Forged Alliance Forever Forged Alliance Forever Forums 2014-12-31T19:47:55+02:00 /feed.php?f=42&t=8930 2014-12-31T19:47:55+02:00 2014-12-31T19:47:55+02:00 /viewtopic.php?t=8930&p=89936#p89936 <![CDATA[Re: Sparky and Overcharge]]>
Not to mention having to balance your eco/potentially overbuild power so you can change up 5k energy as fast as you need it.

Statistics: Posted by codepants — 31 Dec 2014, 19:47


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2014-12-30T00:41:05+02:00 2014-12-30T00:41:05+02:00 /viewtopic.php?t=8930&p=89752#p89752 <![CDATA[Re: Sparky and Overcharge]]> Statistics: Posted by Lionhardt — 30 Dec 2014, 00:41


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2014-12-28T14:20:17+02:00 2014-12-28T14:20:17+02:00 /viewtopic.php?t=8930&p=89600#p89600 <![CDATA[Re: Sparky and Overcharge]]> Statistics: Posted by Resin_Smoker — 28 Dec 2014, 14:20


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2014-12-28T00:59:49+02:00 2014-12-28T00:59:49+02:00 /viewtopic.php?t=8930&p=89550#p89550 <![CDATA[Re: Sparky and Overcharge]]>
RoLa wrote:
What about using a percentage like 50% of energy in storage but at least a minimum of lets say 2500. So at every shot you get a weaker shot.

So you have 25000 in storage
1st shot - 12500
2nd - 6250
3rd - 3125


That's exactly how it works ;)

Statistics: Posted by IceDreamer — 28 Dec 2014, 00:59


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2014-12-28T00:26:20+02:00 2014-12-28T00:26:20+02:00 /viewtopic.php?t=8930&p=89549#p89549 <![CDATA[Re: Sparky and Overcharge]]>
So you have 25000 in storage
1st shot - 12500
2nd - 6250
3rd - 3125

Statistics: Posted by RoLa — 28 Dec 2014, 00:26


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2014-12-28T00:13:11+02:00 2014-12-28T00:13:11+02:00 /viewtopic.php?t=8930&p=89546#p89546 <![CDATA[Re: Sparky and Overcharge]]> Statistics: Posted by IceDreamer — 28 Dec 2014, 00:13


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2014-12-27T16:59:17+02:00 2014-12-27T16:59:17+02:00 /viewtopic.php?t=8930&p=89509#p89509 <![CDATA[Re: Sparky and Overcharge]]>
IceDreamer wrote:
Sheeo and I, and some others, worked on a mod a while back as-yet unreleased which has exactly that, a fully scaling overcharge which consumes variable Energy and results in variable recharges and damage. It plays beautifully :)


Sounds very cool, but how easy is it to change the scale of the o/c? If it happens automatically, I foresee a problem where a player has 15k energy and very little income with three groups of units to o/c. With your mod, they get one o/c and one group of units. Currently, they would get three, killing every group of units. Seems to me like the current way it plays is better -- no offense as I sure appreciate what you've done. Thoughts?

Futhermore, I don't see why variable damage is necessary, since o/c does 12k damage, more than enough to kill any unit... unless of course you are scaling it down from a 5k energy maximum... then all my points are moot. I assume here that you are scaling it up.

Statistics: Posted by codepants — 27 Dec 2014, 16:59


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2014-11-28T17:20:32+02:00 2014-11-28T17:20:32+02:00 /viewtopic.php?t=8930&p=86879#p86879 <![CDATA[Re: Sparky and Overcharge]]>
Resin_Smoker wrote:
Crotalus wrote:Funny, the bug is on the UI side, there's a check if energy level > 5000 there. But on the sim side it would probably be allowed :)

Easy to fix though and I guess 5000 is more logical than 5001.


Well the amount required is GREATER THAN 5000, hence why 5001 is required.

IMO I'd prefer to see an overcharge that could fire so long as energy was avalible. Howeven I'd scale the damage to match the amount of power avalible / consumed.

Resin


Sheeo and I, and some others, worked on a mod a while back as-yet unreleased which has exactly that, a fully scaling overcharge which consumes variable Energy and results in variable recharges and damage. It plays beautifully :)

Statistics: Posted by IceDreamer — 28 Nov 2014, 17:20


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2014-11-28T16:17:54+02:00 2014-11-28T16:17:54+02:00 /viewtopic.php?t=8930&p=86876#p86876 <![CDATA[Re: Sparky and Overcharge]]>
Crotalus wrote:
Funny, the bug is on the UI side, there's a check if energy level > 5000 there. But on the sim side it would probably be allowed :)

Easy to fix though and I guess 5000 is more logical than 5001.


Well the amount required is GREATER THAN 5000, hence why 5001 is required.

IMO I'd prefer to see an overcharge that could fire so long as energy was avalible. Howeven I'd scale the damage to match the amount of power avalible / consumed.

Resin

Statistics: Posted by Resin_Smoker — 28 Nov 2014, 16:17


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2014-11-28T13:13:08+02:00 2014-11-28T13:13:08+02:00 /viewtopic.php?t=8930&p=86868#p86868 <![CDATA[Re: Sparky and Overcharge]]>

Easy to fix though and I guess 5000 is more logical than 5001.

Statistics: Posted by Crotalus — 28 Nov 2014, 13:13


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2014-11-27T16:08:16+02:00 2014-11-27T16:08:16+02:00 /viewtopic.php?t=8930&p=86804#p86804 <![CDATA[Re: Sparky and Overcharge]]>
Apofenas wrote:
You can OC with 6 sparkeys. Might be the case that you need 5001 power in storage to overcharge.


I'm not 100% on this but I think that may be the case.

Should be possible to mod a commander to test at what energy level the commander can fire.

Resin

Statistics: Posted by Resin_Smoker — 27 Nov 2014, 16:08


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2014-11-27T13:30:06+02:00 2014-11-27T13:30:06+02:00 /viewtopic.php?t=8930&p=86796#p86796 <![CDATA[Re: Sparky and Overcharge]]> Statistics: Posted by Apofenas — 27 Nov 2014, 13:30


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2014-11-27T13:22:28+02:00 2014-11-27T13:22:28+02:00 /viewtopic.php?t=8930&p=86795#p86795 <![CDATA[Sparky and Overcharge]]> doesnt work if you have 5 sparkies for energy storage (each sparky gives 200), which is excatly 5000 energy. Can this be changed?

Statistics: Posted by speed2 — 27 Nov 2014, 13:22


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