Arcen Games

General Category => AI War Classic => Topic started by: kasnavada on April 24, 2013, 08:33:35 pm

Title: 7/7 game with next to no knowledge used... won.
Post by: kasnavada on April 24, 2013, 08:33:35 pm
Quote
Remember, any comparisions to CSG's is a no go, since anyone who uses low aip games didn't use
10,000 k is nowhere near enough to win.


You see, since we cannot agree on that, everything else is mot.

10k is plenty.
@chemical_art, are you saying that you can win a game with only spending 10,000 K (or maybe 13,000 K due to the HW's contribution)?  Even with non-lazy AI?

Even on Diff 7 I'd consider that alarming.  On 8+ I'd consider that a major balance problem.

Edit: wait, now your post says 100k.  Which I would agree is plenty, but Faulty was talking about 10k.  <developer-confused> ;)

Done it, beaten with diff 7, the "low AIP route" all the way.
Options : Spire hard 4. Botnet 4, devourer.

Saves attached.

I did some save scumming because of the EXOs, yet I unlocked only the scout II.

Strategy used, nothing too fancy :
- rush advanced research station.
- scout / neuter as much as possible up to 3 system away from colonized systems / reduce AIP with the CP and DC.
- regroup some stuff wo you do not die against exos.
- take some more planets (core shield)
- take out the first AI.
- reinforcements start to become annoying, you have to intensify clean-up so you can still pass from system to system (scout 2 was taken because it was necessary to see what happend to be able to do the clean-up properly).
- take the last research station which I completely forgot about
- take out the second AI.

I did most clean-up / assault with the both neinzul unlocks, because ressources are expensive with no ressource unlock, leaving the rest of the fleet to defense / reclamation duty. I took a few more planets than the minimum required because the AIP floor was way higher than the current AIP. So, 2 AIP to take a planet ? Yeah.

If people are interested for the AAR to be a bit more complete, no problem... but since it's 2:20 AM here, that's gonna wait until at least tomorrow night...

Again, the only trouble I had was with the Exos, the spire ships are kinda weak against them. Yet, the penetrators are awesome, it certainly sped up the destruction of both AI once I remembered they existed. Also, the counter wave for each Core guard destruction is a real pain in the ***.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Mánagarmr on April 24, 2013, 08:37:03 pm
Keeeeeiiiiiiith! Balance problem! :)
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 24, 2013, 08:45:50 pm
Did you play with Lazy AI on or off?

If off, how did you get past the (supposed to be) sizable strategic reserves?


And you had to both save scum and do very "micro-ish", "grindy" stuff (reinforcment killing passes, large amounts of nuetering), so I don't see how this would be a balance problem if you had to do this much work for it on difficulty 7.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 24, 2013, 08:49:31 pm
You won on 7/7 while spending only 500 knowledge (on scouts).  This is absurd ;)

I had a non-superweapon game in mind when I said that, doing it with them isn't very alarming though still somewhat surprising :)

An impressive win, given the fairly harsh restrictions.

I'm wondering if the ARS's granting both mkI and mkII is too nice.  Though they were not well favored back when they only gave the mkI. Maybe they could just give you an extra 1000 K on-capture or something like that.

But my guess is that this would be trickier without superweapons (though the exos certainly go a long way to making that legit).
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 24, 2013, 08:53:05 pm
Did you play with Lazy AI on or off?
Looking at the saves, he had lazy off AND CSGs on.  They're somewhat redundant (I'm happy to accept a non-Lazy game as valid for balance feedback even with CSGs off) but he definitely wasn't cutting corners there.

Quote
If off, how did you get past the (supposed to be) sizable strategic reserves?
Superweapons, I'm thinking.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 24, 2013, 09:11:16 pm
I'm wondering if the ARS's granting both mkI and mkII is too nice.  Though they were not well favored back when they only gave the mkI. Maybe they could just give you an extra 1000 K on-capture or something like that.

I never really minded them giving only mark I WAY back in the day.

Anyways, giving some extra K beyond what you would of gotten from the planet anyways, but less than the cost of a Mk. II fleetship unlock may be a worthwhile nerf.
Though, some people may, well, not kill you, but at least yell at you some, for nerfing something so deeply ingrained in the "metagame" by this point.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 24, 2013, 09:17:31 pm
Though, some people may, well, not kill you, but at least yell at you some, for nerfing something so deeply ingrained in the "metagame" by this point.
That's what I'm here for!  (whether I mean "being yelled at" and/or "changing deeply-ingrained stuff" I will deliberately leave ambiguous)
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Aklyon on April 24, 2013, 10:24:54 pm
Though, some people may, well, not kill you, but at least yell at you some, for nerfing something so deeply ingrained in the "metagame" by this point.
That's what I'm here for!  (whether I mean "being yelled at" and/or "changing deeply-ingrained stuff" I will deliberately leave ambiguous)
Are you sure its not both? :)
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Oralordos on April 24, 2013, 10:37:39 pm
Though, some people may, well, not kill you, but at least yell at you some, for nerfing something so deeply ingrained in the "metagame" by this point.
That's what I'm here for!  (whether I mean "being yelled at" and/or "changing deeply-ingrained stuff" I will deliberately leave ambiguous)
Are you sure its not both? :)
There is doubt?


I vote for not automatically getting mark II and giving a small amount of free K.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Faulty Logic on April 24, 2013, 10:52:11 pm
I really like getting mkII. It lets you see if the ship will be useful to you or not. You could have the ARS planets produce less k to compensate (the data being in the ARS).
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Hearteater on April 24, 2013, 10:54:23 pm
I'm totally ok with ARS not giving Mark IIs, especially if the Mark III cost comes down as was discussed in another thread elsewhere.  I don't really even need anything to compensate beyond that.  Actually, yeah, one thing.  Can we get the resource multipliers for higher marks (III+) looked at?  They are just too high for fleet ships.  Starships they are fine.

