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Messages - FrostyThePyro

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1
AI War / Re: What to do with the Bomber Starship?
« on: November 04, 2010, 11:22:06 PM »
Here is an Idea, the bomber starship is for frontloaded damage, so let them front load salvos.  whenever its not shooting, it will be loading bombs up to its max (probly like 5 or something)  That way when it fires its first shot, it fires all those loaded bombs in a salvo, and then its back to one shot at a time.  Tweak its per shot damage some down some, but its first salvo will deal massive damage

2
Yes, this is the expected behavior, but I think in general we need to implement a paralysis cap of around 2 minutes.  When counting down paralysis, if it's above 3600 steps it would set itself to 3600, etc.

how much extra processing would it take for dimishing paralysis returns?  a simple example would be paralisis added =x*(m*x/(m*x+n*P)  were x is paralis time for the attack and P is how long the target is currently paralized for, and m and n are wieghting factors.   So if both m an n are 1 then geting hit by two 30 sec stuns would provide 45 seconds of stun.  or 15 simultanous emp mines would cause 2 minutes and 17 seconds of stun.  If you increase m then the returns will dimish slower, if you increase n they will dimish faster.  and for somethin which you would want unchanged from the current (for example emp missiles) then set n to zero

3
AI War / Re: handfull of questions
« on: April 26, 2010, 02:06:59 AM »
I have another one.

How do force feilds deal with splash damage?  Ist Ed you have 100 ships under a force feild and a lightning shuttle comes up and zaps, does the force feild take 101 hits (one for each thing under the feild plus itself) or just one.  Does this work any differently for beams or grenades?

4
AI War / Re: The most harrowing experience of my (game) life
« on: April 26, 2010, 01:51:35 AM »
my understanding is that is a combination of fuzzy logic, and the fact that you dont do the exact same thing as you did before (so the ai reacts a little differently)

5
AI War Strategy Discussion / Re: Beam Starships
« on: April 26, 2010, 01:50:26 AM »
both are, fighters do something like 5x (which with thier attack rait and numbers realy adds up) and dreadnauts also do pretty extreme damage (just under 100k per shot for mk I's!).

6
actualy aracnids have fairly decent range, I think its the fire rate that kills them, as is, a fighter outperforms them in starship killing duty.

7
oh quick question on the engineer changes, do any of them also translate to experimental engineers?

8
Did auto-explore break?

The key impute doesnt always recognize, or so i am to understand, i never got it to work, admitidly I only tried a few times

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AI War Strategy Discussion / Re: Impossible to win?
« on: April 23, 2010, 06:28:24 PM »
Send force feilds first, MkIII if you can swing it this will let your ships spread out some before geting smacked by the grenades, and the damage loss is nothing compared to the survivability increase in this case.  Also engineers, and a mobile builder, Then you can plop down some fortresses, use the fortresses insaine range to knock out guard posts, it can do so almost instantly with 21x9000 damage every 3 seconds.

10
my ship caps have gone wonky with 3.101, by which i mean in a single homeworld game the ship cap for mark I, has dropped to 100, all other fleet ships have had a proportional drop (except scouts which apear to be uneffected).  Starships are uneffected.  Also i started a 2 homeworld game and it also had the same ship caps (100 for mark one triangle ships).

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AI War / Re: handfull of questions
« on: April 21, 2010, 11:06:43 PM »
Awesome thank you, though I am currios about

Quote
-  There are a number of starships that are not.

Which starships?  All the ones you can build from a starship constructor are immune to tractor beams (except leech). Which is why I was curious, I had thought immune to tractor beams was part of the starship package, like immune to instant kills, immune to neuclear explosions, and absorbs emp and the rest.

12
I like to pop in with my riots for a few seconds, and then run away, same theory.

13
AI War / handfull of questions
« on: April 21, 2010, 03:19:38 PM »
Handful of questions


Do anti-x turrets (such as anti missile) stop shots going through their area, or only shots targeting units in their area?

What was the design reason for leach starships being vulnerable to tractor beams?

Do shield boosters make you more vulnerable to polarizers?

Deflector’s tooltips mention something about healing nearby friendly units when hit by lasers, but I haven’t noticed anything to support that, is that a scrapped feature or am I simply less observant than I should be?

If something deals engine damage has its munitions boosted, does this boost also effect its engine damage, or just its standard damage?


14
AI War / Re: Transport thoughts.
« on: April 20, 2010, 10:08:41 PM »
I think its obvious.  Transports  are multidimensional and thus have infinate space within them, the transport limit is actualy based on processing power.  The trick with storing things in non-euclidian space is getting it back, thus 200 is simply the maximum amount of ships the transport can keep track of within its confines, and though could technicly load more than that, it would be nigh imposible to get it back.

Thats my story and I'm stickin' to it.

15
can you apply % based speed penalties?  So first penalty will be 25% slower, second penalty 66% slower, and the final penatly will be speed of 1 (as current). 

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