Re: Battle Engine Discussion
#21yea im pretty new im only 2265 points but the reflection thing douse not sound good i vote not to have it
I believe there are external battle engines available which may be costly but would save your team alot of time and headaches.Zorg wrote:I would like to further analyze our findings regarding the battle engine and the forthcoming changes we are thinking to implement.
One thing that we are contemplating to change has to do with the way ships hit each other. Right now, for example, if you take 10 BattleCruisers and fly to battle against lets say 10 LF, 10 Cruisers, 10 Battleships, the damage from the BattleCruisers will be spread among the three ship types. Some would expect that the BattleCruisers should hit against one ship type, each round (Not taking in mind rapid fire right now).
The bad thing is that many players are already adjusted to the current style so before we are going to change this, we want to hear the opinion of the players and decided afterwards.
Take in mind that if Rapidfire is enabled and the above does not change, the rapidfire will be perhaps too powerful for big ships (I hope you can understand why). The dev team is favorable towards a change of this specific issue, even if this means much more work for us.
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The current RF seems to be more harmful to the attacker as the defending fleet gets the advantage where the attacker does not. Against defense alone, its like the defense has RF over fleet in a reverse fashion. Its very random.Zorg wrote: We are currently very close to complete this whole procedure with the battle engine. We have rapid fire almost ready as well. For your own knowledge, there was some kind of Rapid fire enabled till now (Still is and will stay this way till the new system comes). This "kind of rapid fire" was taking in mind the rapid fire values printed in each ship type, but in a.. bizzare way. An example is the following:
-Current Battle Engine-
10 Bombers vs 200 Rocket Launchers = 10 Bombers win over the launchers (0 to 30 remain after the battle ends)
-Current Battle Engine without the current bizzare rapidfire-
10 Bombers vs 200 Rocket Launchers = 9-10 Bombers tie with launchers (130 to 135 remain after the battle ends)
(Tests may vary from person to person as other factors take place as well. This was for a 100%/100%/100% vs a 0%/0%/0%)
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Zorg wrote: The way we are thinking to enable rapidfire is as follows:
-Extra attacks (No limit) where rapidfire exists.
-Chances: Rapidfire - 1 / Rapidfire * 100
-Chances reduced by 2/3 every time (against same ship type from specific ship, applies for all the battle time).
-Ship destruction does not play a role as to if a rapidfire chance will be granted or not.
-Rapidfire against a specific ship type each time that exists.
-If more than one ship types are eligible for rapidfire (ie BattleCruiser fighting against cruiser + battleship) then the choice is totally random. Chances are calculated before the random selection.(This means that for the random factor to play a role, both ships will have to pass the chance for a rapidfire. IF both pass it, only then the random comes into affect without taking in mind anything else).
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Correct, but for the long term benefit of the game, my humble opinion is that it's better if Zorg team own all the software they have written. They may plan to make further enhancements in the game that we can't think right now, and a third party battle engine may be a showstopper, no matter how open and parametrical it may be. Even if it's open source, it needs a lot of time and resources to go through the source code in order to correct a bug or implement an enhancement. It makes you very "dependent" on the party from whom you bought the specific software component. According to my experience, the "tough" way to write everything on your own is the best way.Squirrel wrote: I believe there are external battle engines available which may be costly but would save your team alot of time and headaches.
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