I was playing with some bots on the stable build, and, as I watched my home planet get annihilated, I noticed this. (It might look like it hasn't been annihilated yet, but you can see bots floating in mid-air, indicating that there's a crater there.) Everything on my planet was destroyed, except for those three factories, which continued to churn out bots and let me rebuild later. It might just be that the halley didn't deal enough damage to destroy the factories, though; I believe factory health values were increased threefold in this patch, which could lead to them surviving a halley. Of course, the factories were also on the opposite side of the planet from the halley, so I'm not really sure. I have yet to test this on the PTE. Can anyone confirm?
At the moment, this is likely a bug if it's happening. While we want to get to this point, we're not there yet. I'd be curious to know when this game happened. I'd love to look at the replay.
The lobby ID is 12041939313220835232. It should happen at around the 27 to 30 minute mark; I took a steam screenshot and then killed PA to view it.
Please get the proportional damage working! Proportional planet smashing will be the biggest and most helpful step for balancing orbital.
But what about Meaningful Orbital combat Orbital variety Orbital Planets (gas planets, Stars) Orbital Storage Orbital ease of use Reasonable costs for orbital units.
Give us that stuff too. But I still think proportional planet smashing is the most important feature.
I've also had this occur in games after planet smashes. It seems to be limited to Factories. Perhaps something to do with the 3x health increase buildings have had?
Proportional damage already works fine - you can try it yourself on a modded game (I believe it's all in JSON - I could be mistaken). The problem is it does all sorts of bad things to pathing and nav path generation when you suddenly have a crater. It looks horrible, and acts badly. Once we get the new pathing code in, we're hoping it will be a shorter step to that, but no promises yet. Nothing in software development ever works out exactly the way you plan.
SUMMARY FOR THE GREATER AND LESSER MASSES: Proportional Halley damage will not be implemented until pathing around obstacles actually works around random craters and other random things AMAZINGLY. *end summary*
Oh really? You mean asteroid_pbaoe? Code: { "ammo_type": "PBAOE", "crater_radius": 260, "splash_damage": 25000, "splash_damages_allies": true, "splash_radius": 70000 } It's not proportional (to asteroid size) unless there are sekret keys we don't know about, but one could experiment with something that wouldn't be total on all planets. By the way just what is PBAOE? Pretty Big Area Of Effect? p.s. a bot factory at 6000 would still be atoms, but an advanced bot factory at 30000 could in fact be still standing.
BTW, many ammos have a setting for max and min AOE. Check the nuke for example. Those tags should work when added to asteroid impact. Set the max AOE to instantly and incredibly fatal. Set the Min AOE to lower damage, and then the distance at a high but reasonable range. The impact is already incredibly fatal anyway. This way, t2 factories will survive the middle shockwave, nothing will survive the impact, and basic health units will die up until the very edge of the AOE.