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Post by jknut on Jun 13, 2015 18:54:19 GMT -5
I think it might be better for the Engineer to always deliver a constant damage to the TP. The damage should still scale based on skills.
For those who are trying hard to minimize turns, the dice roll for TP damage can greatly impact the # of turns and has large variability.
Also, it would be nice to show the health of Xeno TP when clicked on.
What are the hit points for Xeno TP? Is it 10? On some levels, my engineer takes a TP to 0 on the first hit. On others, it takes 5 hits.
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Post by En1gma on Jun 13, 2015 18:58:35 GMT -5
Seconded
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Post by Kanly on Jun 13, 2015 19:12:10 GMT -5
Thirded
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Post by slayernz on Jun 14, 2015 20:34:14 GMT -5
Well there is a minimum damage level for each attack. I think that it could either be a little higher, or have the enemy TP have a little less HP.
When you think about it, Xenos need to hit your TP 5x before it is taken down. It just so happens that there are LOTS of them.
Your engineer is guaranteed to take 1 point off an enemy TP HP per turn. Depending on the talent level, and the engineering skill, this hit minimum is increased.
It would seem that the enemy TP has 10 HP as a starting value. Engineers do 1-4 points of damage to begin with, so it will typically take 3-4 turns to take down an enemy TP, and then an additional turn to convert it up.
Maaaaaaaaaaaaybe instead of having "capture" = 3AP (meaning only able to do 1 capture action per turn), make it 2AP so you can do up to 2 captures per turn. You still have to manage heat, so can't do too many consecutive double-captures, so it's not going to unbalance the game too much.
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Post by Cory Trese on Jun 15, 2015 12:55:16 GMT -5
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Post by ntsheep on Jun 15, 2015 13:39:05 GMT -5
Come on guys, you scared Cory so much he couldn't even give a proper response. I have also noticed that some Xeno TP's get blasted in one hit while others take me upwards of 10 turns to destroy and convert. Level 3 to the left or your starting TP also goes down with one hit.
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Post by Cory Trese on Jun 15, 2015 13:55:26 GMT -5
1) I think the game's fun is reduced if we eliminate the to-hit and damage system for attacking TP. That idea does away with a set of Talents and Gear that are part of what makes the Engineer unique, and what makes a two-Engineer squad a unique build.
2) The rules were designed to give the Templars and the Xeno a roughly equal action cost for destroying an enemy TP.
3) We've gone through a lot of iterations on the AP cost of Capture. I think 3AP is the right place for it, it makes for a solidly fun turn and still gives the Engineer a bit of action afterwords.
4) I see an issue with the AI -- as it is the Xeno have to save up SP and purchase HP upgrades for their TP. They only start with 1HP, and put an early priority on upgrading the HP. That puts a big emphasis on rushing the Xeno TP, because they're very weak early in the game. I will do some experimentation.
5) I will add a way to view the Xeno TP HP
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Post by ntsheep on Jun 15, 2015 14:10:14 GMT -5
Well said Cory. I think this clear description will help most people understand things much better. #4 is the best, a great tip for players to know. This should make it into the in game library so that new players when the game gets released don't flood you with bug reports about Xeno TP's.
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