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How do you balance something like this [the NPC-controlled Idris in the Arlington bounty series in Alpha 3.9]?

TL;DRBalancing the NPC Idris took a lot of iteration, mainly giving it a bigger central health pool after a single large torpedo's splash damage killed it, and tuning shields so it needs many players but isn't unkillable.

Geoffrey CoffinSenior Systems Designer

It was really tricky. So initially, before the mission took too much shape, one of the first things that came my way was to actually try to balance the Idris around fighting different amounts of ships. So I'd start spawning Hammerhead after Hammerhead after Hammerhead and just having tons of Hammerheads fighting the ship. And then I'd try out maybe throwing in some Retaliators with their torpedoes. One of the first things we quickly discovered was, with the way the ships are currently set up, they've got a small health pool on multiple parts of the ship. And as you take damage, it'll spread up the ship and eventually go to the core location and then kill the ship. What happened with one size nine torpedo is the splash damage would hit so many locations that one would just kill the Idris straight away. So we were immediately like, right, we need to give this thing a bigger centralized health pool and then have the other areas have slightly less, just to balance it out. So there was a lot of iteration just on the health of the ship alone, let alone tweaking the shield generators, because there's things like capital size shield generators, like the 890 has, which make it huge and very difficult to damage in the first place. So there was a lot of base iteration, just making this thing resilient enough to actually require a bunch of people to kill, but not be completely unkillable in the first place.

Calling All Devs›Idris and Multicrew·
Published on this date.27 Mar 2020