The Upkeep mechanic is basically game-breaking
You keep using that word. I do not think it means what you think it means. |
try www.krollontrack.com, especially their program EasyDiscovery (there should be a trial there) |
The UI and doctrine system, as a lot of you have pointed out, are probably bigger issues than these. But what I really wanted to highlight was stuff that not only should, but can quite easily, be fixed, and stuff that isn't going to lead to the detriment of the game in any way. As far as I can tell from the developer feedback, the UI just isn't changing, we've basically been told to get used to it. That doesn't stop be disliking it, but if it's a no-go zone then it's a no-go zone. Same with doctrines, it's been categorically stated that they're not changing. So, yeah, in an ideal world I'd like to see those things changed too, but these 4 areas are, at least to my mind, relatively straightforward fixes and should be done.
you're right, though i think they have not explicitly stated that they're not going to change anything about the UI, but simply implied it (mainly the change to the resources... other stuff is still subject to change).
i would have liked to have more developer feedback than "thanks for your input, we'll consider it". at least quinn gave a very, very, very rough roadmap as to what they want to change... something like that, especially for the UI is something that i would like to see. |
i pretty much agree with OP on everything.
everything but the "importance" of changing some of the stuff...
tommy, you correctly said that some of the stuff is easy to fix. this exactly is why i think that they should not be a priority to fix pre-release. pre-release, relic should focus on the stuff that does take longer, that is more work to get done etc., while a 1.001 balance patch a few weeks after release could easily also change things like the critical system (which is still fucked, though they have pretty much overhauled it since the release of beta... they removed all the "hard" criticals (immobilized, engine damage etc.) from the full health critical table and basically moved them to the 75% health crit table, as far as i can see)
The UI still is a clusterfuck in my opinion. I literally cannot play more than 1 game before being so disgusted by the way the game is treating me. If they hid the resources in a collapsible overlay and you had to solve a sudoku first to have a glance at your resources, it wouldn't be much harder than it is right now.
Intel bulletins and the like... i guess we'll have to learn to live with them... also DLC commanders and stuff like that. |
maybe it should work +4 ammo on ammo point and +2 fuel on fuel point but it is just not programmed correctly :-)
And no the truck was the only active one in each screen so it is not adding the bonus ressources.
if you're talking about the weird kicker messages, they are just that, kicker messages... they have nothing to do with the actual values that get added or whatever. i could make the kicker messages say "your micro sucks" and make the supply truck add 5 command points and 1000 fuel per second when locked down.
btw, it would probably be a good idea to post those screenshots in the beta bug forum. |
yes, upon ability activation the target sector is being checked for a) being a friendly sector and b) already having the upgrade "supply_truck_active". the ability can only be used if a) is true and b) is not. mind you: for the ability to be effective (as in generate resources) the sector has to be connected, for the ability to be usable, it does not have to be connected. |
just as a reminder: the resource modification is implemented by adding an upgrade ("cargo_truck_fill_state") to the entity of the cargo truck, which is triggered by the ability ("cargo_truck_lockdown"). this upgrade does not have a global max limit. so you could possibly have 30 cargo trucks locked down across the map. i did not find any limitations regarding max resources added for a single sector, nor for a total cap of resources gained via cargo trucks (these kinds of limits might be in there somewhere, they might be somwhere i'm not looking or i might just have missed them entirely). |
i just went through the game files and this is what i found:
the supply truck lockdown does not check whether there is an OP on the sector or not, so an OP has no effect.
for a regular "stratpoint" ("territory_point_mp" for the game), the resource income is changed by 1 fuel and 2 ammo.
for a fuel point, the resource income is changed by 2 fuel.
for a ammo point, the resource income is changed by 4 ammo.
i might have overlooked some stuff, or misinterpreted some of the redundant and convoluted requirements/actions parts, but since this seems to be a reasonable explanation of what seems to be happening in game, i do believe that this is correct. |
I'd like to know more details here. It seems like there are still some blanks to be filled in.
The in-game graphic just complicates things, because it's buggy. It gives two read-outs on top of each other and even a little icon at the bottom with +this and +that everywhere.
From a replay I just watched it seems that the truck is giving between +1 and +3 fuel and between +1 and +6 munitions (depending on how many sectors you own) every 20s, no matter which sector it's placed upon (not including VPs, which give nothing). And ofc, it doesn't matter whether the truck is in the capping circle or not, it can be anywhere in the sector.
this is from the alpha, so no guarantee that this is still true (though i think the mechanics are probably still the same):
Cargo Truck (1CP): 200 MP
can "lock down" a sector (can still be capped!), can be put anywhere in a sector. increases resource income for sectors by +3 ammo and +2 fuel for non-OP'd sectors and +6 ammo +4 fuel for sectors that already have an OP (non-strat point fuel/ammo points can't be OP'd, so they only grant you +3 ammo and +2 fuel)
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this is from the first version of beta, so no guarantee that it is still true:
hit the dirt (apart from all the fancy stuff it does to the conscripts that you can actually see, like them all going prone and stuff) applies a multiplicative 0.5 received accuracy modifier and a multiplicative 0 received suppression modifier.
since, iirc the toggle timer was 10 seconds, you could probably just leave the combat area once the conscripts hit the dirt, forcing them to remain stationary for the remainder of the cooldown before they can move again (and another 10 seconds before they can hit the dirt again).
concerning the values themselves, i do not want to get into a balance debate when i have barely played the game enough to know all the units. just remember that changing those modifier values is a piece of cake, while changing the UI and all the other stuff that needs work is not just a matter of changing a few values (at least for the most part) |