Author Topic: Beta Feedback: 3.188  (Read 2149 times)

Offline lanstro

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Beta Feedback: 3.188
« on: August 23, 2010, 06:54:54 AM »
Me and my friends had our first game of AI War with CoN this weekend, and it was our first game for about 2 months, so this feedback covers everything that has changed since Keith and Chris came back to AI War after Tidalis release.

We played 2 random 7 difficulty AIs, with all neutral factions enabled, advanced hives enabled for both AIs, 2x waves, no wave warnings, schizophrenic and cross planetary waves, on 1 aip/5 mins.  We got about 4-5 hours into the game.

My observations and comments on recent changes:

1. big thumbs up on the new types of guard posts: makes taking every planet a little different.  We haven't gotten to a core planet yet but I imagine the new core planets will get a big thumbs up from me too.

2. thumbs up on the new layout of the home planet: having to defend 2 points (don't really care about the manufactory cluster) makes it more interesting

3. thumbs up on the new types for command stations.  We didn't try the logistics one, but it seems from the description to be very weak compared to the economics one.  A mark 3 logistics produces 40/40 less resources, which is the upkeep cost for a mark 3 reactor, which produces 80k energy (note that reactor 3s are the least efficient reactors).  With that I can build about 3 space/time manipulators for the same sort of effect.   Yes, I know it'll cost another 1k knowledge, it won't slow down enemy ships and there's a minor AI progress risk, but the economic command station + space/time manipulator is a lot more flexible.  I get to choose to have all 5 of my economic planets become pseudo logistics planets by hosting 3 manipulators each, or leave all 5 as economic planets, or any combination inbetween, whereas unlocking the logistics station locks me into five logistics planets.

4. hesitant thumbs up on ion cannons going up to mark 5.  seems that 4x/6x/10x waves or whatever it is is too harsh: would've thought 1x/2x/3x would've been more than enough.  In particular, given ion cannons' firing speed, would've thought that 10x waves makes a mark 5 cannon clearly not worth it for the humans to keep except in exceptional circumstances where the humans can quickly capture all neighbouring planets also.  It seems to me that if you're in a position where you can capture a mark 5 cannon, and then speedily capture all its neighbouring planets (keeping in mind that mark 5 cannons will tend to spawn towards the AI core and therefore it's mid to end gmae), then you're probably playing on a far too low difficulty.  It seems like it could be one of those features that seem nice but don't get used (eg golems in the early days).  also noting that this is one change that does make the game in general significantly harder, probably moreso than the other changes, since an ion 3 or 4 in a chokepoint is a significant roadblock

5. thumbs down on Neinzul Wardens and Neinzul Roaming Enclaves.  I know the Roaming Enclaves can be friendly, but to us these new factions just seemed like generic gameplay features that are very similar to the human marauders and trains: that is: generic troops that wander into your systems, do some damage, are more annoying than damaging, don't add anything to the strategic thinking (in particular marauders, since they pop up anywhere), and don't seem to add anything to the game.  The same way that flies and mosquitos don't add much to one's enjoyment of real life.  The wardens in particular seemed to turn up very frequently (once every 3-5 minutes or so), which seemed too often.

6. while I'm on point, what's the point of astro trains now?  they do next to no damage, and all they really do is make the 'your command station at x is being attacked' notification flash up to annoy you.  The only time I've seen a train kill anything of mine was when one shot a few turrets that I had only just started building a few seconds earlier.  Oh and they make your FRD'ed ships follow them around shooting at them instead of defending against the real threats.  They seem like a useless feature right now.

7. reserved judgement on the hives.  There seemed to be a lot of them, they weren't very scary or effective and didn't seem to do much in the way of threatening us or reinforcing planets.  We saw plenty wander around in planets that we took and they fell easily.  Two or three tried to hit my home base and they seemed to do very little damage to the force field, so they failed to make a dent.  Since they're pseudo 'hero' units, it'd be nice if the info display for them made it clearer what their hero-like stats are: ie, what 'level' or 'xp' they are, what 'equipment' (ie modules) they have, how many ships they can command, what they can build, what 'class' they are, etc.  Would also be cool if you got a notification whenever you took one down: 'you have slain x, a level y builder hive' or something like that.  Right now it all seems a bit anticlimatic.