One of the reasons is because I kind of view the bonus ship I select as a major component to a game.  That's what I'm planning to use to win.  But when I get an ARS I get Mark II free and that quickly makes those ships that randomly show up much more prominent since often I haven't unlocked Mark II of my starting ship.  A silly reason maybe, but I always feel my starter bonus ship gets the short end of the stick.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 24, 2013, 10:55:17 pm
Yea, I'm not sure if this proof of concept really should prompt any change. You said you would be shocked if someone did it on 7/7, but didn't outright say it would be a balance problem unless it happened on at least 8/8, presumably without golems or botnet too.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 24, 2013, 11:02:32 pm
I'm totally ok with ARS not giving Mark IIs, especially if the Mark III cost comes down as was discussed in another thread elsewhere.  I don't really even need anything to compensate beyond that.  Actually, yeah, one thing.  Can we get the resource multipliers for higher marks (III+) looked at?  They are just too high for fleet ships.  Starships they are fine.

One of the reasons is because I kind of view the bonus ship I select as a major component to a game.  That's what I'm planning to use to win.  But when I get an ARS I get Mark II free and that quickly makes those ships that randomly show up much more prominent since often I haven't unlocked Mark II of my starting ship.  A silly reason maybe, but I always feel my starter bonus ship gets the short end of the stick.


I mentioned this on the other thread, but here is my idea:
MarkStat multiplierCurrent Resource Multiplier
(2*(mk-1) past Mk. I)
Proposed Resource Multiplier
(1.5*(mk-1) past Mk. II)
11x1x1x
22x2x2x
33x4x3x
44x6x4.5x
55x8x6x

Whether this should be for all linearized stat over mark buildables or only fleet ships and turrets and below I don't know yet.

PS. Thank you Free BBCode Table Generator Tool (http://www.teamopolis.com/tools/bbcode-table-generator.aspx)
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 24, 2013, 11:03:43 pm
Quote
Yea, I'm not sure if this proof of concept really should prompt any change. You said you would be shocked if someone did it on 7/7, but didn't outright say it would be a balance problem unless it happened on at least 8/8, presumably without golems or botnet too.
Well, I said winning 7/7 (non-lazy) with only spending 13,000 K would be alarming.

Winning 7/7 with only spending 500 K (and that on non-military) ... I did not expect to see that.  But given the superweapons it's not like this one data point screams for change.

The ARS thing is more of a "I've long wondered" question, brought into sharp relief when I realized what percent % of this win's non-superweapon firepower came directly from ARS's.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 24, 2013, 11:07:14 pm
PS. Thank you Free BBCode Table Generator Tool (http://www.teamopolis.com/tools/bbcode-table-generator.aspx)
Bah, just copy from spreadsheet and regex-replace

Code: [Select]
"^"=>"[tr][td]"
"$"=>"[/td][/tr]"
"\t"=>"[/td][td]"

then add the table tags to either side, done ;)
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 24, 2013, 11:07:25 pm
Oh yea, and I would be fine with the ARS gives some knowledge < Mk. II fleetship knowledge cost type nerf return for Mk. III fleet ship knowledge costs coming down a bit.
Faulty Logic's alternate idea of making ARS planets give less knowledge as the nerf would also work, though I would still prefer the first idea.


And I feel compelled to point out that the consensus on the poll about starships I made earlier seemed to give the impression that players feel that the starships were overbuffed, but not by much. (I can provide link if you want)
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Cinth on April 24, 2013, 11:20:29 pm
Aren't ARS usually seeded with CSG nodes?  So you would want to nerf the K gains on planets you would have to take in the case of Faulty's suggestion?  I thought low AIP games held K at a premium.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: LaughingThesaurus on April 24, 2013, 11:42:17 pm
I'm gonna go ahead and chime in and say I like ARSs where they are. If you finish a game of 7/7 without any sort of super weapons then it's a teensy bit more alarming. But really like, I'm pretty awful at strategy games and I want to be able to play against the AI at maximum intelligence. You can't do that on not-difficulty 7, and I actually struggle with difficulty 7 quite a bit as it is. Making ARSs weaker and all that for the sake of the most hardcore players might be a bit much.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Radiant Phoenix on April 24, 2013, 11:52:19 pm
PS. Thank you Free BBCode Table Generator Tool (http://www.teamopolis.com/tools/bbcode-table-generator.aspx)
Bah, just copy from spreadsheet and regex-replace

Code: [Select]
"^"=>"[tr][td]"
"$"=>"[/td][/tr]"
"\t"=>"[/td][td]"

then add the table tags to either side, done ;)
I do it manually. With the keyboard.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 25, 2013, 12:09:55 am
But really like, I'm pretty awful at strategy games and I want to be able to play against the AI at maximum intelligence. You can't do that on not-difficulty 7, and I actually struggle with difficulty 7 quite a bit as it is. Making ARSs weaker and all that for the sake of the most hardcore players might be a bit much.
I'm not sure you understand.  He only spent 500 K the entire game.  He had over 40,000 K left at the end of the game.  Even if ARS got nothing in return you're out a maximum of 12,500 K to get the mkII unlocks yourself.

I mean, if this were Faulty, I'd chalk it up to "well, yea", but I don't think that's the level of play we're looking at here :)

That said, I'm not rushing to change this, either, but I do think it's one area where the game is nicer than it should be.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: LaughingThesaurus on April 25, 2013, 12:20:22 am
Usually I fall apart in the early game when I'm like not at all good at defending on multiple fronts. So, the extra free caps of the mark II ships would be more helpful to me. I mean, some time after this weekend I'll have time to give it a good bash and see how I feel in more detail. I'll just abuse full caps of all kinds of turrets and totally overcompensate on defense and that should help.
I mean, 40k knowledge is really excessive to have and just not spend to get any stronger. That's a good point there admittedly. And, yeah, I'm just under the impression that everybody else is significantly more experienced than I am as well so they have much easier times with gimmicky games.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: RCIX on April 25, 2013, 02:20:02 am
What if you got [ai mark level] ships from ARS?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: kasnavada on April 25, 2013, 02:29:52 am
Did you play with Lazy AI on or off?
Looking at the saves, he had lazy off AND CSGs on.  They're somewhat redundant (I'm happy to accept a non-Lazy game as valid for balance feedback even with CSGs off) but he definitely wasn't cutting corners there.

Quote
If off, how did you get past the (supposed to be) sizable strategic reserves?
Superweapons, I'm thinking.

I did most of First AI by :
- building a full cap of lvl 1 & 2 neinzul in a world 2 steps from the AI homeworld.
- send the full pack of 384 ships.
- Waiting for the defense to unspawn.
- Repeat.

I did the same to clean-up the lvl 4 world next to the homeworld just before attacking the homeworld. The entire remainder of the fleet was set to defense duty.

