InnocentBystander wrote:I was pretty anal about making sure the orders looked good the first turn, what I'm going to do this turn:
Order List:
Move to Planet (homeworld - it HAS people)
remote load (select planet) Population
Move away from planet
this *should* work.
Right..?
Maybe not. I don't know how SEV handles the remote load order. It could be executed BEFORE any other order. If remote load and remote drop both work this way it would explain the fuckup.
What you might need to do is this. Move to the planet this turn. Next turn, remote load and move. Do not remote drop.
In a sane world your way would work but I don't know. If you give me your password I can look at your turn (we can trade pw's for one turn if you want.)
brianecyi wrote:What does this mean? Squadrons? You mean like... if they launch in a stack their weapons multiply each other?
So if a missile does 50 damage, then each missile does 50x5? So a salvo does 1250 damage instead of 250? Thats a pretty retarded bug. But not half as retarded as me and my population transportation problem.
It seems to only affect the anti-planet warhead. The problem is I don't entirely understand SEV's ramming model. I made my own custom version of Balance Mod, so that I could get rid of any variable damage (anti-planet does between 750 - 1000 in normal balance mod.) I tried to find a equation for damage, but the damage is still variable. Apparently depending on what side of the planet the drone rams, different facilities die. So I cannot confirm 100% the bug.
But initial testing leads me to believe this is the damage of anti-planet warhead:
Code: Select all
(A * B) ^ N
A - number of anti-planet warheads
B - amount of base damage of anti-planet warhead.
N - number of drones in squadron
So a single Spock's Coffin can do between (750 * 2) ^ 1 - (1000 * 2) ^ 1 damage.
Two drones can do (750 * 2) ^ 2 - (1000 * 2) ^ 2 damage.
Three drones can do (750 * 2) ^ 3 - (1000 * 2) ^ 3 damage.
Keep in mind this is the easiest, worst kind of drone with the lowest amount of damage.
I think anti-planet warhead should be banned for a number of reasons.
- It forces only one correct route. In order to stop someone who rushed for anti-planet warhead, right now you'd need to have a high level of combat sensor 8+ and and a decent level of PD to shoot them down. I know not everybody went high combat sensor. This is supposed to be balance mod, not lamer mod where there's only one way to play correctly. A player who did not research high levels of combat sensor and PD would be dead, because there's no way to hit the drones with 50% bonus at early or mid-game. This is not like letting a capital ship missile through which does 100 damage. If you let three or four through it could destroy 10 facilities.
- Late game, there will be drone spam. A drone costs 100 bucks to maintain. I can imagine 1000 drones, sent through warp points to overwhelm point-defense. Drones are fast, so fast that fighters can't reliably catch up with them at the same tech level. So drone spam will be the lameass tactic, unstoppable unless the person has more technology. You are basically packing a planet cracker in a transport for 1000 bucks of maintainence.
- Fighters, ships, satellites don't increase their damage working in packs. It just doesn't make sense.
Getting drones is a highly specialized tactic -- by now you'd have to have dumped 100k for industry, several tens of k for computers and several tens of k for drones. But I don't think that someone should be rewarded just because they know some obscure route in the technology tree (who researches
industry and
computers for a weapon, that doesn't make sense!).
The good thing is if we ban anti-planet warhead, the exponential damage doesn't seem to happen with ships. So a drone spammer can still put weapons on drones and still use anti-ship warhead. Just not fucking anti-planet cheapoid.
I am not sure whether napalm suffers from this problem too on drones. But I do know one thing -- 20 level 0 napalms bombing a homeworld for an entire combat doesn't kill a single facility.
We could also ban drones from attacking planets, just to be on the safe side, in case there's other multiplied damage. But I think it's only with anti-planet warhead.