Opened 9 years ago

Closed 9 years ago

#3426 closed defect (fixed)

[PATCH] Capturing by territorry only works for enemy structures

Reported by: elexis Owned by: mimo
Priority: Should Have Milestone: Alpha 19
Component: UI & Simulation Keywords: patch
Cc: Patch:

Description

If an enemy steals some capture points in your territorry, it will not regenerate automatically (unless you issue an capture order).

But since you get capture points on enemy/gaia buildings when getting the territorry, it is expected that you would also get capture points on your own structures in your territorry.

For example if an enemy destroys your CC with siege and you can't afford to rebuild instantaneously, you might finish rebuilding when all your buildings have only 10% capture points remaining. In that case you would have to send all your units to capture all your buildings, to get the capture points back. It would have been better to wait for the buildings to become gaia.

Attachments (1)

t3426_slowly_capture_your_own_structures_v1.patch (706 bytes ) - added by elexis 9 years ago.
I won't take credit for that one.

Download all attachments as: .zip

Change History (6)

comment:1 by mimo, 9 years ago

That's because the two behaviours are driven by different values: TerritoryDecay/DecayRate for the decay, and Capturable/RegenRate for the regeneration. The present defaults are 5 for the decayRate and 0 for the regenRate. So the present behaviour is as expected with these values.

That is true that in some cases, it maybe better to let your structures be captured and then decay, but you take the risk than the enemy destroy them before they go back to your ownership. And putting some non-zero regenRate will make capture more difficult. I've no strong feelings about any, and it's rather a design choice.

comment:2 by elexis, 9 years ago

Keywords: patch review added
Milestone: BacklogAlpha 19
Summary: Capturing by territorry only works for enemy structures[PATCH] Capturing by territorry only works for enemy structures

September 18th:

(19:47:37) mimo: i agree putting a small value for regenRate (1 or 2) would remove the hassle to have to "recapture" our own buildings without having much effect on the capture. Any opinion about it ?

Seems to be the proper bugfix! I tested your proposal and it still does the right things, i.e. buildings becoming gaia on territorry loss (becuase of the decay rate of 5), etc..

Balancing: Since each unit has 3 caputere attack and champions even 7 (search XML files for for <Capture>), there would be almost no impact on capturing from the attackers point of view. Having a regen rate of 1, it would reduce the impact of one unit in the attackers group by 15-30%, while the other attackers in that group are still as effective as before. It also incentivizes enemies to finish their attack and not wait forever.

by elexis, 9 years ago

I won't take credit for that one.

comment:3 by Stan, 9 years ago

Owner: set to mimo

comment:4 by mimo, 9 years ago

Was your test done with r17053 ? regeneration should work now.

comment:5 by elexis, 9 years ago

Keywords: review removed
Resolution: fixed
Status: newclosed

As the patch indicates, I answered with r17052 :D

scythetwirler changed the exact same line from 0 to 0.5 (instead of 1).

Tested it and it works. Well done scythetwirler!

Note: See TracTickets for help on using tickets.