Basically the 4 caps do about 15M damage before getting annihilated (much more random than this, of course), which the AI will not repair fast enough. Since I attack often the defense on the homeworld gets converted to threat, and since I have next to no def then attack and get crushed. Either that or I use the scout network put in place to search and destroy.

When I was beating up the last core guard (the one with the shield 5 and the drones) on the First I, by taking chunks of 10-15% of the shield, I remembered the penetrator and things went kinda faster from there. I could have done the first AI without, I do not know for the second AI. I found out they bypass shields when rushing the last AI home station, otherwise I used them to kill the shield first and whatever was below them afterwards (yes, I know...).

The main danger from the AI homeworld was not the reserves but, the drones. They spawn rather slowly, not all of them move (FRD bug ?) and anyway, they cannot (and shouldn't IMO) kill a 384 fleet fast enough to prevent any damage being done. Else the game would be unwinnable.

The other main danger was the Exo-waves, I restarted once for the first since I did not think they would all spawn NEXT to my howeworld. I save scummed once for the first core guard too (spawned at the same place, ruined my home station). I save scummed 4 - 5 for the second Exo, because I wanted the golem to survive, even if I survived most of them.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: kasnavada on April 25, 2013, 02:32:07 am
I do not think the research stations are the balance problem for this.

I could have done this (more slowly for sure) with caps of level 1. I did not even use the hacker station to choose what ship to use.

IMO, the problem is that I'm completely unopposed until the AIP reaches 140 or so. Waves, reinforcements and default garrison is pathetic and weak until then.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Zeyi on April 25, 2013, 04:07:02 am
Which neinzul ship were you using?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 25, 2013, 07:29:34 am
I do not think the research stations are the balance problem for this.

I could have done this (more slowly for sure) with caps of level 1. I did not even use the hacker station to choose what ship to use.

IMO, the problem is that I'm completely unopposed until the AIP reaches 140 or so. Waves, reinforcements and default garrison is pathetic and weak until then.

Which has sort of been touched on in other threads, and what the "lazy AI" off was supposed to help address if you can stay very low AIP to the late game, but then have a much harder "wall" if you do this as the AI won't skimp on HW defense even at low AIP with this option.

Considering that you were able to out produce the non-lazy strategic reserve with almost no knowledge and only Mk I and II fleetships and Mk. I starships, it may be that strategic reserves need a buff.

That said, I still do think that the AI's "base strength" could go up some in return for its growth over AIP going down a bit.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Hearteater on April 25, 2013, 10:16:15 am
I've got to say, Lazy AI is confusing to me in terms of naming.  Having Lazy AI on makes the game easier.  Having CSGs off makes the game easier.  So On/Off is easiest, Off/On is hardest, while On/On and Off/Off are middle ground.  I think I'd rather if Lazy AI became Vigilant or something, and turning it on makes the game tougher.  So in both cases turning on the options makes the game harder.  It can default to the opposite of Lazy so the default state is the same.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 25, 2013, 11:15:45 am
I've got to say, Lazy AI is confusing to me in terms of naming.  Having Lazy AI on makes the game easier.  Having CSGs off makes the game easier.
They're in different categories in the lobby; in the AI Mods section of the lobby (where the Lazy toggle is) everything defaults to off.  Flipping the Lazy toggle to a Vigilant toggle there would be like flipping the "No Waves" toggle to a "Sends Waves" toggle :)
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 25, 2013, 12:47:13 pm
I've got to say, Lazy AI is confusing to me in terms of naming.  Having Lazy AI on makes the game easier.  Having CSGs off makes the game easier.
They're in different categories in the lobby; in the AI Mods section of the lobby (where the Lazy toggle is) everything defaults to off.  Flipping the Lazy toggle to a Vigilant toggle there would be like flipping the "No Waves" toggle to a "Sends Waves" toggle :)

I think the idea is that if it is currently checked, it will become unchecked, and visa-versa.

In other words, create a new option, remove the old option, and have the program populate the new option (both in the cached lobby settings, current games, etc) to be the inverse of the old option if it detects the old option. It would have to remove the old option from old save games and the lobby settings cache to ensure that data doesn't get overwritten everytime, which could lead to "forgetting" settings.


I guess it depends on whether you want the "laziness" to be on by default, or off by default.

If you want "lazy" to be on (aka, not vigilant) by default, then it should change to "Vigilent" or a similar inverse option, as it defaults to unchecked.
If you want "lazy" to be off (aka, vigilant) by default, then it should remain as, as it default to unchecked.

Still, I think a better name can be found if we don't "invert" it.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 25, 2013, 12:53:40 pm
I think the idea is that if it is currently checked, it will become unchecked, and visa-versa.
I believe I understand that part.  What I'm saying is that every other item in that part of the lobby defaults to unchecked, so this one should too.  Since I want "non Lazy" to be the default, that means making "non Lazy" = unchecked, which means making checked = "Lazy".
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 25, 2013, 12:58:33 pm
I think the idea is that if it is currently checked, it will become unchecked, and visa-versa.
I believe I understand that part.  What I'm saying is that every other item in that part of the lobby defaults to unchecked, so this one should too.  Since I want "non Lazy" to be the default, that means making "non Lazy" = unchecked, which means making checked = "Lazy".

New thread to find a better name then?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 25, 2013, 01:01:22 pm
New thread to find a better name then?
If you like :)  The name it currently has was picked from 4 or 5 player suggestions in the thread which spawned the toggle, iirc.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Hearteater on April 25, 2013, 01:51:33 pm
I'm so-so on the name.  I just can't think of anything better personally :) .
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Faulty Logic on April 25, 2013, 01:54:44 pm
Indifferent, or Arrogant would be better, IMO.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Hearteater on April 25, 2013, 01:59:18 pm
I think the issue is the Lazy toggle is Disabling part of the AIs homeworld defenses, and Lazy doesn't convey that to me.  Sadly, Indifferent and Arrogant don't either.  Limited maybe, or Limited Defense.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: kasnavada on April 25, 2013, 02:07:35 pm
I do not think the research stations are the balance problem for this.

I could have done this (more slowly for sure) with caps of level 1. I did not even use the hacker station to choose what ship to use.

IMO, the problem is that I'm completely unopposed until the AIP reaches 140 or so. Waves, reinforcements and default garrison is pathetic and weak until then.

