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IDProjectCategoryLast Update
0008904AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsApr 18, 2016 10:16 pm
ReporterTechSY730 Assigned To 
Severityminor 
Status consideringResolutionopen 
Product Version5.041 
Summary0008904: Make Golems self damage upon firing a weapon, instead of by simply being on
DescriptionI suggest that Golems should self damage upon firing a weapon, instead of by simply being on. This would still give the intended effect, using them costs quite a bit of resources, and you can't just keep using them forever without support, but with far less micro. This way, they will automatically stop damaging themselves (thus indirectly using resources) when not in use, by virtue of not firing on anything.

This will take some balancing to get right, especially about how much self damage it does upon each salvo (and the value would almost certianly have to be tailored to each golem type). Also, something like auto standing down when reaching X% HP would be good to prevent golems from suiciding themselves so easily (for extra "points", X could be adjustable as a control option)
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

laughing_man

Jul 29, 2012 12:47 pm

reporter   ~0027190

I'm inclined against it, only because I think the current mechanic works well and is thematically appropriate. These ancient, broken starships are held together with the equivalent of duct tape and bailing wire by humans who don't quite understand how it all works. That's why keeping one running, without constantly repairing it, will eventually destroy it.

Oralordos

Sep 2, 2012 5:03 pm

reporter   ~0028147

I don't bother with the duct tape. I just have it fire once in every direction at once so the recoil will keep it from falling apart. :)

snelg

Jun 30, 2013 12:05 pm

reporter   ~0033035

Currently (as far as I know but please correct me if I'm wrong) the only reason to keep the golem powered is for it to be shooting or whatever it is that the certain type does.

It's still moving around perfectly fine without it so I don't really see a reason why it can't be taking similar amounts of damage from shooting things as it already does when active (shooting things) without having to hit the power button all the time to save hp/resources.

Ranakastrasz

Jun 30, 2013 2:58 pm

reporter   ~0033036

Last edited: Jun 30, 2013 3:00 pm

While I understand the reasoning, I disagree from the anti-micro perspective.

I have a botnet golem, which I use quite a bit, both offensively, to clean out massed fleet ships, and defensively, to blunt waves and Exos especially (with my other fleets, ofc, for heavy stuff). I also escort it with Riot starships (only ships with shields reasonably available) and use a formation, to ensure it stays shielded, so it doesn't take massively expensive damage.

This works reasonably well. However, for convenience, they are in a single control group. Or, it would be convenient, but for two things. I am running low on control groups, so cannot waste any on something simple like seperating the golem from it's escort. and two, I have to make sure to deselect the riots, and select the golem only when toggling power. Otherwise, the Riot shields turn off, and the golem explodes. (100 mil hp isn't a lot)

Now, the way I always imagined it, the Golems works like the Dark Gods in DKA, (probably other entities that have same effect, don't know of any) and literally throw pieces of themselves at enemies. Hence, costing health to attack makes sense in that respect. However, having it decay passively when running due to being old, well, I fully disagree with. While it seems reasonable, it ignores the engines apperently being external and added manually via human tech, or else the engines work with 100% effectiveness, and never break down, etc, etc. That kinda just ruins the idea of it being old as the reason it costs maintenance.

However, I have a solution. Make it not degenerate when it is enabled, but instead take attrition on attack. (make sure it scales to be similar rate of degeneration, hence similar upkeep) It can also, optionally, continue to decay after an attack like currently, for ~ 10 - 60 seconds after the last attack, depending on the model (and cooldown, specifically) Hence, it would not be microable, power up and down, aside from keeping it out of combat by turning weapons off, but it would also only decay if it is actually fighting.

Botnet decays after 2 hours, 2 second cooldown. So, each attack, presumably, should deal 1/3600 of it's health in damage to itself. (or else activate 2 hour decay for 10 seconds, refresh stacking)

Also, have them automatically power down at 20% health.

Elestan

Sep 11, 2015 10:46 pm

reporter   ~0042897

Sounds good to me. The player can micro to get the same effect now anyway.

crawlers

Apr 18, 2016 10:16 pm

reporter   ~0045482

I agree with Rana, only taking attrition when recently fighting would reduce the micro.

Issue History

Date Modified Username Field Change
Jul 11, 2012 9:33 pm TechSY730 New Issue
Jul 12, 2012 12:18 am TechSY730 Description Updated
Jul 12, 2012 11:11 am tigersfan Internal Weight => Feature Suggestion
Jul 12, 2012 11:11 am tigersfan Status new => considering
Jul 29, 2012 12:47 pm laughing_man Note Added: 0027190
Sep 2, 2012 5:03 pm Oralordos Note Added: 0028147
Jun 30, 2013 12:05 pm snelg Note Added: 0033035
Jun 30, 2013 2:58 pm Ranakastrasz Note Added: 0033036
Jun 30, 2013 2:59 pm Ranakastrasz Note Edited: 0033036
Jun 30, 2013 3:00 pm Ranakastrasz Note Edited: 0033036
Sep 11, 2015 10:46 pm Elestan Note Added: 0042897
Apr 18, 2016 10:16 pm crawlers Note Added: 0045482