8. on the hives still - I know they're meant to retreat when low on health or have had their shields knocked down or something like that.  I saw a few do this.  They all tried to retreat far too late though - it seems they need a more robust way of figuring out whether they're doomed (some kind of calculation of their own fleet's strength + the planetary defences (if the planet is owned by the AI) vs human players' fleet strength + the planetary defences (if planet owned by human), and they run away if that ratio becomes too life threatening).  Their inability to keep themselves alive meant that as far as I could tell, all the hives we encountered were very weak and probably close to the equivalent of level 1

9. thumbs up on the concept of mark 2/3 harvestors.  Not such a big fan of the numbers right now.  Getting mark 3 of both costs 4k + 5k knowledge for a 12/s -> 16/s increase.  On a typical 8/8 planet, that's an increase of 32/32.  For 4k + 5k knowledge I could get economic command station 3 for a 48/48 increase.  Many planets are materially worse than 8/8 and so the comparison is even less favourable for the harvestors.  Yes I know I'm comparing apples and oranges, and harvestor 2/3s build way faster, etc.  But the relative 'feel' is that it's not worth it still.

10. on a related point: economic command stations are also more attractive due to our playstyle and what I imagine is a fairly common playstyle for people who play with friends they know.  We tend to have 1-2 people in the team of 4 get higher mark command stations and take the lion's share of planets.  To balance out everyone's economic incomes, those players then gift most of their harvestors to the other 2-3 players, since their economic command stations generate plenty of income for them.  This maximises team economic income while minimising knowledge spent (since only 1-2 people need to research high level command stations).  We can't pull the same kind of strategy with harvestor 2/3s because the rich player wouldn't be able to gift the harvestors to the poor ones, because the poor ones wouldn't have researched mark 2/3.  So yet another reason mark 2/3 harvestors seem slightly underpowered compared to economic command stations.  A simple boost to 15/15 and 18/18 might be enough to fix it, but of course that may unbalance the game in general - glad it's your problem not mine!

11.  would be nice if the mark 3 power station, the nuclear silo, merc dock and the starship constructor all started paused at the start of a new game

12. thumbs up on occasional clusters of spider turrets: makes those planets more interesting.  would be nice if the planetary summary on the galaxy map made these clusters more obvious though.

13. thumbs up on transport downgrade.  i used to be a raiding fiend, but it was a bit silly to be able to have nigh on invincible transports that could instantly dump their whole load when almost every other strategy game with transports have them as very fragile, requiring of escorts, slow to unload, units

14. thumbs up on the coloured lines in the galaxy map.

15. thumbs up on the build speed increase for starships/silos.  though it may be a little bit too fast now: spire starships don't feel so awesome when they come out that fast (silly I know)

16. general comment on fabricators: it seems that fabricators are perhaps not as distinctive as they should be: they're just not useful enough to be of strategic significance.  I can't recall the last time  I saw a non-starship fabricator that I was willing to change my plan of attack for, even if all I had to do was to change my route by one planet.  Compared to the huge importance of ARSes, Mark 4 factories or even the lesser lights like Zenith Power Stations and Zenith reserves, they're just not important enough.  They don't produce enough ships to make a meaningful difference to a big fleet, they're fragile and die easily if not protected properly (and the 'proper protection' required often outweighs the value of having the ships that it produces), they take additional micro to share them around with your teammates, etc.  There's virtually no situation that I can think of where I'd take and hold a dangerous planet just for one or two fabricators, whereas for a lot of other neutral structures you'd definitely consider raiding or capturing it temporarily: ARSes are the obvious example, others are things like data centers, co-processors.  Perhaps if fabricators were made more like those buildings then they'd be strategically interesting again:  maybe if capturing a fabricator meant that you could build more of them (even if they're extremely expensive, are of limited number, cost a lot of power and cause AI progress upon death)

Anyway, I think I've rambled long enough.  Will update with further comments when we get around to our game again.
« Last Edit: August 23, 2010, 07:40:54 PM by lanstro »

Offline Diazo

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Re: Beta Feedback: 3.188
« Reply #1 on: August 23, 2010, 11:22:57 AM »
Interesting, how many players total did your game have? I'm playing single player and it's feeling quite different.

5. thumbs down on Neinzul Wardens and Neinzul Roaming Enclaves.  I know the Roaming Enclaves can be friendly, but to us these new factions just seemed like generic gameplay features that are very similar to the human marauders and trains: that is: generic troops that wander into your systems, do some damage, are more annoying than damaging, don't add anything to the strategic thinking (in particular marauders, since they pop up anywhere), and don't seem to add anything to the game.  The same way that flies and mosquitos don't add much to one's enjoyment of real life.  The wardens in particular seemed to turn up very frequently (once every 3-5 minutes or so), which seemed too often.