Which has sort of been touched on in other threads, and what the "lazy AI" off was supposed to help address if you can stay very low AIP to the late game, but then have a much harder "wall" if you do this as the AI won't skimp on HW defense even at low AIP with this option.

Considering that you were able to out produce the non-lazy strategic reserve with almost no knowledge and only Mk I and II fleetships and Mk. I starships, it may be that strategic reserves need a buff.

That said, I still do think that the AI's "base strength" could go up some in return for its growth over AIP going down a bit.

Something is wrong here, I did not out-produce the strategic reserves, never needed to. I beat the AI by ignoring the reserves. You can see that clearly in the last saves, just launch an assault on the world neighboring the 2nd AI. They are at 70%.

Quote
Which neinzul ship were you using?

I unlocked tigers and commandos mk1 & mk2 and with the ARS.

Quote
Looking at the saves, he had lazy off AND CSGs on.  They're somewhat redundant (I'm happy to accept a non-Lazy game as valid for balance feedback even with CSGs off)

I do not agree with this. CSG leaves you no choice, you have to take useless worlds, even worlds dangerous to clean-up, worlds that cannot easily be defended. Lazy gives you so much AIP floor that you can conquer the universe with it, and take mostly the better locations.

This makes a huge difference because there is only 5 warp station. There is no way you can defend all worlds taken with the CSG on with 5 warp station, whereas you can with the Lazy option.


On the "balance" note:
I  don't know if what I've done here is doable at higher diff level, given some things to neuter Exos (including, not using golems / spirecraft). What is the growth in reinforcements between diff 7 and 8 ? Twice as numerous ? The ressources needed to build stuff are really on the low side. Given a 10 or 13k limit however, it should be doable, yet I don't think the same "blocks" would happen. In my opinion, a cap of lvl 1 and 2 ships in a transport are enough to do enough damage to a core guard post so it does not regen completely before being able to repeat the operation on an unalerted homeworld, and fast enough to attack before getting caught up by the AI strategic reserves.

Spirecrafts, overall, are kind of weak. I built up some siege tower, but the devourer found them when I was otherwise occupied. About the exo waves / reinforcements, the bombers, spire starships, flagship and neinzul starship were the ones my troops were taking ages to kill. Of course, golems too.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 25, 2013, 02:16:18 pm
Wait, how did you bypass the strategic reserve?

Were you able to inflict enough lasting damage before the reserve took you down?

Did they fail to spawn on the AI homeworld when they were at 70% due to your "attack" on the core world?

Did the strategic reserve simply ignore your stuff?

Was the strategic reserve too easily "baitible" within a planet, letting your real force to do damage while the strategic reserve is far away due to your bait?

Did the strategic reserve react slowly enough that you had ample time to do something (pulling back, inflict enough damage to last for the next cycle, whatever)?
(BTW, based on my expeience, the answer to this question is probably yes (on average, each ship in the strategic reserve takes a long time from spawning to actually going out and doing stuff))

Am I asking too many questions in one post?  :P

P.S. I am unable to load up the saves at this time, so I can't really go check for myself what happens.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 25, 2013, 02:26:58 pm
I think the issue is the Lazy toggle is Disabling part of the AIs homeworld defenses, and Lazy doesn't convey that to me.  Sadly, Indifferent and Arrogant don't either.  Limited maybe, or Limited Defense.
Careless?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: PokerChen on April 25, 2013, 02:35:03 pm
Obsoleted.

"The AI has moved on to bigger and better galaxies, and has become less concerned with its initial territory, and the pitiful creatures that spawned them."
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: orzelek on April 25, 2013, 02:35:10 pm
I would propose "No active defense" since it seems to be important that off state is more difficult one.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Wingflier on April 25, 2013, 03:06:05 pm
The past few patches have been a continual set of nerfs to the AI that I don't think were warranted or necessary.

People keep playing on difficulties higher than they should be, then complaining that they can't win. We keep nerfing the game until this kind of thing is possible.

Unless people are losing on 1/1, I'm not sure why we constantly need to keep nerfing the AI.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 25, 2013, 03:26:49 pm
The past few patches have been a continual set of nerfs to the AI that I don't think were warranted or necessary.

People keep playing on difficulties higher than they should be, then complaining that they can't win. We keep nerfing the game until this kind of thing is possible.

Unless people are losing on 1/1, I'm not sure why we constantly need to keep nerfing the AI.

Except, none of the AI nerfs over the last few patches would of affected this playthrough. Either they were for AIPs higher than he got, or for difficulties > or >= 8.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Faulty Logic on April 25, 2013, 03:29:06 pm
Could you elaborate, Wingflier?

The AI got its lazy toggle, including counterattacks.
It got CPAs/Exos buffed, then nerfed (but still a net buff between the two).

The starship changes definitely help the humans, but we're discussing how to nerf them right now.
And some rarely-used human unlocks got a buff.

I hardly think that constitutes "a continual set of nerfs to the AI"

As to diff-10 balance, the goal is "barely impossible." And the mechanics should still be balanced relative to each other.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: kasnavada on April 25, 2013, 03:30:11 pm
Were you able to inflict enough lasting damage before the reserve took you down?
Basically, yes. Routine is: have the ships run though the lvl4 world next to the AI homeworld, then rush the post guard, die, wait for the reserve to unspawn (a few minutes) and repeat. It takes 1-3 runs to take out undefended posts, a few dozen runs to clear core shields.

Basically, after a few trips, most of what was not reserve has been "aggroed" and becomes threat. Since there is a world between the homeworld and the player's world, they go there, I wipe them out, and since the homeworld is barely alerted, it never gets significant reinforcements. Problem becomes how to repawn your troops fast enough. I used neinzuls, but I could have just waited to amass enough ressources to launch a few runs and done so with missiles and bombers. It would have taken a LOT more time though.

Making their spawn longer is not a solution, it's pretty easy to set up decoys (a few transports / ships), then going in with the ships / a transport with the ships to take down a guard post. Or, just target another guard post can do the trick. Or get in the homeworld via another wormhole.

Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 25, 2013, 03:39:09 pm
Were you able to inflict enough lasting damage before the reserve took you down?
Basically, yes. Routine is: have the ships run though the lvl4 world next to the AI homeworld, then rush the post guard, die, wait for the reserve to unspawn (a few minutes) and repeat. It takes 1-3 runs to take out undefended posts, a few dozen runs to clear core shields.

