Author Topic: So, what most needs attention for 6.0?  (Read 16726 times)

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: So, what most needs attention for 6.0?
« Reply #45 on: October 02, 2012, 03:52:01 pm »
Feel free to keep discussing here if you like, but fyi, poll is up :)
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 Hearteater

  • Core Member
  • *****
  • Posts: 2,334
Re: So, what most needs attention for 6.0?
« Reply #46 on: October 02, 2012, 03:59:32 pm »
I wonder if the issues with Transports creating threat would help.  Maybe Transports shouldn't free ships unless the ships are on alerted worlds.

Offline Wanderer

  • Master Member Mark II
  • *****
  • Posts: 1,579
  • If you're not drunk you're doing it wrong.
Re: So, what most needs attention for 6.0?
« Reply #47 on: October 02, 2012, 04:40:52 pm »
- Threatball dislodgement.  I haven't seen any serious changes to threatball momentum in the notes, and if I missed it please just point it out.  At some point, I'd like to see a threatball 'Fish or Cut Bait'.  Hell, turn them into Special Forces or Coreworld defense fleet... but if they're just not gonna get off my wormhole... ever... that's just silly.  It's also boring as hell when they get to 'rediculous' as you pound your head over and over again just trying to open the dang door, particularly when the threatball could have wiped your whipping boy, blown up your dyson fleet, and probably paved your homeworld because there's four+ waves sitting on the other side of it.

Have you checked out some of the various threat related suggestions?
Here are some:

9465: Give Freed AI Ships more possible actions (a psuedo-parent issue; check out the related issues for more ideas)
7016: Reduce the firepower cutoff ratio that "stalking a wormhole" AI ships will wait for before entering
9396: After waiting a long time on a wormhole, threat should "reroll" which planet to stalk
9466: Let threat attack at random sometimes

Actually I have Techsy, but honestly a lot of the decisions behind how threatballing works was made long before I got here for balance reasons that I'm unaware, or at least unsure, of.  I've voted for some, downvoted others, but in the end it'll end up with what Keith (and Chris) decide, so I just wanted to throw that out there.
... and then we'll have cake.

Offline rabican

  • Full Member
  • ***
  • Posts: 132
Re: So, what most needs attention for 6.0?
« Reply #48 on: October 04, 2012, 01:26:01 pm »
Bugfixing and balance etc finetuning.

So much new content that there is bound to be plenty of bugs.

1. Pre popping AI carriers sometimes produces 0 units. This happens when ai already has too many MK III ships of the type on the planet. It can't upgrade past mk III

2. zombified zentihe reprocessors feed you income.

3. Not entirely sure but SF alarm posts seem to have stopped working.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: So, what most needs attention for 6.0?
« Reply #49 on: October 04, 2012, 01:34:32 pm »
1. Pre popping AI carriers sometimes produces 0 units. This happens when ai already has too many MK III ships of the type on the planet. It can't upgrade past mk III
Interesting, they should be able to promote to at least mkIV, if not mkV (did mkV in my tests), and it's supposed to combine stuff into mkV guardians when it gets too squished.  Do you have a save?

Quote
2. zombified zentihe reprocessors feed you income.
Hah, cute.  Though is that really incorrect?  I guess it falls under the usual "that which reclaims, should not be reclaimable" rule... actually I thought these were already immune to reclamation, will need to check.

Quote
3. Not entirely sure but SF alarm posts seem to have stopped working.
Probably, yea.  I guess the question is: what does it mean for it to work, nowadays?
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 Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: So, what most needs attention for 6.0?
« Reply #50 on: October 04, 2012, 01:56:06 pm »
Quote
3. Not entirely sure but SF alarm posts seem to have stopped working.
Probably, yea.  I guess the question is: what does it mean for it to work, nowadays?

All those special forces fleetballs we have floating around now should come running when it goes off.

Offline Hearteater

  • Core Member
  • *****
  • Posts: 2,334
Re: So, what most needs attention for 6.0?
« Reply #51 on: October 04, 2012, 02:01:56 pm »
Free up Special Forces units to normal threat, and let Special Forces rebuild themselves.  Since SF has a separate cap and spawning, this is a net "bad thing" for the player, although you could cheese it a bit if you used it dislodge a huge SF blob.  Maybe only half the SF units should be released?