I guess this is an opinion thing, but I find these are a nice randomization without being too damaging. With the wave warnings and whatnot, you always have a couple minutes warning on what the AI is going to do. These are a smaller threat that you don't get warnings for. I do agree with the Wardens spawn rate being perhaps a bit high, but they are so weak that it's not really a concern for me.

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6. while I'm on point, what's the point of astro trains now?  they do next to no damage, and all they really do is make the 'your command station at x is being attacked' notification flash up to annoy you.  The only time I've seen a train kill anything of mine was when one shot a few turrets that I had only just started building a few seconds earlier.  Oh and they make your FRD'ed ships follow them around shooting at them instead of defending against the real threats.  They seem like a useless feature right now.

Again, I see these as something to add variety to the game to make it more then just you and a (predictable) AI fighting. I do agree that with all the other stuff that has since been added, they do kind of fade into the background now. They were the first attempt X made at this and it does show.  :-\

I'm not about to ask for changes to the trains though with everything else they are trying to get done at the moment though.

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7. reserved judgement on the hives.  There seemed to be a lot of them, they weren't very scary or effective and didn't seem to do much in the way of threatening us or reinforcing planets.  We saw plenty wander around in planets that we took and they fell easily.  Two or three tried to hit my home base and they seemed to do very little damage to the force field, so they failed to make a dent.  Since they're pseudo 'hero' units, it'd be nice if the info display for them made it clearer what their hero-like stats are: ie, what 'level' or 'xp' they are, what 'equipment' (ie modules) they have, how many ships they can command, what they can build, what 'class' they are, etc.  Would also be cool if you got a notification whenever you took one down: 'you have slain x, a level y builder hive' or something like that.  Right now it all seems a bit anticlimatic.

8. on the hives still - I know they're meant to retreat when low on health or have had their shields knocked down or something like that.  I saw a few do this.  They all tried to retreat far too late though - it seems they need a more robust way of figuring out whether they're doomed (some kind of calculation of their own fleet's strength + the planetary defences (if the planet is owned by the AI) vs human players' fleet strength + the planetary defences (if planet owned by human), and they run away if that ratio becomes too life threatening).  Their inability to keep themselves alive meant that as far as I could tell, all the hives we encountered were very weak and probably close to the equivalent of level 1

This is really where the difference between single player and co-op is showing. Hives were a very hard stone wall for me in my game. I didn't handle the hives in my game very cleanly, but several times I had to capture a different planet because they were defending the one I actually wanted. And I was playing with advanced hybrids off.

I'm thinking hybrids need to scale with # of players somehow. I can't see anyway to balance single player vs. co-op otherwise. Any sort of straight buff to the hybrids would make a single player game very interesting to capture your first few planets.

I do agree that mid to late game hybrids need a tweak though. My fleet's gotten to the point where I can crash a system with 6 hybrids in it without issue. I do take losses but not enough to stop me. My fleet at this point being Mk II fighters, Mk I,II,III bombers, Mk I frigates, 5xLight Starships, 3xFlagships.

For the mid to late game thing, maybe increase hybrid evolution rate based on AIP somehow?

Anyways, that's my $0.02 for what it's worth.

D.

Offline keith.lamothe

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Re: Beta Feedback: 3.188
« Reply #2 on: August 24, 2010, 10:57:32 AM »
Thanks for the feedback :)  Gotta run and don't have time to read in depth right now but one comment on the hybrids: they're still very much in development, particularly in scaling against multiple players.  They've been nerfed pretty heavily from the initial releases because they were totally killing people playing single player in under 2 hours, and it hasn't all equalized out yet.
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Offline keith.lamothe

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Re: Beta Feedback: 3.188
« Reply #3 on: August 24, 2010, 12:35:51 PM »
Oh! If you were playing 3.188 there's a bug that was really crippling the hybrids.  Basically the main AI would scrap most of them.  Amusing, but not effective ;)  That's been fixed for 3.189.
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Offline CogDissident

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Re: Beta Feedback: 3.188
« Reply #4 on: August 24, 2010, 03:05:39 PM »
16. general comment on fabricators: it seems that fabricators are perhaps not as distinctive as they should be: they're just not useful enough to be of strategic significance.  I can't recall the last time  I saw a non-starship fabricator that I was willing to change my plan of attack for, even if all I had to do was to change my route by one planet.