Basically, after a few trips, most of what was not reserve has been "aggroed" and becomes threat. Since there is a world between the homeworld and the player's world, they go there, I wipe them out, and since the homeworld is barely alerted, it never gets significant reinforcements. Problem becomes how to repawn your troops fast enough. I used neinzuls, but I could have just waited to amass enough ressources to launch a few runs and done so with missiles and bombers. It would have taken a LOT more time though.

Making their spawn longer is not a solution, it's pretty easy to set up decoys (a few transports / ships), then going in with the ships / a transport with the ships to take down a guard post. Or, just target another guard post can do the trick. Or get in the homeworld via another wormhole.

So, from what I am getting:
1. AI reinforcements, especially homeworlds, are a bit too low at AIP 10
2. AI defenders are a bit too easy to aggro into threat (which I have long complained about how defenders always are freed once provoked, even when defending something important or near something important, or just a tiny thing aggroed it that they really shouldn't care about beyond killing it. It seems like in some cases, only some ships should go out to chase, if any, depending on how severe the threat they just encountered was)
3. AI stuff tends to not regen fast enough, especially core guard posts
4. AI ships are too easy to "bait" within a planet, especially if they are free threat, special forces, or strategic reserve (the first two, I could maybe see, but the last one the AI needs to be good about not falling for silly tricks)
5. Strategic reserve response times (from spawn to move out to attack) are a bit too long
6. Player build times for units may (and that is a big may) be a bit too short overall for fleet ships
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Cinth on April 25, 2013, 03:46:40 pm
The past few patches have been a continual set of nerfs to the AI that I don't think were warranted or necessary.

People keep playing on difficulties higher than they should be, then complaining that they can't win. We keep nerfing the game until this kind of thing is possible.

Unless people are losing on 1/1, I'm not sure why we constantly need to keep nerfing the AI.

And those nerfs are where? I looked back to the beginning of the month in the notes and didn't find anything significant.  If anything the AIs standard options got buffed.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Trandrin on April 25, 2013, 04:02:27 pm
Where there any other memorable bits while you were doing this? Seems like it would be a fun thing to fool around with between other games.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: kasnavada on April 25, 2013, 04:09:05 pm
@TechSY730:

My thoughts on this:

1) Errr, AIP was at 50 for the first AI kill, and 150 for the second.
2) That's true, but there is 2 points there. When I first started AI war, carelessly aggroing planets with high number of ships got me killed. I don't know for you, but that's a mechanic I would like to keep. Second, if they kept being at the guard posts, I could just do the kind of runs I've been speaking about to get rid of them. That would make the game more tedious, yet wouldn't increase the difficulty one bit. Maybe they should regroup far away and only once they are a "large" wave enough launch an assault ? Dunno, if the solution was that easy it would have been done already.
3) That, I do not know. Are guard posts / core shields supposed to be killed over 2-3 assaults or are they meant to be "one-shotted" ? Also, there is kind of a problem if the entire fleet is needed to kill a guard post. What will defend against the new "retaliation" mechanic, or threat ?
4) Easy to bait because of the low diff probably. Also, I did raids on enemy neutered planets to get rid of threat (neutered planet is with no guard posts and AI ships cleared). With higher AIP I would have unlocked warp station to achieve this.
5) That might be true, yet they need to be beatable. If the AI instantly spawned enough to pawn your ships in 5 seconds at exactly where your location is, I don't really see how this would be a winnable or interesting game. Also, the AI might spawn an eye, the game needs to be winnable with the eye. The reserve are doing what they should do, deal with low-level threat.
6) This is of little consequence, really. Reducing the build time would just encourage me to put more engineers. Also, see point 3.

My opinion is that AIP on 7/7 was to low for the AI to get a significant response. Which is part of the reason why the deep-threat alarm was created, guard post were made stronger and the reserves were created... and so on. I have no better solution than the one you would propose, in my opinion what I could do in that game is a consequence of the current game mechanics which makes higher diff 9/9 games winnable. It would probably have been much easier to pull this of with no deep-strike threat thingy and no reserve and no brutal picks. Probably the conclusion is that you should not play low AIP with 7/7 games.

Finally, this is a 7/7 game. It's kinda supposed not to be hardcore.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 25, 2013, 04:18:47 pm
Finally, this is a 7/7 game. It's kinda supposed not to be hardcore.
I agree, but there's a huge difference between "not hardcore" and "you can win even if you ignore the entire Knowledge mechanic" ;)
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: kasnavada on April 25, 2013, 04:26:34 pm
Finally, this is a 7/7 game. It's kinda supposed not to be hardcore.
I agree, but there's a huge difference between "not hardcore" and "you can win even if you ignore the entire Knowledge mechanic" ;)

That made me laugh ;)

Knowledge is overrated anyway =)

Title: Re: 7/7 game with next to no knowledge used... won.
Post by: kasnavada on April 25, 2013, 04:39:55 pm
Where there any other memorable bits while you were doing this? Seems like it would be a fun thing to fool around with between other games.

Most of the time in that game was spent clearing AI territory. With the new guard posts. That's something kinda new for me, I rather used to losing high AIP games, and rarely wandering into AI territory without most of my fleet because it's scary when 1K+guns are staring at me. Also I thought the neinzul far weaker than they really are, especially on the offensive.

It certainly taught me a lot about not wasting ressources if I could avoid it =).

Also, Exo waves were never really problematics in my other games I played, I tended to have 2-3 forts and 4 caps of turrets to defend a chokepoint between my homeworld and wherever they appeared. It's not the same when they spawn next door to your homeworld, and there is no fort, 50 turrets, and a few hundred ships...
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Dichotomy on April 25, 2013, 08:08:58 pm
I don't think it's terrible that an experienced player can wipe the floor with diff 7 AI, even under some fairly severe restrictions, especially with spirecraft enabled.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Winge on April 25, 2013, 09:49:17 pm
I don't think it's terrible that an experienced player can wipe the floor with diff 7 AI, even under some fairly severe restrictions, especially with spirecraft enabled.

I would say that an experience player should have some difficulty come AI HW time with no unlocks.  However, I definitely agree that Spirecraft drastically changes the HW difficulty level (got Penetrator?).

I could see removing the free Mk II unlock.  However, rather than tweaking with K gains for capturing an ARS, I would recommend dropping the price of Mk II fleetships slightly (thinking 2000 K or so).
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: chemical_art on April 25, 2013, 10:39:58 pm
Still mulling over details of the ARS MK II theory.

