n3wm1nd / TA

Tech Annihilation
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Mexes/Maker need some rebalance. #339

Closed frameworld closed 10 years ago

frameworld commented 11 years ago

Mexes:

[x] T1.0 arm/core extraction rate : 2m/s [x] TLL +20% [x] T1.5 arm/core extraction rate : 6m/s [x] T2.0 arm/core extraction rate : 12m/s [x] T2.0 TLL + core exploiter rate : 9m/s

It looks like T2 exploiter is still balanced like in BA, but arm/core T2 basic mexes are 33% more productive. T2 Exploiters also have only 2000 HP, while basic mexes have 3500 (core). In T1, cloaked and exploiter have about 8 or 12 times more hp and are equal productive.

Also: the eco path is too worthwile. It pays back after 50 seconds (metal - com morph), 300 seconds (energy - com morph), 100 seconds (overcharged). The energy is not the problem, as you get energy structures with almost T2-quality for it - no chaining, but very bomb resistent for cost.

What I would suggest:

T1.5 should produce 4.5m/s with m/e/bp costs 15% reduced and drain 40 e/s (-10) T1.5 fusion plants should be cloakable or hardened (+20% or +30% hp, with 9/10 energy output) for arm/core.


Makers (per 1000 energy):

[x] T1.5 drillers : 10 metal [x] T1.0 : 11 metal [x] T1.0 sea makers : 13 metal [x] T1.5 makers : 14 metal [x] T2.0 makers (hardened/cloaked/TLL) 14 metal [x] T2.0 makers (arm/core) : 16 metal [x] T2.0 sea makers : 17 metal [x] Arachnano (TLL Sub-Pen, T2-Kbot amph repairbot) : 0.4m/s, 11e/s for 400 cost.

Suggestion:

[x] T1.0 sea makers : only 1.2/100 metal (arm/core) - still 10% more than land. [x] T1.0 TLL makers : 1.2/100 (land), 1.3/100 (sea) metal [x] T1.5 drillers : 1.1/100 metal (arm/core) [x] T2.0 makers (hardened/cloaked/TLL) : 15/1000 metal but a greater investment

Arachnano makes (at equal cost) 1/2m, 1/4 e compared to a super heavy elemental and equal metal, 1/2e compared to a normal elemental for cost. The metal income should be lowered by at least 33%.


Please discuss.

Finkky commented 10 years ago

There are some good points we might need to address. About mexes:

About makers: Current values are following

1.0/100 - Driller 1.2/100 - A/C T1 1.3/100 - A/C T1 Sea 1.4/100 - A/C T1.5 1.50/100 - A T2 Cloaked 1.46/100 - C T2 Hardened 1.6/100 - A/C T2 1.7/100 - A/C T2 Sea 1.8/100 - A/C T4

1.08/100 - T T1 1.16/100 - T T1 Sea 1.42/100 - T T2 1.52/100 - T T2 Sea

So you made some mistakes reading A/C T1 values, you propose to increase TLL maker efficiency and that goes against the basic premise of TLL being least efficient race of all 3 in the metal conversion. Another point you made was about drillers, there I have to disagree with increasing efficiency with following reasoning, driller was meant to have the worst but still somehow useable conversion rate of all makers to bring something in addition to adv. solars besides better energy/cost ratio, but still act like a regular powerplant where you eventually should invest in standalone makers (even basic T1s) for better efficiency.

Lastly, changes to T1.5 fusions, not sure what you wanted to do with them, if you propose lowering the energy efficiency, you would need to make changes to drillers too. We can talk about making changes to them (making them hardened/cloakable), but personally I'd keep them the way they are now, as they should be the conventional T1.5 energy source.

Problem with arachno was already fixed I believe

seedship commented 10 years ago

Buff adv winds too, they are barely any more efficient than normal winds

Finkky commented 10 years ago

They aren't more efficient in terms of produced energy/cost but are more efficient in produced energy/area which is quite significant benefit because windmills are usually build in large farms. Problem with increasing the out e/cost efficiency is that it could really mess up balance on some maps in arm/core favour as their efficiency is unpredictable we cant we make them 1.5x more efficient, they would suddenly became OP on majority of maps (on most maps their efficiency is about 0.25; 1-20 wind). We could discus efficiency boost around 1.1-1.2. But iirc you wanted something along 2+ times the eff. of normal windmills.

frameworld commented 10 years ago

If I remember right, arm winds are 35m, core 42m. I don't really like to be forced to choose arm just because of wind.

But please keep the bigger T1.5 explosion radius in mind. If you want them to not chain explode, T1.5 wind requires more space. I would prefer/suggest that 1 1.5 wind is equal to 2x2 T1 (easier spacing) and have equal hp to all of 2x2 T1 wind gens (4x) and thus survive 1 bomber salvo.

nixtux commented 10 years ago

should all be fixed will close