Personally I have to agree. Fabricators used to be quite good, but now there are really quite few where its worth it to keep the fabricator, since they need such protection. If fabricators could move (slowly, speed 2 or 4) to more secure systems, or if they spawned other fabricators for allies to use like mk4 factories, then maybe they would be worth it. As it is though, the only fabricator I've ever cared enough to go out of my way for is the engineer-fabricator. Since those engineers have such a huge multiplier it cuts the time on even spire starships to less than one minute (and since they never die, due to being cloaking, immune to tractors, and teleporting. And ontop of that, you can just leave them in your safe systems on a starship fabber).

Offline zebramatt

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Re: Beta Feedback: 3.188
« Reply #5 on: August 25, 2010, 12:30:22 PM »
16. general comment on fabricators: it seems that fabricators are perhaps not as distinctive as they should be: they're just not useful enough to be of strategic significance.  I can't recall the last time  I saw a non-starship fabricator that I was willing to change my plan of attack for, even if all I had to do was to change my route by one planet.

Personally I have to agree. Fabricators used to be quite good, but now there are really quite few where its worth it to keep the fabricator, since they need such protection. If fabricators could move (slowly, speed 2 or 4) to more secure systems, or if they spawned other fabricators for allies to use like mk4 factories, then maybe they would be worth it. As it is though, the only fabricator I've ever cared enough to go out of my way for is the engineer-fabricator. Since those engineers have such a huge multiplier it cuts the time on even spire starships to less than one minute (and since they never die, due to being cloaking, immune to tractors, and teleporting. And ontop of that, you can just leave them in your safe systems on a starship fabber).

I disagree! I want fabricators because I want more ships! You can never have too many ships.

Offline CogDissident

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Re: Beta Feedback: 3.188
« Reply #6 on: August 25, 2010, 02:23:30 PM »
But is it really worth having to specifically defend a part of a system with a structure in it that is so weak it dies to a single shot from a raid-starship, while having to manage production from there separately from the rest of your army, AND only get maybe 40 ships out of it? And what if this system is 5-6 jumps from your front line? On some of the slower ships this could be 20 minutes of travel time.

Offline zebramatt

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Re: Beta Feedback: 3.188
« Reply #7 on: August 25, 2010, 03:59:55 PM »
Well, ok, I concede that they're not always worth it!  :)

But if there's one only a couple of hops off the beaten path then I'll seriously consider it; and they'll always make me consider their resident planets for a beachhead manoeuvre.


Offline Giegue

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Re: Beta Feedback: 3.188
« Reply #8 on: August 25, 2010, 06:06:59 PM »
I only take it if its a really useful ship. like the starship bomber.

Offline lanstro

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Re: Beta Feedback: 3.188
« Reply #9 on: August 28, 2010, 08:59:15 PM »
We've patched to 3.189 and continued the game and are now at about the 7 hour mark, about to take one of the core planets.  A few more comments:

17.  Having 3000 knowledge/planet seems a bit high.  We seem to comfortably have enough knowledge for everything we want at any given time, which removes the strategic thinking required of deciding what to do with limited knowledge.  2500/planet was probably fine?

18.  The hybrid hives seemed to be even less threatening in 3.189.  There seemed to be less of them, they didn't seem to 'level up' and caused us no problems at all.

19.  The nuke-building neutral faction might be broken?  We captured two planets with silos, and all they did was build a lightning warhead every so often and then idle with them around the silos.  It didn't seem to have any intention of moving its warheads around to nuke our planets.  The only time any warheads went off was when we tried to clear the stockpile of warheads, upon which they chased our fleet around.  It also seems odd that you can't destroy the silos themselves: would've thought that it made sense for players to be able to raid/destroy these silos to stop warheads from coming in.

20.  I'd like to re-iterate my earlier comments about how most fabricators seem unuseful.  Our empire has about 3-4 planets with fabricators on them, but since you can't move them and since you have to manually share them around the team for everyone to have use of them, using them properly meant:
a) sharing them with teammates when you're 'finished' with it
b) coordinating engineers on several planets
c) setting and updating rally points from several different fabricators on different planets
d) taking extra care on some of those planets
All up, it seemed like more effort than it was worth for most of the fabricators we had.

21.  Curious about the operation of the superprocessor.  We held one for about an hour, seeing the troops pour out of it slowly go from Mark 1 up to Mark 5.  All was going well, but then it suddenly disappeared (not that we were there to see it happen), and we're not sure why.  Could it have been some splash damage, or does it always disappear after x time, or have we missed something?
That said, if it was meant to disappear after x time, that would make sense from a balance point of view since otherwise, it'd just be way too good.