By mulling I don't mean deciding whether ARS should lose their II marks. That I feel should be done. The matter is how the K prices fall.

On the one hand, I want II's to get a narrow decrease in price. Very narrow, like to 2K. The result is because while their current values are fine, I think that is because you purchase them for your triangle ships, and for bonus ships it is very. It doesn't make that much of an impact, that extra 500 K, for having one or even 2, but against 5 ships it adds up. I also want III's to get a sharp decrease. I simply can't justify spending 6k on any mark of unit when so many other options (options as in I can select two options for that price) are available.

One the other hand. I always get ARS hacks, because I value their options out of the limited hacking options most. As a result, the units I get from ARS are by a vast majority units I'd get II's from anyway. With hacking being expanded though I won't hack ARS so much due to opportunity cost, so the free II's wouldn't be so often units I'd pay for, meaning I may come out ahead even if the lost of 2.5k from the free II's are "recouped" because I'd save 2k from getting the few units I want to III while the ones I don't like remain at I.


Hmm, so much flex on details, since this is interconnected with lots of other things, some not existing yet.

But even so, I want free II's to go...with the hope of cheaper III's 
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 25, 2013, 10:45:09 pm
Still mulling over details of the ARS MK II theory.

By mulling I don't mean deciding whether ARS should lose their II marks. That I feel should be done. The matter is how the K prices fall.

On the one hand, I want II's to get a narrow decrease in price. Very narrow, like to 2K. The result is because while their current values are fine, I think that is because you purchase them for your triangle ships, and for bonus ships it is very. It doesn't make that much of an impact, that extra 500 K, for having one or even 2, but against 5 ships it adds up. I also want III's to get a sharp decrease. I simply can't justify spending 6k on any mark of unit when so many other options (options as in I can select two options for that price) are available.

One the other hand. I always get ARS hacks, because I value their options out of the limited hacking options most. As a result, the units I get from ARS are by a vast majority units I'd get II's from anyway. With hacking being expanded though I won't hack ARS so much due to opportunity cost, so the free II's wouldn't be so often units I'd pay for, meaning I may come out ahead even if the lost of 2.5k from the free II's are "recouped" because I'd save 2k from getting the few units I want to III while the ones I don't like remain at I.


Hmm, so much flex on details, since this is interconnected with lots of other things, some not existing yet.

But even so, I want free II's to go...with the hope of cheaper III's

Don't you still get the Mk. II version for free if you hack for it?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: chemical_art on April 25, 2013, 10:55:55 pm


Don't you still get the Mk. II version for free if you hack for it?

Yes. Actually, that what was part of what I was driving out.

Since I get the II's for free, and since I hack at least 3 ars every game (generally because the other 2 I at least sorta like the orginal or I hate the other choices), the result is most of my ars units I would be willing to pay for II's, unlike the base units which I've started to not get upgrades since I can use the K better elsewhere.

However, if hacking is used for more things, odds are I wouldn't be spending my whole hacking budget on just ars, so I'll get less units that I would want to get II's for, so having the cost to get to III reduced even if II's are not cheaper may still cause me to come out ahead...maybe.

Big maybe, and the details of which I'm still not sure of. I don't like III's because they are expensive. If the changes of ARS make it so getting the unit of an ars from currently from an ARS (6k) is still more expensive then the cost of getting ARS units from I to III  (currently at 8.5k, reducing III's to 4k makes the total cost 6.5k) would that really address the core issue?


Or would the total cost of getting I to III cost the same as they do now for II to III? That is what I propose. With costs of 0/2000/4000 you get the same cost of going from II to III now to I to III in the future...with the caveat ARS don't get II's.

Or do we go lower, so that the costs of III's cost less then now from getting II's to III, and make the costs 0/2000/3500?

These values I still haven't worked out yet.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: RCIX on April 26, 2013, 06:33:14 am
Isn't a big problem that you situationally get MkIV for free with your MkIII purchase, if its feasible to take the factory for it?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: chemical_art on April 26, 2013, 07:34:48 am
Isn't a big problem that you situationally get MkIV for free with your MkIII purchase, if its feasible to take the factory for it?

Not really, because the factory itself is fairly contentious.

If you balance it around getting the IV, then the factory doesn't feel like a bonus as much as a necessity compared to other irreplaceable.

Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Kahuna on April 26, 2013, 08:50:34 am
How about:
-Remove the free MarkIIs from ARSs.
-Reduce Mark II Fleetships' cost to 2000 knowledge
-And Mark IIIs' cost to 4000 knowledge.

This change would make Advanced Factories more useful, make people hack more and think more about which ARSs they capture. People probably wouldn't just be like "herp a derp gonna capture all ARSs in the galaxy every game" anymore. Only useful ships types for the current situation would be captured and upgraded to higher marks. Upgrading to higher Mark levels would also be more rewarding because it would be cheaper.

At the moment unlocking Mark IIs costs 2500 knowledge and Mark IIIs 6000 knowledge = 8500 knowledge
2000+4000=6000
8500-6000=2500=Mark II fleet ship. So I think this change would be reasonable.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: chemical_art on April 26, 2013, 09:38:54 am
How about:
-Remove the free MarkIIs from ARSs.
-Reduce Mark II Fleetships' cost to 2000 knowledge
-And Mark IIIs' cost to 4000 knowledge.

This change would make Advanced Factories more useful, make people hack more and think more about which ARSs they capture. People probably wouldn't just be like "herp a derp gonna capture all ARSs in the galaxy every game" anymore. Only useful ships types for the current situation would be captured and upgraded to higher marks. Upgrading to higher Mark levels would also be more rewarding because it would be cheaper.

At the moment unlocking Mark IIs costs 2500 knowledge and Mark IIIs 6000 knowledge = 8500 knowledge
2000+4000=6000
8500-6000=2500=Mark II fleet ship. So I think this change would be reasonable.

I keep gravitating to these values, for exactly the reasons you describe.

You just put it in a lot less words  ;)
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: LordSloth on April 26, 2013, 10:20:22 am
Attempting to brainstorm something before thinking about it in great detail

How about: If special forces or reserves would defend a system, then freed units in that system are less likely to leave it, instead taking on a defensive role. Perhaps institute some bleedoff, particularly guardians, but fleetships in particularly would stay behind.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Kahuna on April 26, 2013, 11:03:08 am
I keep gravitating to these values, for exactly the reasons you describe.

