Author Topic: Updating the Wiki  (Read 51943 times)

Offline Diazo

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Re: Updating the Wiki
« Reply #195 on: June 07, 2012, 10:44:48 pm »
Okay.

I think I've hammered out how repair works, Mk III engies just became a lot more important if you are going to run golems.

Repair is 1/4 the cost of building a ship for a ship with the Repair Rate 1 ability (such as the Repair Station). At higher Repair Rates it gets more effective.

The numbers are as follows:

Base Repair Time: 1/4 of listed Build Time
Base Repair Cost: 1/4 of listed Metal and Crystal cost to build.
Repair Cost per Second: Base Repair Cost/Base Repair Time

Take our example ship, 400 metal, 400 crystal and 400 seconds built costs, for a Mobile Repair Station with a Repair Rate of 1, it would take 100 seconds and 100 crystal/metal to heal from 0 health back to full health at a rate of 1 metal/crystal per second.

However, for ships with higher repair rates, only the Repair Time is affected. What this means is that Repair Cost per second never changes while the time to repair a ship goes down.

Take our example ship as being healed by a Engy Mk I which has a repair rate of 6.
Repair time is now 16.6 seconds ( 100/6 ) but Repair Cost per Second is still 1 metal/crystal per second so the Engy Mk I only consumes 16.6 metal/crystal to repair our ship over 16.6 seconds from 0 to full health.

This holds true for the Engy Mk III aswell at a repair rate of 12.
Repair time is now 8.3 seconds ( 100/12 ) but Repair Cost per Second is still 1 metal/crystal per second so the Engy Mk III only consumes 8.3 metal/crystal to repair our ship over 8.3 seconds from 0 to full health.

This means a Engy Mk III consumes half the resources to repair a ship that an Engy Mk I does.

And the Mobile Repair Station is awful, it consumes over 10 times the resources that an Engy Mk III does to repair a ship.

Wow, just wow. Maybe I'll actually unlock Mk II or III engineers now and not break my economy repairing my fleet. I always assumed the costs were the same, it just took longer with the Mk I engies, not that it was cheaper to repair with higher mark engies.

D.

Offline TechSY730

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Re: Updating the Wiki
« Reply #196 on: June 07, 2012, 10:54:50 pm »
I'm pretty sure the variable repair costs thing is a flat out bug, that's been around ever since the Unity port. It wasn't like that in the 3.x days.

There were a lot of economy and resource flow bugs introduced in the Unity port, and I am not surprised that one managed to stick around this long.


Anyways, thanks for finally nailing down the base repair cost, 25%. Gotta remember that now.

Offline keith.lamothe

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Re: Updating the Wiki
« Reply #197 on: June 07, 2012, 11:18:33 pm »
I hadn't really realized that's what it was doing in terms of repair costs varying with repair speed, I've made a note to fix that next time I sit down to tinker with AIW.  Thanks for the in-depth analysis :)
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Offline Diazo

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Re: Updating the Wiki
« Reply #198 on: June 07, 2012, 11:22:07 pm »

Offline PokerChen

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Re: Updating the Wiki
« Reply #199 on: June 08, 2012, 07:11:45 am »
I hadn't really realized that's what it was doing in terms of repair costs varying with repair speed, I've made a note to fix that next time I sit down to tinker with AIW.  Thanks for the in-depth analysis :)

Think of all the players running around with 10 golems permanently active! What will they do? :D

Offline keith.lamothe

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Re: Updating the Wiki
« Reply #200 on: June 08, 2012, 10:42:01 am »
I hadn't really realized that's what it was doing in terms of repair costs varying with repair speed, I've made a note to fix that next time I sit down to tinker with AIW.  Thanks for the in-depth analysis :)

Think of all the players running around with 10 golems permanently active! What will they do? :D
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Offline PokerChen

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Re: Updating the Wiki
« Reply #201 on: June 08, 2012, 07:50:08 pm »
Oh, by the way I was going to put the running costs of the golem on the wiki (on the ships page), but the regen and hive golems are mising their construction costs. If you don't happen to have the scripts ready I'll c/v the tables from other entries and edit them.

