Beta 1.1 carrier bug

for the Devs

After playing the beta a bit I noticed a big carrier bug.

Bug:

After a carrier is built, and you task it to build strike craft.  Those craft will be continuously built, and the carrier will end up having many more then 2 strike craft.  Not only that, but you can commission the carrier to continusouly build both types of strike craft continuously.  So a single carrier if left in the same location could conceivably spit out a large enough number of strike craft to protect a world against any fleet.

 

It would also be nice if there was an option on impulse to revert to the commercially released version of the game, so that a re-installation is not necessary.

6,664 views 7 replies
Reply #1 Top
A problem I've noticed is that the illuminator, now that it's damage ability has been lowered, is uneven when comparing the difficulty at obtaining the vessel to its benefits, especially when compared to Assailant. Perhaps giving it a bonus that is not a damage type, such as increased turning speed, more shield or armor or hit points, or moving beam enhancing technology from it's tech 3 requirement to tech 2. Just look into it, you may find that no changes are required.

You should also look into providing the ability for advent scouts to capture neutral resource stations as in terms of this ability the vesari have a large advantage over other races. Perhaps offering the ability as a technology may be an option. Or perhaps providing the advent scout with a speed boost ability to increase it's survivability, which would also differentiate the races and provide incentive to choosing advent over vesari.

TEC seems to work perfectly.

Other then that the other changes so far are excellent. And the game seems more stable against multiplayer crashes.

Reply #2 Top
A problem I've noticed is that the illuminator, now that it's damage ability has been lowered, is uneven when comparing the difficulty at obtaining the vessel to its benefits, especially when compared to Assailant. Perhaps giving it a bonus that is not a damage type, such as increased turning speed, more shield or armor or hit points, or moving beam enhancing technology from it's tech 3 requirement to tech 2. Just look into it, you may find that no changes are required.You should also look into providing the ability for advent scouts to capture neutral resource stations as in terms of this ability the vesari have a large advantage over other races. Perhaps offering the ability as a technology may be an option. Or perhaps providing the advent scout with a speed boost ability to increase it's survivability, which would also differentiate the races and provide incentive to choosing advent over vesari.TEC seems to work perfectly.Other then that the other changes so far are excellent. And the game seems more stable against multiplayer crashes.
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umm....
1. The illuminator has side beams. These are a big advantage. They also hit instantly.
2. You want to buff advent, and think TEC is fine? Are you for real?
Reply #3 Top
You should also look into providing the ability for advent scouts to capture neutral resource stations as in terms of this ability the Vasari have a large advantage over other races. Perhaps offering the ability as a technology may be an option. Or perhaps providing the advent scout with a speed boost ability to increase it's survivability, which would also differentiate the races and provide incentive to choosing advent over vesari.
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What are you talking about, the Advent have the ability to capture them too, it's just on their colony ships instead of the scout ship.
Reply #4 Top
How did a carrier bug report get turned into an Advent buff thread in the first reply?
Reply #5 Top
How did a carrier bug report get turned into an Advent buff thread in the first reply?
End of quote

The OP and the first reply are by the same person.
Reply #6 Top
Yeah TEC seems fine in terms of the cost per ship, in the BETA. The cobalt does more damage, and the LRM does comparable damage to both Advent and Vesari. Vesari however does get the Assailant too early, and should be moved to a teir 2 military tec.

Anyway the big problem is with the carrier. Even if used correctly with their increased cost, the carriers make or break a fleet to the point that if you had a ton of carriers you wouldn't need a ship of any other kind. One way to correct this is by keeping their cost the same while at the samel time lowering both their shields and thie hit points by an amount.

Otherwise the Beta seems fairly good.
Reply #7 Top
Pandolfo,

Beta Feedback, belongs in the Beta Feedback forum.  ;) 

By the way, had you cared to look at the "Beta Feedback" forum you would have noticed the "carrier bug" was reported by P5yy the day the Beta was released!  ;p