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feat: Bombardment edits #16
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Bombardment fixes: Should make some factions more resistant to bombardments, some less, more or less based on their behavior in the universe. Also flavor tweaks.
OH296
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Please address points in order to merge
Adds TODOs, and some commented out potentially useful code in the future.
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do I consider this pr to be completed? no more questions or additions? |
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I guess this is more or less it, I added some more TODO comments, otherwise I think it is ready to be merged, unless any1 finds more issues? I'm not sure how to go with more variation though. In general - yes, I should try to make more flavor text about different types of planets and other things that player does, but the 'Point of View' questions remain. |
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Updated TODO comments.
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Fixes the possible error of bombardment overwriting protection.
Replacing extreme losses with total annihilation.
Removal of excess word 'population'.
| txt2="##The Ork forces are well dug in; "; | ||
| bombard_protection=2; | ||
| txt2="##The Ork forces are poorly dug in; "; | ||
| bombard_protection=1; // I think they shouldn't be so resistant to it, though, Ideally we might want to make them more capable, if warboss is present. |
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This might be step in the direction away from the objective of making bombard less of an auto use feature?
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Yes, but I don't think it is that extreme, that it affects the game much.
I think ideally orks should be stronger if they have leaders in the location, like big mek (building contraptions, perhaps StOs too), weirdboy (Waaagh energy shenanigans) or warboss (higher effectiveness in general).
Otherwise, they should be mostly treated as feral orks, without effective leadership.
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Rough idea is this, in terms of protection level:
1 - Feral, leaderless orks;
2 - Orks that have joined the warboss, but don't have a notable leader present;
3 - Orks have a leader (big mek, weirdboy or warboss) present;
4 - Orks have several or all the leaders in the location. Truly a proper WAAAGH.
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quantifiably it does have an effect. And that quantifiable effect is all i really care about in this statement. Wish listing components that aren't there. Mathematically speaking the difference is the difference between a 70-90% chance of strength reductions per bombardment with a miner fleet and a 50-60% percent. it's also the difference between a battle barge and a handful of frigates clearing a planet completely in from level 5 by one level and two levels which in terms of gameplay and the dynamics of arriving at a system of 4 planets full of orks is a huge difference. Dubbing Yes, but I don't think it is that extreme without provision of any of the maths leads me to believe the maths is not considered with choices made. And i can't really accept an argument that the balance isn't that good to begin with. Bad balance is precisely the reason to not keep making an issue worse
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@Blogaugis, just revert that protection on Orks and let's merge this already.
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Fine, if you say so.
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Done. Let me know if you are okay with this little text tweak or want to revert that back to the dry description again.
Removing excess TODOs. Co-authored-by: Nelsonh <81228864+OH296@users.noreply.github.com>
Implementing suggestion. Co-authored-by: Nelsonh <81228864+OH296@users.noreply.github.com>
Revert the protection of orks to level 2.
Comment fixes.
Bombardment fixes:
Should make some factions more resistant to bombardments, some less, more or less based on their behavior in the universe. Also flavor tweaks.