Ok, thanks.
Here's the mainly-relevant lines from the first entry:
7/12/2014 7:40:57 PM (7.045) 1:42:20 Counter-Saboteur Spawn on LV-51315 (playerNumber:8)
spawnStrength = base value = 17.5
spawnStrength *= handicap = 17.5
spawnStrength *= Game.Instance.Options.GetDifficultyCausedSpecialDifficultyModifier = 157.5
multiplierForSabotageResponseSpawn = 1 = 1
BaseHackingAntagonism = Max(10,BaseHackingAntagonism) = 10
spawnStrength *= multiplierForSabotageResponseSpawn = 157.5
maximumNumberOfWildRolls = 1 + (totalHackingAntagonism/50) = 1
wild-roll:SwitchBackToNormalSpawn, spawnStrength = 157.5
spawnedType:SpireGravityDrainIV quantity:10 (strength-each:4)
spawnedType:ZenithBombardmentIV quantity:7 (strength-each:12)
spawnedType:BomberIV quantity:5 (strength-each:2)
spawnedType:FighterIV quantity:6 (strength-each:2)
spawnedType:CruiserIV quantity:6 (strength-each:2)
Note: BaseHackingAntagonism only feeds into the number of wild rolls here, but once it gets past 100 it feeds into multiplierForSabotageResponseSpawn as well.
Also, GetDifficultyCausedSpecialDifficultyModifier() is:
- take the higher of the two AI difficulties
- if < 7, then diff * 0.15
- if 7, then 1
- if 8, then 2.250
- if 9, then 4.5
- if 10, then 9
(if it's an inbetween difficulty it interpolates linearly, so 9.3 gets 4.5 + (4.5 * 0.3), or 5.85)
This modifier is also used for exo sizes, champ nemesis stuff, heroic AI spawns, preservation warden spawns, hybrid pop-cap, special forces, and strategic reserves.
A different multiplier is used for waves; it's not being used here at all but since the concern isn't so much over the size of the hacking response but its relation to other parts of the diff 10 challenge:
- take the difficulty of the AI launching the wave
- if <= 3, then 1
- if 4, then 1.5
- if 5, then 1.75
- if 6, then 2
- if 7, then 2.25
- if 7.3, then 2.5
- if 7.6, then 2.75
- if 8, then 3
- if 8.3, then 3.75
- if 8.6, then 4.5
- if 9, then 6
- if 9.3, then 7.8
- if 9.6, then 9.6
- if 9.8, then 10.8
- if 10, then 12
So the 7-to-8 relationship is gentler, but 8-to-9 and 9-to-10 are doublings in both cases. Though the minimum size of waves does tend to obscure the differences in the very early game.
Anyway, 1 cap of mark 1 ships is basically 200 strength (192 to be exact, but it's not that exact). So the 158 strength spawn here should be somewhat less than that. And the ships there do add up to 158, with the 7 bombards composing the bulk of it (84).
These checks run every 10 seconds in general. Is 3/4 of a mkI cap (or a bit more) every 10 seconds excessive on Diff 10?
That's with it rolling "nicely" on the wild-rolls though, and basically getting nothing for it.
On the next check, 10 seconds later, it rolled QueueAnotherSpawnAfterThisOne, which just makes it do it all over again (though the do-over isn't allowed to roll a do-over, iirc)
And on another one later it rolled AddStrength_PreRollStrengthTimesOne, which adds the base 157.5 in over again, so also a double result.
Anyway, is it mainly the rolls causing double spawns and whatnot that makes it seem out of control, or is it inherent in the base rate of basically 16 strength per second being applied directly to the forehead?