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Messages - Hearteater

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1
Aw, the Powerslaver just missed it...
Yeah, that makes me sad too :( .

2
Since I was playing with map gens last night, and I see this here, let me toss in my two cents:

Wheel Map: I think I'd rather the center be a small group of systems linked.  Just a small number, say 3 (except on tiny maps, where it would just be one).  It could even be a determined by the seed (some have a single center, some have a cluster).

Honeycomb comments: You can see in some of the screenshots above, but sometimes a system is 2+ "hops" away and gets linked with a line that doesn't land on the normal honeycomb layout.  Also, sometimes you get honeycombs with very few holes (1 or 2), or way too many holes (doesn't even look anything like a honeycomb).  Playing around with it, 3 holes minimum feels like a good floor.  The ceiling seems like around 50-60% holes.  Since each honeycomb has 3n^2+3n+1 positions, where n is the number of horizontal triangle rows in the top half (so n=1 is the smallest honeycomb containing six triangle and seven planet positions)...you'd get ranges for n like:

The light purple are the range I'd recommend, but I left all the numbers in so you could see the complete picture.  The percentages displayed indicate the percentage of free spots in the honeycomb.

Also, for small honeycombs, maybe the smaller ones could be scaled up in size so they fit the galaxy map better.

3
The Lightning Torpedo Cruiser just seems a lot like the Plasma Siege Starship.  But since it seems to be winning, maybe the Plasma Siege Starship needs to lose its Engine Damage so it isn't so useful against fleet blobs comparatively.  It has always felt a little out-of-place to me.

4
-Flux Projector; Did I suggest this to be a brutal pick?  I guess I did.  Anyway, my rule is "If you don't like your own idea enough to vote for it, it was a terrible idea", so here we go.  Also, @Hearteater.  Balanced properly, this would almost be MORE brutal without ships inside being able to shoot out, for two reasons: One, give the post TRULY nasty short range guns, since you know any ship getting shot at by it has volunteered to do so.  Two, as soon as something breaches the barrier... everything inside is going to be fully reloaded.  :)
There are quite a few Core Guard Posts with a very long range.  And let's not forget Fortresses.  Now imagine one of those right on the edge of the Flux Field.  They lose all their range, and the player is free to walk their Bombers up to within spitting distance before engaging.  Only if the Flux Field was small enough to never cover another Guard Post might preventing fire out of it be a bonus for the AI.  But the easiest way to prevent from becoming an issue is just to let the AI fire outside of the shield.  That's appropriately brutal :) .

5
AI War / Re: Taunt/trigger thread for new expansion
« on: May 17, 2013, 06:59:38 PM »
When you defeat the AI, sometimes it should say: "I've... seen things you people wouldn't believe..."

6
AI War / Re: Dump of galaxy wormholes?
« on: May 17, 2013, 05:57:20 PM »
There is a thread somewhere with some info on the save game format, but I can't find it at the moment.  The save format is pretty straight forward if I recall.

7
AI War / Re: A two part question:
« on: May 17, 2013, 03:39:16 PM »
I've gotten more than enough hours out of AI Wars that I figure I should give some back :) .

8
AI War / Re: A two part question:
« on: May 16, 2013, 11:24:19 PM »
I'm putting together a rework using 10,000 health for Fighters, and scaling everything to that.  It's a touch more comprehensive than just a rescale, but hopefully I can have it sometime next week depending on how my weekend turns out.

9
The AI CS needs to be alive.

10
Bah, too many good choices.  Initially picked 10, so I had to make some hard choices.

Picks:
Tunneler: A lot of interesting potential here on both sides.  I don't think it needs to transport any other ship types.  I think the limitation will hit the AI hard too, since we often can keep any AI ships out of our systems.  But not always.

Powerslave: Personal favorite.  It should attrition what it eats though, just so it can't get powered up and stay at max forever.

Cleanser: So I have a slight soft-spot for Paladins.  Mainly killing them, but that's a story for another time.  Anyway, thematically very interesting and the reason I picked it.  I'd like to see it bring a buff or minor repair to the table for when no zombies are present.

Vengence Fighter: Seems really interesting on either side.  Their deaths can save you in a bad situation, especially if you can just keep cranking them out (MRD maybe)...but man could a wave of them hurt.

Hydra Flame Thrower: I like the guy who suggested this one.  Trustworthy fellow.

Sniper Laser Pod: Can't help it, I really want to use them to as a "click-to-remove target" ship.  Seems a really good surgical answer to a lot of problems.

Runners Up:
EW Starship: Pretty interesting, I'd probably go for a negative attack boost on the enemy.  It could just apply a damage reduction to allied ships near it (negative attack boost for all incoming dmg on them).  But its a starship, and just less interesting than some of the other ships.  Just a touch too passive for my taste.

Mass TP Ship: Good idea, needs a little fleshing out.  I can see potential, but I think it's one of those ships players would use a ton better than the AI, and there were other picks that would be really strong on both sides.

Zenith Battle Ship: Potential to be nasty, but a little bland, and I'm not sure how important FF-immunity is on something that is slow and doesn't target structures much.  Just not enough mobile units with shields really.

PCJ: This submitter is on a roll, but he got beat out by other more interesting stuff.  Better luck next time.

11
On the Flux/Microcosm Post, since this is a Brutal Pick, I'd say this one should allow shooting out of, but not in to, the shield.  So if it was covering say a Missile Guard Post, that Guard Post would be free to rain missiles on the player until they can get under the shield.  Mimics Radar Dampening to a degree.

12
Don't know if you intentionally left it off (I wouldn't blame you :) ) or not: Plasma Collective Jet.  Can't for the life of me think of a better name.

13
AI War / Re: Ship Radius Question
« on: May 16, 2013, 10:47:48 AM »
But pi is a constant multiplier across all the ship volumes you sum and as a result can be factored out since you can just multiply the boosting limit by pi.  So for ships with radii a, b and c, and a boosting limit of x, using volume (although it works for area too):
x = 4/3*pi*a^3 + 4/3*pi*b^3 + 4/3*pi*c^3
x = 4/3*pi*(a^3 + b^3 + c^3)
x / (4/3*pi) = a^3 + b^3 + c^3

So if you apply an implicit 4/3*pi multiplier to the booster's limit, you eliminate a multiplication and any need to deal with decimals.

(x * 4/3*pi) / (4/3*pi) = a^3 + b^3 + c^3
x =  a^3 + b^3 + c^3

14
AI War / Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« on: May 16, 2013, 09:32:24 AM »
Speaking of scaling, do Maws scale their transport capacity with caps?

15
AI War / Re: Ship Radius Question
« on: May 16, 2013, 09:29:26 AM »
Why should it use square of the radius?  If it isn't just going to use radius, it should use cube of radius since ships are three dimensional objects? :)

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