Why do certain status effect reset after a battle?

Striker600
15 posts Member
edited August 2020
Eg. in TW or GAC -

You battle a NS team - in the second attempt they keep there TM and specials where you left them, but you have to kill a nightsister and revive zombie twice again

You battle a Rey resistance team, in the second attempt there TM and specials are where you left them but but if you triggered damage immunity on Fin in the first battle for example, you have to do it again in the second.

Why is this ? there seems to be enough dissuasion via the amount of points you loose for a second battle. It seems in congruent, as you are forced to do things twice. You loose ground after sending in the pawns ! :)

Replies

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    My guess is that storing generic attributes like health, protection, tm and cooldowns is easy. Storing character specific states is more complex and making QA & testing harder and increasing the potential of bugs.
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    It's simple. They would be OP
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    It's simple. They would be OP

    If anything, as it is now it's OP. Revan savior is a good example. Every battle he survives the team gets a new full health and protection jedi in the next fight. If it persisted (second battle, savior has already been used), then your second cleanup fight would be way easier.
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    They're battle specific effects, you need to read the description of the abilities.
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    Striker600 wrote: »
    You loose ground after sending in the pawns ! :)

    That's why! Sending suicide squads to wear down enemy line-ups is a cheesy strategy and not part of the original game plan.
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    Antario wrote: »
    Striker600 wrote: »
    You loose ground after sending in the pawns ! :)

    That's why! Sending suicide squads to wear down enemy line-ups is a cheesy strategy and not part of the original game plan.

    Even if it's successful there's a price for it, you will lose banners. It's a tradeoff but sometimes the only way to stand a chance.
    "Never make the mistake of believing forbearance equates to acceptance, or that all positions are equally valid."
    - Grand Admiral Thrawn
  • Kyno
    32087 posts Moderator
    edited September 2020
    Options
    Antario wrote: »
    Striker600 wrote: »
    You loose ground after sending in the pawns ! :)

    That's why! Sending suicide squads to wear down enemy line-ups is a cheesy strategy and not part of the original game plan.

    It wasn't? The points system seems to be designed like it was.
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    It's to do with how the game tracks whether these effects have triggered or not. There is no way for it to carry these values between battles.
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    thanks for the thoughts guys, i would be interested in seeing it changed so you can wear a team down. i feel like the points system compensates for this and adds another element of strategy
  • Options
    Health, protection, turn meter and ability cooldown states are persisted.

    Gives you an opportunity to win with a multi-battle strategy, trading damage / ability cooldown manipulation for TM-loading the enemy team which gives them the opening shots in the following battle.
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