Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Tune reclaim values of tree split #964

Closed
wants to merge 1 commit into from

Conversation

Crotalus
Copy link
Member

Last time tree split was tuned it was nerfed too much, they didn't take into account the duration to reclaim each of the single trees (engineer on patrol has a min limit of 1 sec per tree or so).

This is obvious if you watch replays of high level play on Setons for instance. Land scout / labs are sent out to split the opponents forests. The tree split exists only for effect-reasons (to get trees to fall when you walk through the forest) so we should try to keep it as balanced as possible.

With this change we ignore the single tree blueprint values, instead calculate per-tree value by using the tree group's mass-energy / (n_trees_after_split * 0.95).

The 5% bonus is to compensate for the slower reclaim and probably too low anyway but it's a start, this way we won't overdo the buff and can see how gameplay adapts.

@Crotalus
Copy link
Member Author

Another way to balance this would be to increase reclaim time of group trees instead, the downside with that is that it'll fuck up current build order more than the above change.

Ignore the single tree blueprint values, instead calculate per-tree value
by using the tree group mass / energy value and add 5% due to single tree
reclaim being slower.
@Zockyzock
Copy link
Contributor

You could also argue that tree groups are there for map makers and that the "BO-whoring" that is amplified by tree groups is bad for the game. As solution you could always break tree groups when they start getting reclaimed.

Then, sending a unit to kill enemy tree groups doesn't have to be bad, it's not uncounterable after all and just another strategy. Instead of raiding mex you raid tree groups, and have to defend against this raids as you have to defend mex.

Not saying either is definitely good, but we have to think about where we want to go with tree reclaim in general.

@Zockyzock Zockyzock modified the milestone: Feature-Balancepatch Oct 19, 2015
@Zockyzock Zockyzock added the area: balance related to units balance label Oct 19, 2015
@Crotalus Crotalus closed this Jan 22, 2016
@Crotalus Crotalus deleted the tune-tree-split branch January 22, 2016 09:14
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
area: balance related to units balance
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

3 participants