22.  The game slowed down dramatically at about the 6 hour mark.  We're not sure if it was the game or our computers (one of my friends' computers is pretty virus ridden since he's a bit careless with his net security).  We did have a lot of a lot of ships at that stage due to parking leech starships at the the aforementioned superprocessor, so with about 10k ships in human hands and occasional threat levels of 5k+ that may have slowed the game down significantly.  Quitting and reloading the game didn't seem to help.

23.  We're not sure, but it seemed like the AI neinzul ships were able to make use of our neinzul regen chambers.  If that's the case, surely it's a bug?

24.  Thumbs up on the conversion of dreadnought to siege starship: definitely makes them much more distinctive.  They're so good for raiding now, to maybe being too good?  We're going to test out whether we can just snipe each of the guard posts in the core planet using siege starships.  If it works out with minimal losses, then I'll be back telling you guys that they're overpowered.  (One possible solution is to change the transport drop rate from '10/second' to '1 or 2/second for starships and 10/second for other').

25.  In general, the gameplay has improved greatly from about 3 months ago, so bravo to Arcen.  Once the hives are sorted out and work as intended, we think it will be great fun.
« Last Edit: August 28, 2010, 09:04:39 PM by lanstro »

Offline keith.lamothe

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Re: Beta Feedback: 3.188
« Reply #10 on: August 28, 2010, 09:24:02 PM »
17.  Having 3000 knowledge/planet seems a bit high.  We seem to comfortably have enough knowledge for everything we want at any given time, which removes the strategic thinking required of deciding what to do with limited knowledge.  2500/planet was probably fine?
Chris is the one tweaking knowledge, so I'll leave that to him.

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18.  The hybrid hives seemed to be even less threatening in 3.189.  There seemed to be less of them, they didn't seem to 'level up' and caused us no problems at all.
Sigh; and they were doing so well earlier in the dev cycle ;) I guess they were just waiting for us to start the port to slack off.  Probably the big thing is the lack of scaling to human-homeworlds/players, but sounds like there are other bugs operating too.  Anyway, we'll figure it out; I'll endeavor to post here when there's a release coming out to fix the balance there.

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19.  The nuke-building neutral faction might be broken?
It's actually not supposed to build nukes :)  Just lightning warheads and the occasional EMP.  But it sounds like something broke their auto-behavior logic, so need to fix that (we got another report of that, not just y'all)

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It also seems odd that you can't destroy the silos themselves: would've thought that it made sense for players to be able to raid/destroy these silos to stop warheads from coming in.
The original concept was for them to be as invincible as the dyson sphere, and as persistent; just always mad instead of only mad if you claim the system, but also spawning much less regularly and thus more manageable.

On the fabricators, I'm thinking about it, though that's probably more of a Chris thing.

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21.  Curious about the operation of the superprocessor.
There's no intentional mechanic to auto-evaporate it, it was probably just splash damage... though I thought I changed all aoe damage to not indirectly hit anything that causes AIP on death or otherwise requires direct targeting.  As for balance, it's supposed to get increasingly unmanageable so as to restrict the total possible gain; it should be a case of "if I hold this too long it will reach such a critical mass that it can kill me", which I think is more interesting than it just disappearing at X time.  Anyway, will need to revisit that, and particularly check the number-of-players scaling.

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22.  The game slowed down dramatically at about the 6 hour mark... Quitting and reloading the game didn't seem to help.
Hmm, that's odd.  If you see that again in the Unity version (once that's ready), we can run it through a profiler (if we can get it to work) and hopefully get some useful info.

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23.  We're not sure, but it seemed like the AI neinzul ships were able to make use of our neinzul regen chambers.  If that's the case, surely it's a bug?
Haha, that would be pretty insane, yea.  If you get a confirmed case and can give us a save, that will help a lot.

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24.  Thumbs up on the conversion of dreadnought to siege starship: definitely makes them much more distinctive.  They're so good for raiding now, to maybe being too good?  We're going to test out whether we can just snipe each of the guard posts in the core planet using siege starships.  If it works out with minimal losses, then I'll be back telling you guys that they're overpowered.  (One possible solution is to change the transport drop rate from '10/second' to '1 or 2/second for starships and 10/second for other').
Glad you like them :)  Yea, I'm sure they're at least moderately overpowered at this point, that's kinda intentional because it's much easier to get happy player feedback (positive and correctional) coming at it from that angle ;)  I'm thinking that the sieges should have their reload bars set to full when they pop out of a transport, and perhaps have the reload time extended (with corresponding increase in attack power, it's supposed to hit like a freight train).  The idea is that if you can set up a safe area for them to operate long enough within that 23k range, you kill things dead.  Otherwise, the sieges die swiftly.

