Author Topic: Prerelease 3.189 (Balance Changes And Bugfixes)  (Read 39872 times)

Offline keith.lamothe

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #45 on: August 27, 2010, 03:47:36 pm »
Fast and dangerous will only halve the time between salvos, thus greatly changing the ratio of firing-time to not-firing-time.  In theory I could increase the time-between-salvos for machine guns, but actually a semi-continous rattle of bullets is appropriate in that case.  The laser cannons having the longer "cool down" time is also appropriate, I think :)
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Offline Lancefighter

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #46 on: August 27, 2010, 03:48:44 pm »
well the question was more - when i turn off fast and dangerous, wont the machinegun have a similarly long cooldown time as the laser gun?
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Offline keith.lamothe

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #47 on: August 27, 2010, 03:51:14 pm »
Actually it should greatly shorten the cooldown time, as the length of the delay between bullets won't change but the length of delay between salvos will be halved.
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Offline Lancefighter

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #48 on: August 27, 2010, 03:52:20 pm »
nono, you have it backwards o.0 i play with f&d on..
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Offline keith.lamothe

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #49 on: August 27, 2010, 03:53:34 pm »
Ah, sorry, lots of back and forth :)

Yea, that will double the visual cooldown time, roughly.
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Offline Shelly

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #50 on: August 28, 2010, 06:05:33 am »
Would it be hard to make some sliders (similar to the handicap) which will change damage, fire speed, and speed of the ships?

Offline x4000

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #51 on: August 28, 2010, 08:20:56 am »
Would it be hard to make some sliders (similar to the handicap) which will change damage, fire speed, and speed of the ships?

That level of "let me tweak the rate of gravity" sort of setting is something we avoid on principle. There's really no reason I can see that players would need that level of control over the innards  of that part of the game: I have been considering adding something like "even more fast and dangerous), but with the recent changes to make things less Grundy and less likely to be laggy, I'm not sure that is warranted either. We'll see how the upcoming balance/bugfix period goes, though.
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Offline zebramatt

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #52 on: August 28, 2010, 10:20:20 am »
On a vaguely related note, I always thought it might be nice to have the ability to drop the sim speed by half, similar to hitting the + key to increase it.

Offline keith.lamothe

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #53 on: August 28, 2010, 10:28:23 am »
Funny you should mention that, I noticed yesterday when testing the +/- keys that - would go "below 0" and slow the game down.  Doesn't mean it works without bugs though ;)
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Offline x4000

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #54 on: August 28, 2010, 10:29:54 am »
Funny you should mention that, I noticed yesterday when testing the +/- keys that - would go "below 0" and slow the game down.  Doesn't mean it works without bugs though ;)

It will.  You can go to -10 or +10 with the Unity one -- works absolutely flawlessly in Tidalis, should here too.  Pretty nifty... :)
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Offline Spikey00

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #55 on: August 28, 2010, 12:42:11 pm »
There's another bonus for those turn-based players.  ;)
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Offline zebramatt

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #56 on: August 28, 2010, 02:30:32 pm »
Funny you should mention that, I noticed yesterday when testing the +/- keys that - would go "below 0" and slow the game down.  Doesn't mean it works without bugs though ;)

It will.  You can go to -10 or +10 with the Unity one -- works absolutely flawlessly in Tidalis, should here too.  Pretty nifty... :)
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Offline snow2.0

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #57 on: August 29, 2010, 07:07:25 am »
Roaming Enclaves hang around at wormholes and retreat at 50% health.
If there's something annoying on the other side, they retreat again.

FRD Ships dont target them fast enough, however, so they get to regenerate and build up ships. They're pretty much indestructible without microing fleets on 2 planets to immediatly shoot them.

Meant to be this way? :S

Offline superking

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #58 on: August 29, 2010, 07:22:48 am »
friendly enclaves still tend to spoon off into enemy territory and get owned at the moment  :D

Offline zebramatt

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #59 on: August 29, 2010, 08:11:17 am »
friendly enclaves still tend to spoon off into enemy territory and get owned at the moment  :D

I had a friendly enclave just kicking about on a remote world adjacent to my homeworld for an absolute age. I guess he just liked it there!