Author Topic: A beef I have with fallen spire  (Read 1732 times)

Offline chemical_art

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A beef I have with fallen spire
« on: October 06, 2011, 05:25:31 pm »
With the current wave mechanics, you pay for cities with increased exo strength.

The problem is that if you get a tough wave or mishandle it after you get more then 3 or 4 cities and lose them you become hopelessly behind. If you can't rebuild those cities before the next wave then a depressing game of falling behind occurs. Eventually it results in death but not the exciting "fun" kind.

I wish I knew a better idea; My guess would be that the mechanics factor in number of reactors in use; that way the waves can let up a little if you start falling behind so it isn't for sure you lose.
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Offline keith.lamothe

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Re: A beef I have with fallen spire
« Reply #1 on: October 06, 2011, 05:31:33 pm »
I can have it count the number of reactors+hab-centers+shipyards instead of the number of hubs if it would make you happier :)
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Offline chemical_art

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Re: A beef I have with fallen spire
« Reply #2 on: October 06, 2011, 05:33:30 pm »
That would actually address my concerns very neatly.  :)
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Offline Trandrin

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Re: A beef I have with fallen spire
« Reply #3 on: October 06, 2011, 05:40:03 pm »
Oh yeah.. We mighta lived with a mechanic like that in play. As it was few rampages of stuff managed to get past front lines and do damage to backline. This happened weakened us then we got battered into submission because we were unable to recover our spire forces fast enough. Even after we lost most of the city buildings super death waves kept washing up on us :(

Offline keith.lamothe

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Re: A beef I have with fallen spire
« Reply #4 on: October 06, 2011, 05:43:37 pm »
Well, the super death waves are supposed to keep coming, the AI's not going to stop trying to kill you just because it looks like it successfully did some damage ;)  But it doesn't need to be quite so irrevocably dooming.
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Offline keith.lamothe

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Re: A beef I have with fallen spire
« Reply #5 on: October 06, 2011, 05:56:29 pm »
Ok, currently:

FallenSpire_SpireCityHub has
IncrementsEventWaveCounterByThisPerMinute = 1000
AddsThisToMaximumEventAttackThreshold = 60000

FallenSpire_SpireShardReactor
FallenSpire_SpireHabitationCenter
FallenSpire_SpireShipyard

(all three have zero for both variables)

FallenSpire_SpireGalacticCapitol
IncrementsEventWaveCounterByThisPerMinute = 1000
AddsThisToMaximumEventAttackThreshold = 60000

and then there's the last-phase structure, but that's not in consideration here and not part of a city anyway.


Anyway, I'm thinking that the way the max threshold is computed shouldn't change, as if it started going up and down on any kind of frequent basis strange things might happen.

But I could change the IncrementsEventWaveCounterByThisPerMinute on FallenSpire_SpireCityHub to 250, and give FallenSpire_SpireShardReactor, FallenSpire_SpireHabitationCenter, and FallenSpire_SpireShipyard all 125 so that a fully built city (6 structures + hub) would still generate 1000.

The hub itself still needs to have some, as building a city is supposed to be an irrevocable escalation, etc, etc.
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Offline chemical_art

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Re: A beef I have with fallen spire
« Reply #6 on: October 06, 2011, 06:20:29 pm »
I think the difficulty of the waves is fine. When you are at full strength it is manageable.

It is when you start losing cities and the goodies they provide that the helplessness sets in.

"Hard" Varients of the exowaves don't get too high comparatively so you can always seem to manage to parry them even if you don't have goodies of your own. But the raw strength of the fallen spire waves quickly becomes insurmountable without the goodies you "pay" for.

Simply having more time to rebuild I think we help.

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