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: So, what most needs attention for 6.0?
« Reply #52 on: October 04, 2012, 02:51:26 pm »
Free up Special Forces units to normal threat, and let Special Forces rebuild themselves.  Since SF has a separate cap and spawning, this is a net "bad thing" for the player, although you could cheese it a bit if you used it dislodge a huge SF blob.  Maybe only half the SF units should be released?

That doesn't help the issue at all.  Giant blobs of "free threat" already don't pop through a wormhole until their strength is enough to chrew through two whipping boys.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: So, what most needs attention for 6.0?
« Reply #53 on: October 04, 2012, 02:52:42 pm »
Free up Special Forces units to normal threat, and let Special Forces rebuild themselves.  Since SF has a separate cap and spawning, this is a net "bad thing" for the player, although you could cheese it a bit if you used it dislodge a huge SF blob.  Maybe only half the SF units should be released?

That doesn't help the issue at all.  Giant blobs of "free threat" already don't pop through a wormhole until their strength is enough to chrew through two whipping boys.

Again, why I think that the firepower ratio cutoff needs to go down a bit (and consider turrets properly). (I have mantis issues about both of these, but I will spare you the link for now ;))
« Last Edit: October 04, 2012, 03:04:22 pm by TechSY730 »

Offline Hearteater

  • Core Member
  • *****
  • Posts: 2,334
Re: So, what most needs attention for 6.0?
« Reply #54 on: October 04, 2012, 02:56:07 pm »
Free up Special Forces units to normal threat, and let Special Forces rebuild themselves.  Since SF has a separate cap and spawning, this is a net "bad thing" for the player, although you could cheese it a bit if you used it dislodge a huge SF blob.  Maybe only half the SF units should be released?

That doesn't help the issue at all.  Giant blobs of "free threat" already don't pop through a wormhole until their strength is enough to chrew through two whipping boys.
That problem is already on the list to be addressed.  I was answering the "What should a SF Alarm Post do?" question.  So it isn't surprising my answer doesn't fix an entirely different problem :) .

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: So, what most needs attention for 6.0?
« Reply #55 on: October 04, 2012, 03:14:08 pm »
Free up Special Forces units to normal threat, and let Special Forces rebuild themselves.  Since SF has a separate cap and spawning, this is a net "bad thing" for the player, although you could cheese it a bit if you used it dislodge a huge SF blob.  Maybe only half the SF units should be released?

That doesn't help the issue at all.  Giant blobs of "free threat" already don't pop through a wormhole until their strength is enough to chrew through two whipping boys.

Again, why I think that the firepower ratio cutoff needs to go down a bit (and consider turrets properly). (I have mantis issues about both of these, but I will spare you the link for now ;))

Actually, I will go ahead and post the "psuedo parent" issue, so you can see the related issues all in one place:
http://www.arcengames.com/mantisbt/view.php?id=9465

Offline rabican

  • Full Member
  • ***
  • Posts: 132
Re: So, what most needs attention for 6.0?
« Reply #56 on: October 04, 2012, 04:15:14 pm »
save on carrier pop, should happen almost instantly, twice.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: So, what most needs attention for 6.0?
« Reply #57 on: October 04, 2012, 04:36:43 pm »
save on carrier pop, should happen almost instantly, twice.
Thanks, on my list :)
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: So, what most needs attention for 6.0?
« Reply #58 on: October 06, 2012, 12:50:15 am »
save on carrier pop, should happen almost instantly, twice.
Ok, just loaded that up and the two on Murdoch do pop quite quickly, but they're spawning units.  For some reason the units don't seem to spawn next to the carrier itself but not all that far away.

Because the AI population is already pretty high on that planet it converted the two 1000-mkIII-chameleon carriers into a total of:

73 MkV Chameleon
23 MkV Flak Guardians
7 MkV Artillery Guardians
10 MkV Beam Guardians
7 MkV Lightning Guardians

Translation: Ow :)

Do they really not spawn anything when you try it?  To check, see if you wind up with any mkV chameleons under the planetary summary, or mkV guardians in general.
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 TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: So, what most needs attention for 6.0?
« Reply #59 on: October 06, 2012, 11:43:47 am »
Random question, but is the issue where ships can only move at certain angles at lower speeds (cumulating to only the 8 cardinal directions at speed 1) on mantis yet?