Sparky and Overcharge

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Sparky and Overcharge

Postby speed2 » 27 Nov 2014, 13:22

Ive noticed that OC doesnt work if you have 5 sparkies for energy storage (each sparky gives 200), which is excatly 5000 energy. Can this be changed?
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Re: Sparky and Overcharge

Postby Apofenas » 27 Nov 2014, 13:30

You can OC with 6 sparkeys. Might be the case that you need 5001 power in storage to overcharge.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: Sparky and Overcharge

Postby Resin_Smoker » 27 Nov 2014, 16:08

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.

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Re: Sparky and Overcharge

Postby Crotalus » 28 Nov 2014, 13:13

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.
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Re: Sparky and Overcharge

Postby Resin_Smoker » 28 Nov 2014, 16:17

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.

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Re: Sparky and Overcharge

Postby IceDreamer » 28 Nov 2014, 17:20

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 :)
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Re: Sparky and Overcharge

Postby codepants » 27 Dec 2014, 16:59

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.
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Re: Sparky and Overcharge

Postby IceDreamer » 28 Dec 2014, 00:13

The scale is very easy to change, and currently in our code you can OC with anything over 2000E in the tank, though that will give only 250 damage or something. Idea was this could go some way to making OC less OP towards early T2/T3, as you'd need more storage to get the massive damage, but also keep it viable way into the experimental game with a 25,000 damage maximum.
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Re: Sparky and Overcharge

Postby RoLa » 28 Dec 2014, 00:26

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
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Re: Sparky and Overcharge

Postby IceDreamer » 28 Dec 2014, 00:59

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 ;)
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