Author Topic: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)  (Read 20743 times)

Offline Spikey00

  • Lord of just 5 Colony Ships
  • Master Member Mark II
  • *****
  • Posts: 1,704
  • And he sayeth to sea worm, thou shalt wriggle
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #15 on: August 20, 2010, 10:35:20 pm »
Wow, they pretty much 1HKO most turrets.

6 400 * 30 = 192 000 for the first tier alone?


I shall devise an evil plan.
I'd take a sea worm any time over a hundred emotionless spinning carriers.
irc.appliedirc.com / #aiwar
AI War Facebook
AI War Steam Group

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #16 on: August 20, 2010, 10:38:21 pm »
Yea, I had started them with a lower turret bonus, and kept bouncing it back and forth.  I'm sure they're at least mildly OP right now, we'll see how it goes :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

rubikscube

  • Guest
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #17 on: August 20, 2010, 10:44:59 pm »
Well since it's siege, it shouldn't be worth for a siege starship to hit turrets either, perhaps other economic buildings?

That being said, how about splitting siege starships to : 1 with large bonus against large buildings such as command stations and force fields but cannot attack fleet ships or turrets, the other 1 with large bonus against turrets only and cannot damage/low damage against fleet ships and large buildings

As for large bonus against fleet ships or starships, that's the job of the rest of the army ;D ( but you can consider adding the starships to the "large building" list)

Offline Spikey00

  • Lord of just 5 Colony Ships
  • Master Member Mark II
  • *****
  • Posts: 1,704
  • And he sayeth to sea worm, thou shalt wriggle
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #18 on: August 20, 2010, 10:57:51 pm »
Beautiful diagram as it stands right now:
I'd take a sea worm any time over a hundred emotionless spinning carriers.
irc.appliedirc.com / #aiwar
AI War Facebook
AI War Steam Group

Offline Sunshine!

  • Sr. Member Mark III
  • ****
  • Posts: 475
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #19 on: August 20, 2010, 11:10:34 pm »
wat

(I realize 1 word responses  are generally not acceptable, but I am completely stumped as to what Spikey00 is talking about.)

Offline Spikey00

  • Lord of just 5 Colony Ships
  • Master Member Mark II
  • *****
  • Posts: 1,704
  • And he sayeth to sea worm, thou shalt wriggle
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #20 on: August 20, 2010, 11:12:53 pm »
You won't understand it until you realize the brilliance of the old school Colony Ship model; it was truly a glorious artifact of the age.

EDIT:  On a more serious note, seiges starships seem to be a great new addition to a player fleet; I can't believe there wasn't a bonus against regular turrets.

Though, I'm wondering... can the evil forces of both transports and seiges combine?
« Last Edit: August 20, 2010, 11:24:27 pm by Spikey00 »
I'd take a sea worm any time over a hundred emotionless spinning carriers.
irc.appliedirc.com / #aiwar
AI War Facebook
AI War Steam Group

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #21 on: August 20, 2010, 11:30:50 pm »
Though, I'm wondering... can the evil forces of both transports and seiges combine?
Oh yes, the Dread Ride is alive and well ;)
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 keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #22 on: August 20, 2010, 11:32:45 pm »
In fact, it's so possible to micro unload-fire-load the sieges from and to the transports that we'll probably have to change it so unloading sets the "reload bar" to max, to give some degree of opportunity to the defenders to hurt them.
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 Spikey00

  • Lord of just 5 Colony Ships
  • Master Member Mark II
  • *****
  • Posts: 1,704
  • And he sayeth to sea worm, thou shalt wriggle
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #23 on: August 20, 2010, 11:35:53 pm »
Though, I'm wondering... can the evil forces of both transports and seiges combine?
Oh yes, the Dread Ride is alive and well ;)

This threat to Colony Ships must be dealt with... two atrocious legions combined may pose a moderate hazard...

Would that not contribute to overall OPness in regards to both units?  A ship that moves really slow that can suddenly travel multiple times of that... 

In fact, it's so possible to micro unload-fire-load the sieges from and to the transports that we'll probably have to change it so unloading sets the "reload bar" to max, to give some degree of opportunity to the defenders to hurt them.

Great, there comes that Starcraft/RTS micro.


--

Either way though, both will mean certain destruction for the AI.
I'd take a sea worm any time over a hundred emotionless spinning carriers.
irc.appliedirc.com / #aiwar
AI War Facebook
AI War Steam Group

Offline Sunshine!

  • Sr. Member Mark III
  • ****
  • Posts: 475
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #24 on: August 20, 2010, 11:53:52 pm »
Dread ride?  I'm assuming that means that loading a unit in a transport resets its fire delay, so it becomes a semi-automatic machine gun?

Offline Spikey00

  • Lord of just 5 Colony Ships
  • Master Member Mark II
  • *****
  • Posts: 1,704
  • And he sayeth to sea worm, thou shalt wriggle
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #25 on: August 21, 2010, 12:01:57 am »
Dread ride?  I'm assuming that means that loading a unit in a transport resets its fire delay, so it becomes a semi-automatic machine gun?

That would be dreadful!

I think there's something wrong with me tonight--I best be off.   ::)
I'd take a sea worm any time over a hundred emotionless spinning carriers.
irc.appliedirc.com / #aiwar
AI War Facebook
AI War Steam Group

Offline WarpSprite

  • Newbie Mark II
  • *
  • Posts: 22
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #26 on: August 21, 2010, 12:09:58 am »
ya change to dreads!!! there are soo many people I want to thank for this (pulls out list of names in pocket).

About the whole transporter thing maybe it would be better if you had a separate unload rate for starship class ship such as 1 ever 5s instead of the default for all ships which is 10 a sec a believe.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #27 on: August 21, 2010, 12:27:52 am »
Dread ride?  I'm assuming that means that loading a unit in a transport resets its fire delay, so it becomes a semi-automatic machine gun?
No, at least not to my knowledge; I was referring to the fact that the Siege Starships have a move speed of 8.  Transports have a move speed of alotmorethan8.  Dread, Ride :)
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 Trezamere

  • Jr. Member
  • **
  • Posts: 60
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #28 on: August 21, 2010, 12:29:06 am »
I dont see the turret damage being an issue since it can only fire once every 8 seconds, and if you're firing on turrets you're NOT firing on something more productive.  I see it as something that will help make the sector turret ball cleanup less monotonous not OP.

Offline snrub_guy

  • Full Member Mark II
  • ***
  • Posts: 160
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #29 on: August 21, 2010, 12:35:39 am »
Yes, there are a lot cheaper ways of killing one turret every 8 seconds. Although they have several shots now. But still, there are more cost effective ways of killing turret balls.