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IDProjectCategoryLast Update
0014601The Last FederationGameplay IssueApr 29, 2014 5:00 pm
Reporterptarth Assigned ToChris_McElligottPark  
Severitymajor 
Status resolvedResolutionfixed 
Product Version1.004 (x64 Linux Build) 
Fixed in Version1.007 Beta (Solar Map Balance And Auto-Resolve Polish) 
Summary0014601: Ship statistics gain excessive values
DescriptionI'm not sure that the ship statistics are the intended ones. Consider the following save and screenshot (from an assassination mission). The run of the mill destroyer sized enemy has 46k health, and I can deal up to 7k DPS meaning I need to stay on target roughly 7 seconds. In contrast his DPS is 90k! and he is only 1 little destroyer. It makes the battles long unnecessarily tedious grinds, and I don't think that's intended.
TagsNo tags attached.
Internal WeightNew

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ptarth

Apr 24, 2014 9:00 pm

reporter  

ptarth

Apr 24, 2014 9:00 pm

reporter  

game3-science.save (135,853 bytes)

GC13

Apr 24, 2014 9:13 pm

reporter   ~0036747

You're counting your DPS from your weapon when you're at the lowest possible weapon power setting... Put eight bars into your guns and you'll do six times as much damage as you're showing there.

You also have far more health than they do, can recharge your shields, and can dodge their shots while they can't dodge yours.

ptarth

Apr 24, 2014 10:21 pm

reporter   ~0036751

Last edited: Apr 24, 2014 10:23 pm

The weapon power level discrepancy is a fair point. I loaded a close save and tried to replicate the situation. Increasing power from min bar to max bars did increase damage to 600%.

However, check out the difference between these two screen shots. The first screenshot is taken a little while later in game play, but not much, just me screwing around testing things. The ship classes are different, Dragonet in the second, Lancer in the first. But the ship stats are almost identical, except for the DPS. The DPS of the Dragonet is 11 times the DPS of the Lancer (8.9k versus 98k!).

I'm sitting around 700k combine shields and hull.

I thought it might have been a technology upgrade that is supposed to grant an 110% bonus to damage with a misplaced and ended up granting a 1100% bonus. I still think that is the case, but I can't find the technology that would do it.

ptarth

Apr 24, 2014 11:17 pm

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ptarth

Apr 24, 2014 11:19 pm

reporter   ~0036752

Last edited: Apr 24, 2014 11:21 pm

Draco provided a hilarious example from the forum, I've attached his save and a screen shot.. Here we have an enemy ship with 500k hull, 16 million shield strength, and deal 8.5 million DPS. Each shot does a nice 2.2 million damage.

Our ship has 200k health and shield.

ptarth

Apr 24, 2014 11:20 pm

reporter  

draco.save (650,577 bytes)

GC13

Apr 24, 2014 11:51 pm

reporter   ~0036754

Alright, now those assassins I'll agree with.

ptarth

Apr 25, 2014 11:53 am

reporter   ~0036765

Last edited: Apr 25, 2014 11:54 am

After playing around a little I was able to defeat the Assassin mission. Once the fighters were killed, the flagships were just too slow and (more importantly) their shots too slow to hit me. So I just ground away at them. Spreadshot did a total of 300k a round. However, switching to max strength Energy Blaster did ~500k a round (unlisted 300% multiplier against these ships). After which it took 200 rounds to kill (if I failed to dodge once I was dead at 2.2 million damage per shot). If I didn't have an energy weapon, it would have taken 600+ turns to finish. The end combat result was 8000 credits (from a x2 multiplier) plus a mission bonus of 260 credits. I don't think that the mission results match the mission difficulty, which again suggests the combat stats are not intended.

GC13

Apr 25, 2014 12:10 pm

reporter   ~0036766

It's not an unlisted multiplier, it's a 2.5 second round.

It still did more damage than that would indicate, but it's not an unlisted 3x multiplier.

Chris_McElligottPark

Apr 29, 2014 5:00 pm

administrator   ~0037021

Thanks!

* The ship stat bonuses from the Mark levels are now a more sane progression. It's still something good to keep up with, but the numbers no longer get to just ridiculous amounts anymore. Though on Mark VII there is a very severe jump and that one is intended to be kind of cataclysmic (it's really not expected to happen often at all).

Issue History

Date Modified Username Field Change
Apr 24, 2014 9:00 pm ptarth New Issue
Apr 24, 2014 9:00 pm ptarth File Added: Screenshot_2014_04_24_17_43_49.jpg
Apr 24, 2014 9:00 pm ptarth File Added: game3-science.save
Apr 24, 2014 9:13 pm GC13 Note Added: 0036747
Apr 24, 2014 10:21 pm ptarth Note Added: 0036751
Apr 24, 2014 10:22 pm ptarth Note Edited: 0036751
Apr 24, 2014 10:23 pm ptarth Note Edited: 0036751
Apr 24, 2014 11:05 pm ptarth Summary Ship statistics gain absurd values => Ship statistics gain excessive values
Apr 24, 2014 11:17 pm ptarth File Added: Screenshot_2014_04_24_20_15_48.jpg
Apr 24, 2014 11:19 pm ptarth Note Added: 0036752
Apr 24, 2014 11:20 pm ptarth File Added: draco.save
Apr 24, 2014 11:21 pm ptarth Note Edited: 0036752
Apr 24, 2014 11:51 pm GC13 Note Added: 0036754
Apr 25, 2014 11:53 am ptarth Note Added: 0036765
Apr 25, 2014 11:54 am ptarth Note Edited: 0036765
Apr 25, 2014 12:10 pm GC13 Note Added: 0036766
Apr 29, 2014 5:00 pm Chris_McElligottPark Internal Weight => New
Apr 29, 2014 5:00 pm Chris_McElligottPark Note Added: 0037021
Apr 29, 2014 5:00 pm Chris_McElligottPark Status new => resolved
Apr 29, 2014 5:00 pm Chris_McElligottPark Fixed in Version => 1.007 Beta (Solar Map Balance And Auto-Resolve Polish)
Apr 29, 2014 5:00 pm Chris_McElligottPark Resolution open => fixed
Apr 29, 2014 5:00 pm Chris_McElligottPark Assigned To => Chris_McElligottPark