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Posted: Mon Apr 14, 2008 8:25 pm
by DarkenShroud
Yeah I'm personally against core hp boosts myself. Not much point in this atmosphere.

Posted: Mon Apr 14, 2008 10:45 pm
by Master Chief
DarkenShroud wrote:Not much point in this atmosphere.
Not much point in just about any tournament atmosphere, IMO. I haven't really seen examples of ships which boost core HP when there are other things which the points could have been better spent on (e.g. weapons).

Posted: Tue Apr 15, 2008 1:04 am
by Mr_Wizard
Increasing the Core Hit points increases the hitpoints of all weapons, making them harder to snipe off. On most 100 point ships it isnt really an issue since you never had enough points left over to really make a dramatic increase in the weapon hit points. If you have points left over for your Mothership, however, core boost will really help you keep your weapons longer against Lancet spam.

I don't think there should be a cap on it, increasing weapon hitpoints only really has that one use, and won't save them if the section is destroyed.

Also about my suggestion of increasing the section boost cap of motherships to 8, I found that this, while a good valuse for them, did cause a problem if that mothership has nanomatrixes. So if we still want motherships to have nano's I would say just sticking with a cap of 5 is fair.

Posted: Tue Apr 15, 2008 2:52 am
by antisocialmunky
WHAT?!? It increase weapon HP?

Posted: Tue Apr 15, 2008 2:53 am
by Exethalion
antisocialmunky wrote:WHAT?!? It increase weapon HP?
I was under the impression that it raised section, wep and module HP for the whole ship.

Posted: Tue Apr 15, 2008 3:27 am
by Mr_Wizard
Yes, unless you specify a default hit point value for the sections, at which will make it not calculate the hit point for that section. I assume the same goes for weapons.

Posted: Tue Apr 15, 2008 4:23 am
by Daxx
Well that is indeed interesting.

If you want to spend your points on it, go ahead. There's no cap.

Posted: Tue Apr 15, 2008 4:32 am
by mtheminja
Daxx wrote:
antisocialmunky wrote:Well, I can confirm it for you. The reason why you don't see it as much on Motherships is they have weapons firing every which way. However, if most weapons are forward mounts, then its fairly obvious. For example:

http://www.wyrdysm.com/battleshipsforev ... lantis.shp
I think I see what you mean. I'll try with other large ships, though, and see if I can confirm this happening.

If you're worried, then bear two things in mind: the first is that I'll be running battles both ways around to see if there is indeed any difference (first to two clear victories, tennis style); and the second is that you should try to minimize any chance of this happening in your design.

There's nothing I can do about it unless th15 fixes the bug in the meantime.
So, has anybody else started running into this? It's going to suck if each team wins when they are the enemy because their motherships fires all its weapons, and the only workaround I can think of is to use less weapons :?.

Posted: Tue Apr 15, 2008 4:56 am
by Daxx
I've not been able to confirm it since.

We only have 6 slots left to fill, see if you can convince other people to join Gamma so we can get going!

EDIT:

I can confirm the bug.

Unfortunately, I don't think there's anything I can do about it. Only th15 can solve this problem. You guys could probably ameliorate this by thinking more carefully about your loadouts, especially since you know the situation.

One other thing I'd like to ask is for someone with a powerful computer to volunteer to test the bug to see if it's an issue with performance.

Nevertheless, I will of course try to make this as fair as possible - each team will fight on both the enemy and allied sides - 1 win each way will mean matches will continue to be alternated between the two until a clear victor emerges.

One other measure I will take to prevent this being too much of an issue is to make a rule about formations:
Motherships must be front and centre of a formation. The escorts can be arranged in any formation behind the Mothership.

Posted: Tue Apr 15, 2008 4:58 am
by mtheminja
I'll PM you a screwed up ship, but I can't help on recruiting, my sig's full :wink:

Posted: Tue Apr 15, 2008 8:01 am
by Bad Boy
I want to say that motherships seem a little crazy in terms of how many pieces they can have. You could legally have a mothership with 720 pieces and you'd still have 240 points left over, which could easily buy 60 deflectors (less then that if you want it to move). This would give you a super tank ship that could sit in front of a fleet armed with long ranged weapons and take all the hits while the other ships sit there, or it could have the core in front and act as a hugeass kkw that would hit and probably kill almost all of the ships in the enemy fleet. If I'm wrong somehow then I apologize in advance, but I don't think I am.

Posted: Tue Apr 15, 2008 8:08 am
by antisocialmunky
The problem is that we'd never see an equal fight :cry:

The only real way to get around it is getting Th15 to fix it or maybe slash half the points from the mothership.

Posted: Tue Apr 15, 2008 8:21 am
by Bad Boy
No, all that's necessary is that the mothership can only have lets say 30% of its points in sections so that way the most you could have would be 360 sections which wouldn't work anywhere near as well. That or say no to any motherships designed like that and make the team lose by default.

Posted: Tue Apr 15, 2008 9:51 am
by mtheminja
That's not what he was talking about, allied motherships don't use all their weapons if they have too many. And that does need th15's intervention.

Posted: Tue Apr 15, 2008 9:57 am
by Bad Boy
oh lol I see. He should have quoted the post he was replying to.