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25.  In general, the gameplay has improved greatly from about 3 months ago, so bravo to Arcen.  Once the hives are sorted out and work as intended, we think it will be great fun.
Glad the overall effect is significantly positive; we certainly do have a ways to go before a lot of the new stuff is really ready for an official release (and there's some old stuff that could use some significant attention), and the feedback helps a lot towards that :)
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Offline lanstro

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Re: Beta Feedback: 3.188
« Reply #11 on: September 12, 2010, 09:05:32 PM »
Only a short session this weekend, during which we took down a core planet.

Just a few comments:

26. Reiterate that 3000 knowledge/planet seems way too high now: each of us in our team of 4 have 10k+ spare knowledge right now, and one of us has 30k spare.  We don't really need it and can probably win the game without using any more of it.

27. Taking down a core planet doesn't seem to be as dramatic or tense as before - the one we took down just felt like a slightly beefier normal planet.  I think the main reason it seemed a bit trivial is the reduced number of ships per planet: in older versions, assaulting a core planet meant you had to deal with 1-3k core ships and starships pounding away at your fleet, which then backlash into your systems the second the core dies, and led to a very nervous battle between your backup defences and that backlash.  In the core planet that we took down this weekend, there were only about 300 free ships and they were simply not that scary.  It was all a bit anticlimatic.  Suggest an increase in ships on core planets.

28.  It's probably just the particular mix of ships the AIs we had that has made this possible, but viral shredders are dominating our current game.  One person on our team got themselves a bunch of them from a super-processor using a leech starship, and his fleet of viral shredders is now, about 4 hours later, getting ridiculously huge.  He has about 1500 of them and they just keep growing every time we fight.

29. Enemy spider turret clusters that you didn't notice until too late suck.

Offline Diazo

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Re: Beta Feedback: 3.188
« Reply #12 on: September 12, 2010, 09:36:13 PM »
26. Reiterate that 3000 knowledge/planet seems way too high now: each of us in our team of 4 have 10k+ spare knowledge right now, and one of us has 30k spare.  We don't really need it and can probably win the game without using any more of it.

27. Taking down a core planet doesn't seem to be as dramatic or tense as before - the one we took down just felt like a slightly beefier normal planet.  I think the main reason it seemed a bit trivial is the reduced number of ships per planet: in older versions, assaulting a core planet meant you had to deal with 1-3k core ships and starships pounding away at your fleet, which then backlash into your systems the second the core dies, and led to a very nervous battle between your backup defences and that backlash.  In the core planet that we took down this weekend, there were only about 300 free ships and they were simply not that scary.  It was all a bit anticlimatic.  Suggest an increase in ships on core planets.

These are kind of linked I think.

Keith (or was it X?) did comment in another thread that lategame Mk IV's and V worlds seem to have been made easier then intended with the reduced ship cap so I would expect a tweak of some sort there.

As for the knowledge, in my previous (single-player) game, I was crying for all the knowledge I could get with 14 planets captured. I think this is again the AI ships got reduced, but the human ship caps didn't, therefore, especially in multi-player, the late game, higher mark worlds, are suffering really badly from the reduced ship cap that didn't affect the human ship counts.

I understand why the AI ship counts were lowered, but they either need to go back up (but not to previous levels) or Mk V (and maybe Mk IV) ships need a boost.


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29. Enemy spider turret clusters that you didn't notice until too late suck.

Yes, yes they do.  :-\

D.

Offline keith.lamothe

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Re: Beta Feedback: 3.188
« Reply #13 on: September 12, 2010, 09:50:12 PM »
Yea, we definitely plan to give the AI some new toys to use in place of "make core world invincible by virtue of having 5000 core grenade launchers".  That approach was actually really good at winning by preventing the human from winning, but we're wanting to shift that into stuff that actually makes the player lose rather than just stonewalling them.  The stonewall approach is good strategy, but not necessarily good fun.  It's just in the middle of the process right now :)
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Offline RCIX

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Re: Beta Feedback: 3.188
« Reply #14 on: September 12, 2010, 10:48:23 PM »
With the knowledge issue, are you guys just steamrolling planets? Then you're doing it wrong :P
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