You just put it in a lot less words  ;)
Oh cool. I actually posted that before reading your posts. "Great minds think alike."
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 26, 2013, 11:27:55 am
While reducing the cost of mkIIs is one way to go in response to the ARS's no longer giving mkIIs, that not actually the way I want to do it because 2500 for a mkII actually seems like a fair deal in the general analysis.

Removing the "and you can get IVs with a certain capturable" part from the III cost is something I'm already planning to do, but it does go well with the ARS change, yes.

So what I'm currently planning to do is:
- Remove free-mkII-from-ARS
- Have capturing an ARS immediately give every human player 500 extra knowledge.  Also considering 1000 but that may be too generous.  Anyway, 500 would have the effect of reducing mkII costs for those (ARS) types to 2000 if that's where you wanted to spend it.  But you wouldn't have to.
- Reduce mkIII fleet ship tech costs from 6000 => 3750.  Or 4000 if people prefer the rounder number.  3750 is what a mkIII should cost if 2500 is fair for mkII and mkIII were literally only 1.5x as useful as a mkII.  In practice mkIII is slightly better than 1.5x a mkII, but I think moving back towards a slight encouragement of specialization isn't a bad thing.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: chemical_art on April 26, 2013, 12:12:03 pm
While reducing the cost of mkIIs is one way to go in response to the ARS's no longer giving mkIIs, that not actually the way I want to do it because 2500 for a mkII actually seems like a fair deal in the general analysis.

Removing the "and you can get IVs with a certain capturable" part from the III cost is something I'm already planning to do, but it does go well with the ARS change, yes.

So what I'm currently planning to do is:
- Remove free-mkII-from-ARS
- Have capturing an ARS immediately give every human player 500 extra knowledge.  Also considering 1000 but that may be too generous.  Anyway, 500 would have the effect of reducing mkII costs for those (ARS) types to 2000 if that's where you wanted to spend it.  But you wouldn't have to.
- Reduce mkIII fleet ship tech costs from 6000 => 3750.  Or 4000 if people prefer the rounder number.  3750 is what a mkIII should cost if 2500 is fair for mkII and mkIII were literally only 1.5x as useful as a mkII.  In practice mkIII is slightly better than 1.5x a mkII, but I think moving back towards a slight encouragement of specialization isn't a bad thing.

If anything Keith, you are being generous toward both me and Kahuna (I only profess to speak for me though)

Making ARS give 500 K, but not modifying the K cost of II's is actually better then just making II's 2K (more flexibility in research choices). So I guess in that regard with the addition of III's being at least 4K or maybe being even cheaper at 3.75k, you address my needs well in this matter of fleetship K costs.


***Super big picture note: After all of these various K reductions for fleetships and turrets are done, combined with the 8+ reduction of exponential AIP to linear, I would be on board for in general addressing the question of making planets give less K in return for less effective AIP.  If I had one "big picture goal" it would be the extermination of the one planet victory while making AIP less then 300 remain unaffected.***
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Wingflier on April 26, 2013, 12:15:01 pm
On review, none of the changes Keith has made in the last few patches would have negatively affected this "experiment".

I was specifically talking about the "AIP limit" mechanic, and the "Strategic Reserve Thresholds" he recently implemented, as well as a few nerfs to the AI in terms of the Nebula Battles and the Nemesis Attacks. 

I think more than anything that the overall "buffs" to the fleetships, starships, economy and such have been slowly affecting the game with power creep, while the AI has gotten very few buffs to compensate. As I've mentioned in many threads, giving the player to choose which fleetships he gets, while the AI gets them more or less randomly, can have a massive impact on game balance because of the current power disparity.

Like I said, that wouldn't really affect this instance though. 
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: chemical_art on April 26, 2013, 12:37:43 pm
I did a 7/7 game recently. I misunderstood the premise, but it was nice to have updated data points for an experienced player trying a standard game.

After starships get their balance pass I can address this more. (still standing by a slight decrease in dps, but they maintaining their relative effectiveness compared to fleetships by having both fleetships and starships decrease so superweapons maintain supremacy but starships still remain stronger as well)

...

But by riding the floor, hacking most ars, I was still able to win fine...those ars II's provide a lot of free power.

Even if you balance K costs for II's and III', removing ars II's would still help the overall strategic structure.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: kasnavada on April 26, 2013, 01:57:34 pm
While reducing the cost of mkIIs is one way to go in response to the ARS's no longer giving mkIIs, that not actually the way I want to do it because 2500 for a mkII actually seems like a fair deal in the general analysis.

Removing the "and you can get IVs with a certain capturable" part from the III cost is something I'm already planning to do, but it does go well with the ARS change, yes.

So what I'm currently planning to do is:
- Remove free-mkII-from-ARS
- Have capturing an ARS immediately give every human player 500 extra knowledge.  Also considering 1000 but that may be too generous.  Anyway, 500 would have the effect of reducing mkII costs for those (ARS) types to 2000 if that's where you wanted to spend it.  But you wouldn't have to.
- Reduce mkIII fleet ship tech costs from 6000 => 3750.  Or 4000 if people prefer the rounder number.  3750 is what a mkIII should cost if 2500 is fair for mkII and mkIII were literally only 1.5x as useful as a mkII.  In practice mkIII is slightly better than 1.5x a mkII, but I think moving back towards a slight encouragement of specialization isn't a bad thing.

I would like to propose a change to the reinforcements mechanics on top of this.

Part of the reason this game was doable may have been the devourer cleaning things up... but maybe the whole reinforcements mechanic is weak. Basically playing low-AIP means having next to no defense on most worlds. How about leaving the alerted reinforcement as-is, but giving a reinforcement wave (capped at a firepower which would be a percentage of AIP depending on diff level) on every non-alerted world ? This would need to be multiplied for "turtle" AI types of course =).

It also would help with the reserve. The AI should notice it has no ships on the homeworld...

With a mechanic to prevent all reinforcements from AI world:
- a building could be built on a AI world (for K of course).
- a "linker" building, build 2 of them, then link them, and up to 1, 2, 3 worlds between them depending on the "linker" level (to be unlocked with K of course) which would, once again, prevent reinforcements.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 26, 2013, 02:32:27 pm
While reducing the cost of mkIIs is one way to go in response to the ARS's no longer giving mkIIs, that not actually the way I want to do it because 2500 for a mkII actually seems like a fair deal in the general analysis.

