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DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Announcements » » [BUG] Need BOMB radius tested...
 Author [BUG] Need BOMB radius tested...
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2006-02-13 00:45   
I placed a clamp of 20 gu on the area damage for bombs... please test in beta and let me know if this is working, and does the radius seem reasonable from a gameplay perspective.

-Richard
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2006-02-13 02:34   
With current testing using a Bomber Cruiser (48 lvl 5 bombs):

I attacked Earth which had 24 buildings, 32 inf, and 30 population.
Destroyed 0 buildings, 7 infantry and 30 population. The planet revolted to Neutral.
I checked the planet and everything (including all inf) was at 100% damage.
Looks like there is some code that spreads damage over a certain point to the entire planet which needs to be removed.

Further testing shows that objects within the blast radius get destroyed properly.

Also bomb damage itself is still a little bit too high. We could do with reducing it down by between 25%-50% for both structures and population.

Even at this level it is certainly an improvement over 1.483.


Bomber Corvette (12 mirvs lvl 0):

Attacked Luna with 20 structures.
Destroyed 13 structures and all population.

A scout shouldnt be able to output this much damage in a single run. Suggest reducing blast radius to 10-15gu and see how it goes.

[ This Message was edited by: Drafell on 2006-02-13 02:39 ]
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-02-13 05:53   
20gu seems a bit high to me...

Tael said something about the bombing threshold for planets being too low and so when the limit is hit, all buildings (or the entire planet) is effected by the bombs...

Not sure if this is accurate, but I'm pretty sure it was something along those lines. Perhaps a 20gu limit and a threshold imcrease would fix this problem?
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2006-02-13 06:24   
Ok radius readings. Will give a fairly accurate idea of what we need....

Please keep in mind that there is some perspective distortion.

Ha - Small planet - Radius 22gu.


Leaph, Medium planet - Radius 44gu.





I have marked in the possible radii as a guideline.

Looking at the diamond spread on Leaph and comapredto Ha, I would heavily recommend to go for about 10gu as the bomb radius, with a maximum of 12gu. This means that a single bomb should be able to hit the target diamond and and surrounding diamonds, but not any further. This will push people to bomb specific targets, and significantly reduce the effect of covering bombs on a run.




[ This Message was edited by: Drafell on 2006-02-13 06:38 ]
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2006-02-14 00:24   
yes but covering bombs is the only way to protect them from pd's making sure they get to the target
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2006-02-14 00:34   
I am trying to get it so that people need to target individual stuctures again when bombing, and cant rely on covering thier bombs for a guaranteed hit. The idea is to reduce the amount of solo bombing, and make it a fleet activity.

You will still be able to target the centre of a planet and cover your bombs in, but it wont do anywhere near as much damage as a targetted strike.
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Smartin
Grand Admiral

Joined: August 04, 2005
Posts: 1107
From: Michigan
Posted: 2006-02-14 01:02   
I loaded up a Calv with some ecm and Bios and made a run at Articus A:

Articus A
Pop: 90 Inf: 32
Def: 9 Sheilds 150%

Not sure if that is exactly the same but i know the pop and inf is correct

I made one run just jumping in as close as I could. I got 12 bios off before forced to cloak. I really really had to keep tight on the is planet in order to get maybe 3 bombs to hit.

When I was all done i took the pop down to 69 and the inf was still 32. I think this is great. I hope we keep the bombing lower .

Also Note: That I had to target side of planet or wouldn't of been able to get the bombs off. The planet had ICC pulse beams shooting at me.

[ This Message was edited by: Smartin *SL2* on 2006-02-14 01:04 ]
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2006-02-14 02:40   
After further testing, the current radius is just about right.
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Ospolos
Grand Admiral

Joined: January 31, 2004
Posts: 567
From: ON, CANADA
Posted: 2006-02-14 06:22   
Good, that makes better use for scanners.
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2006-02-14 08:44   
Actual damage output:-

All tests are done vs UGTO Research Bases and lvl 3 Def bases. 20 bombs fired for each test.

Bomber Corvette (lvl 1 bombs) - Res = Average 79.15% damage. (Low 42%, 2 targets destroyed)
- Def = Average 16.3% damage. (Low 9%, High 24%)

Bomber Frigate (lvl 2 bombs) - Res = Average 89.85% damage. (Low 48%, 8 targets destroyed)
- Def = Average damage. (Low , High )

bomber Cruiser (lvl 5 bombs) - Res = Average damage. (Low , High )
- Def = Average 21.7% damage. (Low 11%, High 30%)


Just going from these figures alone, I would suggest that all bomb damage is reduced by 50%. Further testing is needed, but in my view, this is currently FAR too high. the biggest problem so far that mirvs are doing too much damage to the planet population. Although you may not be destroy any structures, you can still cause a planet to revolt by droppings its population to 0 in one run. The "bio2 damage on Mirvs does need to be significantly reduced.



[ This Message was edited by: Drafell on 2006-02-14 10:14 ]
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