General Category > AI War

Quick ? on multiple-shot ships

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Diazo:
There is 3 types of AOE in the game.

First is uncapped, single hit. Used by Lighting Missiles and other 1-shot type units, these strike all units in range for the damage listed.

Second is capped, single hit. Used by most AoE in the game, such as Grenade Launchers and Flak Turrets, these fire and then explode on the target ship, hitting up to certain number of targets nearby for the same damage. This type also comes in beam form on the zenith beam frigate, except instead of it hitting targets in range, it hits targets touched by its beam up to the cap on the targets in can hit.

Third is Electric Shuttles (and the units based off them). Each salvo from this ship has 200 'shots' and all shots hit a target in range, but only up to 5 times maximum per target. So if there are > 200 targets in range, 200 of the targets in range get hit once. If there are between 41 and 200 targets, each target gets hit multiple times until all 200 shots are used. If there are less then 40 ships in range, each ship in range gets hit by 5 shots and the rest of that salvo is wasted.

I suppose there are 4 actually, Plasma Siege Starships are weird enough they qualify as their own AoE type, but that ship description has how they work.

D.

Cyborg:
We need a list of the uncapped for those of us that play on high capacity.

keith.lamothe:
As far as human-usable things, Uncapped: Lightning Missiles, Martyrs, and Tazers.

Lightning missiles might get a cap (like the electric-shuttle/lightning-turret one), but not to nerf them, rather to let me buff their attack power to something more respectable.  Truly uncapped aoe is basically unbalanceable; it'll either stink because it's so low in magnitude or be incredibly OP because theoretical AI ship density is nearly infinite (in theory, I think it's hard to create a situation with more than 5000 AI ships on a single planet and not in a carrier).

Tazers are ok because their damage is really low and not the point of the unit. 

Martyrs... are martyrs.  Hilariously overpowered, a definite case of "it's not really balanced, but it still makes the game more fun, so it can stay that way".

TechSY730:
Don't forget about area mines. Those also have an unbounded number of things each "detonation" can get.

Also, there has been complaints about lightning warheads?
Even at Mk. I they can one shot almost all Mk. I fleet ships, and most Mk. IIs
Sure, they start to struggle against Mk. IVs and up, requiring 2 or 3 of them to take those out. But I never really expected Mk. I lightning warheads to be able to one shot a Mk. IV armada.
That is what Mk. II and III is for.
Also, all lightning warheads do jack to missile frigates, thanks to their AOE immunity. But that is not that big a deal.

EDIT: Wow, typos all over the place (that I have now fixed). I really need to stop posting with my phone.

keith.lamothe:

--- Quote from: techsy730 on March 31, 2012, 04:40:19 PM ---Don't forget about area mines. Those also have an unbounded number of things each "detonation" can get.
--- End quote ---
They actually got a cap a few versions ago, it allowed me to give them an actual attack power.

And maybe lightning warheads are fine, I just remember seeing feedback about them being very underwhelming from several folks not terribly long ago.

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