Author Topic: Too many generals, not enought privates  (Read 1720 times)

Offline nitpik

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Too many generals, not enought privates
« on: May 19, 2013, 10:26:20 am »
So I think there is something wrong with the starship cost in this exowave.

It's the first exo, and there are other waves attacking other planets (including a hunterkiller)

I've attached the save as well.

And if this is working as intended, maybe you should reinstate the maximum attack boost on starships :)

Offline Toranth

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Re: Too many generals, not enought privates
« Reply #1 on: May 19, 2013, 10:52:25 am »
I'm seeing the same thing - Flagship Mk Is are being chosen at a crazy rate in the Exobudget.
They're listed as Heavy Frigates, 128 points.
When a group budget is around 300 points, it's almost always chosen as the lead ship.
When the budget is in the 2500 range, I start seeing multiple chosen.
By the time a group budget gets past 10,000 there're usually at least a dozen Flagship Mk Is chosen (I've seen as high as 22).

Offline keith.lamothe

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Re: Too many generals, not enought privates
« Reply #2 on: May 19, 2013, 04:56:48 pm »
And if this is working as intended, maybe you should reinstate the maximum attack boost on starships :)
Why, specifically?  Why is 128 points of starships boosted so much more dangerous than 128 points of fleet ships boosted?

It's entirely possible that flagships in particular have too low a cost, but I don't see why starships (which generally have a lower dps than the equivalent cost of fleet ships) should be particularly restricted in attack boosts.
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Offline nitpik

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Re: Too many generals, not enought privates
« Reply #3 on: May 19, 2013, 06:31:15 pm »
Sorry, that was a joke, because I assumed something was not working as intended.

It was just the idea of 59 flagships all boosting each other for an exponential increase in power that seemed funny. Each ship is getting it's attack boosted %2320 by the presence of the other 58 flagships. A 60th ship would be attacking at +%2360 itself, plus would be adding %40 to all the other 59, etc....

Offline Tridus

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Re: Too many generals, not enought privates
« Reply #4 on: May 19, 2013, 06:46:54 pm »
I thought anything was limited to being boosted from a single source?

Offline keith.lamothe

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Re: Too many generals, not enought privates
« Reply #5 on: May 19, 2013, 09:20:03 pm »
I thought anything was limited to being boosted from a single source?
That's correct.  So 50 mkI flagships all just get the mkI boost :)

FYI, all ships have a max boost of +400%, but I don't think anything gives +400% anymore.
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Offline nitpik

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Re: Too many generals, not enought privates
« Reply #6 on: May 20, 2013, 08:38:43 pm »
Ah, oops, I assumed the boost was cumulative :)

Still, does that look like a reasonable number of flagships?

Offline TechSY730

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Re: Too many generals, not enought privates
« Reply #7 on: May 20, 2013, 09:52:38 pm »
Ah, oops, I assumed the boost was cumulative :)

Still, does that look like a reasonable number of flagships?

If they properly sacrificed the opportunity to get additional starships or guardians or fleetships or a golem, then yes, that seems reasonable. (What difficulty are you playing again? And what scaling of the exos?). However, knowing whether it payed for it properly or not is hard to tell without logs.

Now, it could be argued spending most of its points into 59 Mk. I flagships was a rather dumb choice for a unit composition by the AI. Maybe that could be addressed.
Or it could be argued that the exo-cost of the Mk. I flagship is too low for how much it brings. Well, it wouldn't be the only one. Exo-costs are really in a strange place right now TBH.
« Last Edit: May 20, 2013, 09:55:34 pm by TechSY730 »