Thanks for the feedback
A few things:
1) There's a theme of "but what would the damage cap be? how many ships
should it be able to kill?" and that's quite a reasonable question. My response is: what do you think? I'm pretty much ok with any numbers y'all come to a consensus on here. I fully intend and expect that this change would still leave these units ridiculously powerful, just not with the potential for "infinite damage!". So how about an example question:
- How many MkI fighters should a MkI lightning warhead be able to kill?
2) There's also the reasonable question of "ok, how
do we deal with 5000-strong hordes of fleet ships?". Well, cheese. Between area mines, grav turrets, and riot starships I'm sure you can manage it. If not, then... well, probably still warheads, just perhaps more warheads than before. Depends on what those 5000 ships are. If they're MkI fighters, maybe just a warhead or two (see question 1). If they're 5000 MkV Spire Railclusters... well, we're going to need more warheads. If necessary I wouldn't mind increasing the ship caps on the warheads/martyrs, though I'm guessing that's not the limiting factor here.
Part of the problem right now is that (iirc, I don't know the health vs damage comparison) it's possible to martyr 5000 MkV Spire Railclusters with exactly the same expenditure as if it were 5000 MkI fighters. Or something like that, you get the idea.
3) Carriers. I'm totally up for having damage-capped warheads be able to affect units inside carriers. The math would be a little odd as those units don't actually
exist except as basically a count of which types are in there, so they can't actually take damage. But they can be removed from the carrier's list, so I could just deduct the per-unit-health from the damage-to-do, deduct 1 from that type in the carrier, and repeat. The carrier would then actually never take damage itself, it would just die with its last unit.
- Further, I'd be ok with exploring the idea of having all damage done to a carrier be processed in this way (and then probably making carriers always be autotargeted), though that would involve somewhat more work as there's a lot more cases to cover than just on-death-aoe.
4) Armored warheads: they just need revising, really. Perhaps they could be given cloaking and a much lower cost. Or whatever's needed to make them an interesting choice.
My first though was Nnnope. But to be honest.. popping thousands of ships with a single Mark I Lightning Warhead is really overpowered.
That's the exact train of thought that led me to starting this thread, really.
I don't
want to remove the infinite-damage! thing, because it's so hilarious. But it's basically really big hole in the balance of the game, to the point that I think the game would be more fun with damage-capped warheads (with larger explosion radius and various other things discussed here also implemented) than with the current model.