Edit: Did them. The Golems section of ships and structures is now online (subject to its own attrition by patch changes to repair... :p)

Um, I reckon, if Armor golems are going to actually cost thousands to maintain in the future, that players are going to want to send disposable fleet-ships instead to tank for this golem rather than the other way around... Similar logic ala Regen Golems. I've always used them with Eng-IIIs, which is effective as long as Mirrors are not around (hehehe).

One can convert the values to HP per m+c and evaluate whether its cheaper to do X or Y - something to keep in mind for future balancing.
« Last Edit: June 08, 2012, 09:13:28 pm by zharmad »

Offline Bognor

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Re: Updating the Wiki
« Reply #202 on: July 02, 2012, 09:56:34 am »
I've boldly assumed the Abilities page is superceded by the Ship Abilities page and redirected the former to the latter.
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Offline PokerChen

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Re: Updating the Wiki
« Reply #203 on: July 09, 2012, 09:44:44 pm »
I'll update the Neinzul turret drones stats on the wiki, and categorise them after the turrets for now so as to avoid cluttering the fleet-ship section too much.

Perhaps we should split up the fleet ships into sub rows according to expansion.

 = = =
EDIT: Done.

Oh, I found again that the Neinzul Enclave Starship image is wrong, tried to upload a new copy, which didn't work.
« Last Edit: July 09, 2012, 11:13:02 pm by zharmad »

Offline Diazo

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Re: Updating the Wiki
« Reply #204 on: July 10, 2012, 10:52:43 am »
zharmad: Thank you for that.

I'm going to find 20 minutes tonight to run a compare on the xls dump files to make sure some other changes have not slipped through.

We're down to only one room of boxes left from the move so I should have time to work on the wiki again soonish.

D.

Offline Diazo

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Re: Updating the Wiki
« Reply #205 on: July 12, 2012, 11:14:54 pm »
Wiki updated for 5.041.

Need confirmation on the new Core Guard Post CPA mechanic please.

Note that I've only done the numbers. Other things like the new wave mechanics and the line placement should be added, but where?

D.

Offline keith.lamothe

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Re: Updating the Wiki
« Reply #206 on: July 12, 2012, 11:32:15 pm »
Need confirmation on the new Core Guard Post CPA mechanic please.
Might be because it's late, but I don't know which specific thing(s) you mean :)
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Offline Diazo

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Re: Updating the Wiki
« Reply #207 on: July 12, 2012, 11:41:37 pm »
I modified the description on the CPA page here for the change in patch 5.036:

Quote from: Patch 5.036
Core CPA Guard Posts now start a timer-for-CPA instead of instantly triggering a CPA.

and just wanted to confirm I got it right as I have not seen that post myself since the change.

D.

Offline Diazo

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Re: Updating the Wiki
« Reply #208 on: July 22, 2012, 11:08:14 am »
Okay.

After some comments and questions relating to the tutorial, I've started on those pages.

I've only done the first two steps of Basic Tutorial 1 because I'm looking for feedback.

I'm trying to setup a "In-game text" and "Additional Notes" areas but it's not really coming together and I'm hoping you guys have some ideas.

http://arcengames.com/mediawiki/index.php?title=Tutorial_Walkthrough
http://arcengames.com/mediawiki/index.php?title=Basic_Tutorial_1

D.

Offline Diazo

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Re: Updating the Wiki
« Reply #209 on: July 23, 2012, 04:28:28 pm »
Okay, no comments on the Tutorial page, I'm going to let that sit then.

Or should I even bother with it and change it to a "Getting Started Guide"?

Having said that, I did finish a rough draft of the Game Objectives page.

http://arcengames.com/mediawiki/index.php?title=Game_Objectives

Did I get all the basic game objectives and did I get the details right?

D.