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Battle system bug

Open Para0234 opened this issue 6 years ago • 1 comments

Hi,

I started a server not long ago, and since the very beginning, people complained about the battle system which was seemingly broken.

Most of the problems came from the individual shields that forced the draw even alone against dozen of cruisers, orfor the Death Stars, that needed 300 destroyers in order to destroy a single one.

I added a RF from the destroyers to the Death Stars in order to counter this.

I also removed the autodraw in case of unbreakable shield, and it became clear that something was wrong.

Here is an imgur screen album of what shows that something's wrong(It's in french):

https://imgur.com/a/l784S

(By the way, the Kilbisateur is the collector and the Vaisseau de Class Thanatos is the Thanatos Class ship, a ship that replaces the Death Star in my version of the game)

As we can see, the Thanatos' attack is way higher than the shield of the Kilbisateur.

The problem is that even if they deal a total of 1 million and half damages each turn, the armour of the defending ship NEVER lowers, even if taking more than a million damage each turn, that should destroy it in 2 turns at most.

It seems like the armour works the same way as the shield, it regenerates each turn if not destroyed in one.

Are my assumptions true? In case they are, how can I fix that?

Thanks,

Para

Para0234 avatar Jan 03 '18 10:01 Para0234

This is gamebreaking issue. You have to destroy a ship in one round, else its armor fully recover. Just like shield. It shouldn't work like that :/ The heavier the ship the more advantage it has over smaller ones right now.

The codes https://github.com/jkroepke/2Moons/blob/master/includes/classes/missions/functions/calculateAttack.php#L98 https://github.com/jkroepke/2Moons/blob/master/includes/classes/missions/functions/calculateAttack.php#L124

mys avatar Feb 02 '18 08:02 mys