podbelski Posted January 16, 2015 Share Posted January 16, 2015 just want to clarify the mechanics of base defenses... 1. the "defense" parameter: is it a % of alien crew destroyed before the GC or what? 2. if yes, is it always applied, i.e. regardless of hit/miss/ufo annihilation? Quote Link to comment Share on other sites More sharing options...
podbelski Posted January 17, 2015 Author Share Posted January 17, 2015 so does anyone use these buildings at all? I really hope someone has a clue how do they work exactly, but looks like I have to set up some tests to find this out... like if the ufo has 4000 HP, battery damage is 1500, ufo crew is 20, the "defense" parameter of the turret is set to 10 (in buildings.xml), what will be the outcome if two turrets fire and: 1. both miss? 2. one hit, one miss? 3. both hit? Quote Link to comment Share on other sites More sharing options...
NuclearStudent Posted January 17, 2015 Share Posted January 17, 2015 I don't know the answer to what the defense parameter does. I'm just posting here to remember to check if you've found the answer. Quote Link to comment Share on other sites More sharing options...
podbelski Posted January 17, 2015 Author Share Posted January 17, 2015 looks like I have to run the tests... but lazy thinking about the way these structures should work I'm inclined to completely avoid ufo shot down, just killing part of the crew... and the price/maintenance has to be low Quote Link to comment Share on other sites More sharing options...
podbelski Posted January 17, 2015 Author Share Posted January 17, 2015 (edited) ...what I don't like in current implementation is the benefit is not reliable. I still have to maintain the full strike crew at the base, or rely on save scumming to ensure base defences hit the UFO. On top of that, the game does not give any clue will your defences destroy a particular ufo in case of the hit (is the damage enough or no)... this means setting hit chance to 100% does not help as well (you don't know beforehand are your turrets capable of taking down that ufo flying around the base or no) thus you pay solid money and spend base space to know you have a chance to prevent the attack/make the defence somewhat easier, if you happen to see your base attacked... so atm I don't build these turrets and rely on the team, it's simply better... but feels wrong Edited January 17, 2015 by podbelski Quote Link to comment Share on other sites More sharing options...
podbelski Posted January 18, 2015 Author Share Posted January 18, 2015 ... so I've set damage to just 10, accuracy to 100, defense to 20. The UFO was loaded by 10 caesans, two hits by batteries... and still having 10 aliens in combat as I don't see other turret-related parameters in buildings.xml, does this mean base defenses do not ever reduce UFO crew? So either the ufo is destroyed before the base GC, or there is no benefit from defense turrets Quote Link to comment Share on other sites More sharing options...
drages Posted January 18, 2015 Share Posted January 18, 2015 to be honest i put 3-4 defense turret and forgot it.. i dont like fights without any gain to me..i try to change it at xdivision.. so at least terror and base defenses worth something... Quote Link to comment Share on other sites More sharing options...
podbelski Posted January 18, 2015 Author Share Posted January 18, 2015 technology from weapons, money, experience - you always have these benefits. In addition you prevent big funding loss from failed terror mission, and prevent the base from being destroyed in base defense. And final benefit is fun from GC in a non-standard environment Quote Link to comment Share on other sites More sharing options...
drages Posted January 18, 2015 Share Posted January 18, 2015 yay!.. when will u start to play xdivision! Quote Link to comment Share on other sites More sharing options...
podbelski Posted January 18, 2015 Author Share Posted January 18, 2015 cant say for sure) I guess no earlier than I finish my own mod regarding turrets, tried a couple of other proportions - bigger damage so more than a half of ufo HP is "covered" by hits, and set the "defense" parameter to 80... same thing - the crew is not affected. now I have to think what is the best way to utilize these structures in a meaningful and gameplay-friendly way... turning them off completely now became a possible choice Quote Link to comment Share on other sites More sharing options...
podbelski Posted February 5, 2015 Author Share Posted February 5, 2015 (edited) ... FYI, just have found in the "Guide for modders": Defence - is used in the base screen for a visual representation of the base's defense strength. No actual defensive effect! Edited February 5, 2015 by podbelski Quote Link to comment Share on other sites More sharing options...
kabill Posted February 5, 2015 Share Posted February 5, 2015 There are also other values which do affect the strength and hit-chance of base defences though. Quote Link to comment Share on other sites More sharing options...
podbelski Posted February 5, 2015 Author Share Posted February 5, 2015 interesting, what are they? setting accuracy to 100% make the turret always hit, tried it for about 20 times. The damage varies indeed, but I thought it's just randomly modified Quote Link to comment Share on other sites More sharing options...
kabill Posted February 5, 2015 Share Posted February 5, 2015 It's the "Damage" variable (just before the "Accuracy" variable). Quote Link to comment Share on other sites More sharing options...
podbelski Posted February 5, 2015 Author Share Posted February 5, 2015 ah, that attribute sets the base turret damage, I know. It is just not the final value, the game adds a (random?) modifier during the attack Quote Link to comment Share on other sites More sharing options...
kabill Posted February 5, 2015 Share Posted February 5, 2015 Didn't think that was the case, but then the only time I've seen base defences fire is during some testing of something else I did a while ago and I wasn't really paying attention to the outcome. Quote Link to comment Share on other sites More sharing options...
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