Ticket #1923 (closed poll)

Opened 2 years ago

Last modified 2 years ago

Poll: First Debris metal should be

Reported by: Saktoth Owned by:
Priority: major Milestone:
Component: CA Version:
Keywords: Cc:

Description (last modified by Saktoth) (diff)

Change History

Changed 2 years ago by Saktoth

  • description modified (diff)

There are two debris types, the first and the second. Currently the first has the same metal as wreckages, which is a bit pointless having two identical entries, especially when there is a second debris type which has 30% of corpse metal.

Changed 2 years ago by Saktoth

  • status changed from new to closed

Winner: half wreck value (same as debris2) (11%)

Changed 2 years ago by Saktoth

  • status changed from closed to reopened

Changed 2 years ago by Google Frog

Second debris should be removed. The eventual solution is a batch cob edit to only use 2 wrecks.

Changed 2 years ago by Saktoth

The reason we dont do this is a few bad .bos scripts and/or incorrect linear constants?

Also, why was the 'no debris' wreck state removed entirely?

I know we wanted to encourage more wrecks being left and we upped wreck HP, but these changes only lead to more debris being left behind, with more metal, not more wrecks.

Changed 2 years ago by Google Frog

I know we wanted to encourage more wrecks being left and we upped wreck HP, but these changes only lead to more debris being left behind, with more metal, not more wrecks.

Increase wreck HP?

Changed 2 years ago by licho

Sigh this is wrong question!!

First debris should not be debris at all!!!

It was supposed to be wreck - identical as first wreck.

Problem was, it was not ressable so we changed its model to debris.

But still, this is very important! Its important to keep metal there high, because CA's high damage units gib many stuff down to 2nd corpse which is atm debris1.

So STOP NERFING CORPSE METAL SO MUCH!

Changed 2 years ago by Google Frog

This is a case of the less of two evils between interface and gameplay. My greatest evil is wrecks which are identical to other wrecks but cannot be resurrected. That trumps the gameplay gains of more blocking wrecks being dropped. I didn't even know that the 2 debris was a workaround for gibbing.

A simple solution would be to remove Resurrection and make the first debri identical to the wreck.

Changed 2 years ago by Saktoth

I think corpse metal needs to be nerfed, but i like wrecks: I like BLOCKING wrecks.

It makes the terrain more interesting, it makes interactions with hiding behind things and more wreckfighting. Thats one of the thing i like most about the longer reclaim times.

Id be for more blocking wrecks but less wreck metal.

Changed 2 years ago by licho

Imo reduce it to 50 and fix it in scripts instead of hacky 3rd corpse way i introduced.

Changed 2 years ago by licho

Corpse metal is very important for stuff like recovering from attack on your base, being nuked in FFA etc.. It makes the game more interesting.

It works differently than ordinary territory/mex based income you see in every game and which leads to huge slippery slope.

Changed 2 years ago by Saktoth

Im in two minds about losing metal to nukes, it made them more final and threatening, though i dont know that that is actually entirely a good thing (Its nice when nukes are actually usable, rather than GG weapons).

Reclaim can lead to more slippery slope, as every scrap of territory you take from the enemy is littered with corpses, and attacking defences if you are down on territory is a losing prospect. It certainly makes the game somewhat unpredictable at times, but it can increase as easily as reduce slippery slope.

Reclaim is a really important economic investment, with returns 50% better than mexes, each constructor reclaiming being worth ~3 mexes. This is something players often fail to appreciate too.

Changed 2 years ago by SirMaverick

Reclaim can lead to more slippery slope, as every scrap of territory you take from the enemy is littered with corpses, and attacking defences if you are down on territory is a losing prospect. It certainly makes the game somewhat unpredictable at times, but it can increase as easily as reduce slippery slope.

Well it's not about base only. Territory is important too. Mex only eco lead more to porc because you have fixed point to protect. Territory is dynamic eco (not predefined what is important).

Changed 2 years ago by Google Frog

I'd like there to be more wrecks and a little less reclaim. Move wreck1 to 50%, debri1 turns into a 50% wreck, debri2 stays as debri. I would rather have more wrecks than resurrect.

Changed 2 years ago by KingRaptor

Remove rez? Are you guys nuts? ;_;

Sure it's not strictly needed, but you know this is another thing that people are going to complain about...

Changed 2 years ago by Saktoth

We can just impliment this in 1faction i guess. It will be easier to do scriptside solutions there anyway.

Changed 2 years ago by midknight

Is there any reason why we aren't using just 1 wreck and 1 debris type?

Changed 2 years ago by licho

Yes because scripts are set to only produce corpse1 if damage is <25% of unit HP, that means we would nearly never get wrecks in CA for small hp units like bots.

Changed 2 years ago by Google Frog

  • status changed from new to closed

Winner: Wreck, remove ress to fix bug (44%)

Changed 2 years ago by Google Frog

  • status changed from closed to reopened

Changed 2 years ago by KingRaptor

  • status changed from new to closed

Winner: Wreck, remove ress to fix bug (36%)

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