numbers are rounded, obviously)
b) Change the current values of X to something that works with that, so:
-- The following unit(s) had a cap-speed-at-17, and now would be magnitude-2 (so +100% time-to-kill-stuff) :
--- MkI Spire Gravity Drain
-- The following unit(s) had a cap-speed-at-14, and now would be magnitude-3 (so +150% time-to-kill-stuff) :
--- MkII Spire Gravity Drain
-- The following unit(s) had a cap-speed-at-11, and now would be magnitude-4 (so +200% time-to-kill-stuff) :
--- MkIII Spire Gravity Drain
--- MkI Gravity Guardian
-- The following unit(s) had a cap-speed-at-10, and now would be magnitude-5 (so +250% time-to-kill-stuff) :
--- MkII Gravity Guardian
-- The following unit(s) had a cap-speed-at-9, and now would be magnitude-6 (so +300% time-to-kill-stuff) :
--- MkIII Gravity Guardian
-- The following unit(s) had a cap-speed-at-8, and now would be magnitude-7 (so +350% time-to-kill-stuff) :
--- Player Home Forcefield
--- Riot Control Grav Generator
--- MkIV Spire Gravity Drain
--- Grav-Reactor Core Guard Post
--- Grav-Reactor Gravity Drone
--- MkI Grav Turret
--- MkIV Gravity Guardian
-- The following unit(s) had a cap-speed-at-7, and now would be magnitude-8 (so +400% time-to-kill-stuff) :
--- MkV Gravity Guardian
-- The following unit(s) had a cap-speed-at-5, and now would be magnitude-10 (so +500% time-to-kill-stuff) :
--- MkII Grav Turret
--- MkV Spire Gravity Drain
-- The following unit(s) had a cap-speed-at-2, and now would be magnitude-14 (so +700% time-to-kill-stuff) :
--- MkIII Grav Turret
Note: for the technically curious, it is likely this will cause some kind of performance hit due to needing to multiply (involving the Int64 in the FInt class; we can't use floats in the sim and they would be slower anyway) rather than just cap, but it's unlikely to be significant in this case. If it does become significant, there are some lookup approaches we can use to pare it down.
Thoughts?