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Missiles attacking me #607

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GoogleCodeExporter opened this issue Mar 16, 2015 · 6 comments
Closed

Missiles attacking me #607

GoogleCodeExporter opened this issue Mar 16, 2015 · 6 comments

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@GoogleCodeExporter
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Game version: 0.95.030
Operating System: Windows 7 64bit
Java runtime version: Java 7 update 5
Installed using the Launcher? Yes
Game language (en, hu, de): English
What steps will reproduce the problem?
1. Attack an enemy with missiles
2. Missile will miss target on first pass and curve around
3. Missile will curve back towards your own fleet and target the nearest ship

What is the expected output? What do you see instead?
The expected outcome is for the missile or bomb to continue to curve until it 
detects an enemy target instead of your own fleet. Instead, I see my own fleet 
suffering lots of damage from my missiles.

Please provide any additional information below.
I believe the above has summarized the problem sufficiently.

Please upload any save before and/or after the problem happened in zip
compressed format.

Original issue reported on code.google.com by loga...@gmail.com on 17 Jul 2012 at 12:44

@GoogleCodeExporter
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Hi, enemies with ECM can scramble the rockets which then select a random new 
target. This behavior is consistent with the original. The difference is the 
probability of the scrambling:

anti-ecm \ ecm  0    1     2
0              100%  15%   0%
1              100%  50%   15%
2              100%  85%   50%

I'll put this table into the game guide.

Original comment by akarn...@gmail.com on 17 Jul 2012 at 7:27

@GoogleCodeExporter
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Could you please explain that table? The behavior I am facing now, is I am 
playing the campaign and about done defeating the Garthog planets. I send 3 
battleships to each planet and shoot missiles/bombs at the space stations and 
plasma projectors. I fire volleys of 6, and I find that most of the time 1 or 2 
of the rockets will hit the space station and the rest will find new targets 
(primarily my expensive flagships). I do not have ECM or anit-ECM available to 
me.

Does this seem like the expected behavior?

Original comment by loga...@gmail.com on 17 Jul 2012 at 3:07

@GoogleCodeExporter
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At that stage, you have 15% chance of hitting the space stations (Rocket 1 
Anti-ECM=0, Station ECM=1). This is the expected behavior. Rockets are much 
better against small and medium ships in general.

However, I have little information about the original, i.e., whether Garthog 
Space Station 1s should have Anti-ECM=1 at all. Another question is whether to 
allow ping-pong like rocket bounces between two Anti-ECM wearing units. 
(Norbert?)

Original comment by akarn...@gmail.com on 17 Jul 2012 at 3:18

  • Changed state: Clarify

@GoogleCodeExporter
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OK, well either I am simply not good at playing this game, but I believe this 
is more an issue where some balance is needed. I am attempting to play the game 
on easy because normal was just too annoying (repeated a lot of missions a few 
times). Is the same table used all difficult levels? I feel 15% is simply too 
low.

I do not know if Garthog Space Station 1 has ECM or not, however I doubt they 
had ECM simply because the Garthos were a very weak race in the original game, 
they don't use shields and all their ships had low firepower. I can attempt to 
setup the real game in dosbox and play through it, but that would take a long 
time, and I hope the information is available somewhere.

Original comment by loga...@gmail.com on 17 Jul 2012 at 7:09

@GoogleCodeExporter
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The table applies to all difficulty levels. I sometimes get feedback about 
difficulty, but players mostly find it too easy. Level 1-2 missions are pretty 
much straightforward and easy, unless you run out of time due high speed 
settings.

Most quantitative information is missing from the original. We had a similar 
issue a few months back and some users took the time to check out things, hence 
the table with approximations. DOS IG rarely works for me so I have to rely on 
other testers. The only known property so far are the ship firepowers, but 
neither the firing speed nor the hitpoints are known.

Original comment by akarn...@gmail.com on 17 Jul 2012 at 8:06

  • Changed state: Accepted
  • Added labels: Milestone-0.95.200, Balance

@GoogleCodeExporter
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I've updated the hit probabilities table to include a difficulty level and 
backfire probabilities. I've increased the hit probabilities for easy and 
normal and set the backfire probability to %25 and %50 respectively

Original comment by akarn...@gmail.com on 23 Dec 2012 at 5:40

  • Changed state: Fixed

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