Removing the "and you can get IVs with a certain capturable" part from the III cost is something I'm already planning to do, but it does go well with the ARS change, yes.

So what I'm currently planning to do is:
- Remove free-mkII-from-ARS
- Have capturing an ARS immediately give every human player 500 extra knowledge.  Also considering 1000 but that may be too generous.  Anyway, 500 would have the effect of reducing mkII costs for those (ARS) types to 2000 if that's where you wanted to spend it.  But you wouldn't have to.
- Reduce mkIII fleet ship tech costs from 6000 => 3750.  Or 4000 if people prefer the rounder number.  3750 is what a mkIII should cost if 2500 is fair for mkII and mkIII were literally only 1.5x as useful as a mkII.  In practice mkIII is slightly better than 1.5x a mkII, but I think moving back towards a slight encouragement of specialization isn't a bad thing.

I would like to propose a change to the reinforcements mechanics on top of this.

Part of the reason this game was doable may have been the devourer cleaning things up... but maybe the whole reinforcements mechanic is weak. Basically playing low-AIP means having next to no defense on most worlds. How about leaving the alerted reinforcement as-is, but giving a reinforcement wave (capped at a firepower which would be a percentage of AIP depending on diff level) on every non-alerted world ? This would need to be multiplied for "turtle" AI types of course =).

It also would help with the reserve. The AI should notice it has no ships on the homeworld...


Similar ideas:

9080: Give AI planets nearish to an alerted planet a slightly boosted chance of getting reinforcements (http://www.arcengames.com/mantisbt/view.php?id=9080)
9079: Increase how much stuff the AI gets per planet, but make it harder to free AI defenders (http://www.arcengames.com/mantisbt/view.php?id=9079)
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: kasnavada on April 26, 2013, 02:41:58 pm
Nice to know.

IMO the first one does not go far enough, and can be bypassed: the first one concerns only planets near alerted worlds.

The second one I like too, the initial garrison could be pushed higher than it is now.

Also, last time I went to see mantis there was over 3000 suggestions, soooo... sorry, I won't parse them to see if something similar exists - got a wive and kid, don't have the time.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Faulty Logic on April 26, 2013, 02:53:43 pm
Quote
- Remove free-mkII-from-ARS
- Have capturing an ARS immediately give every human player 500 extra knowledge.  Also considering 1000 but that may be too generous.  Anyway, 500 would have the effect of reducing mkII costs for those (ARS) types to 2000 if that's where you wanted to spend it.  But you wouldn't have to.
- Reduce mkIII fleet ship tech costs from 6000 => 3750.  Or 4000 if people prefer the rounder number.  3750 is what a mkIII should cost if 2500 is fair for mkII and mkIII were literally only 1.5x as useful as a mkII.  In practice mkIII is slightly better than 1.5x a mkII, but I think moving back towards a slight encouragement of specialization isn't a bad thing.
I think 4500 would be closer to right. People usually will have a FactIV, especially with CSGs/Lazy off.

Currently fleetships take 64,000 k to unlock everything.

Assuming I unlock every fleetship, with 2500/4000 costs, it takes 58500 k (-2500 for ARSs free-k thing, we get 56000).

It depends on what you want to do. The proposed change would be a buff to the player even with 4000 for mkIIIs. 4250 would be a slight buff. 4500 would be a tiny nerf.

But why are we doing this again?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 26, 2013, 03:50:41 pm
I think 4500 would be closer to right. People usually will have a FactIV, especially with CSGs/Lazy off.
I'm fine with the AdvFact just being an awesome thing to have.  If it turns out to be too good I'd rather handle that with something directly related to the AdvFact rather than putting the burden on the mkIII tech costs.

Quote
But why are we doing this again?
Over the years there's been a lot of "power creep" specifically in the things the game gives you for free.  Most/all of the mkI starships and turrets used to require K to unlock, for example.  Stuff like transports also had to be unlocked.  But many players weren't getting any fun out of those units being in the game because they wouldn't try something new if it cost irreplaceable K (not particularly rational since you can just play throwaway games to learn stuff, but this is one area where rationality is beside the point).  And then we added the free IIs to the ARS's (back when CSGs were introduced, there was a lot of complaint that ARS's weren't worth taking; since then we've added hacking and drastically improved the balance of bonus ship types). 

Free stuff aside, the starting K amount is quite a bit higher than it used to be, and K costs are generally lower than they used to be.  And the amount of K per planet was increased from 2000 to 3000.

And that's just K-related buffs, not even getting into m+c and e (both of which were made easier by way of making the game more fun, so I think it's a net gain for the game).

It's not like those changes were made in a vacuum, so it's not like the AI hasn't gotten stuff too.  Compared to various points in the past, the AI is pretty vicious now ;)  But it does seem that player buffs have outpaced AI buffs in the 7-through-7.6 range.  The ARS-giving-IIs thing is just the part that sticks out as most obvious to start correcting that.  And it may be sufficient, we'll see; I'm not on a nerfhammer campaign so much as not wanting to let things slide further towards a point where 7.6 is where something like 5 should be.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Faulty Logic on April 26, 2013, 03:55:25 pm
But this is a net buff to the player...
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 26, 2013, 03:59:10 pm
But this is a net buff to the player...
Only if you already unlock mkIII fleet ships, and only a big one if you already unlock several mkIII fleet ships.  Quite a bit of feedback I've heard lately is from people who do not do so because 6000 is too much for it and they don't count on getting AdvFact's.  If this makes AdvFact's too good, well, they'll get theirs.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Faulty Logic on April 26, 2013, 04:02:10 pm
Fair enough. This will be a buff to me, though  >D
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 26, 2013, 04:03:10 pm
If this makes AdvFact's too good, well, they'll get theirs.

Quote from: Faulty Logic
Fair enough. This will be a buff to me, though  >D
And you'll get yours ;)
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: chemical_art on April 26, 2013, 04:24:08 pm
And it may be sufficient, we'll see; I'm not on a nerfhammer campaign so much as not wanting to let things slide further towards a point where 7.6 is where something like 5 should be.

I may have said this before, but if make it so that ultra aip games are "soft countered" enough, and the outlier of extreme K costs are addressed, then we can both reduce the scaling of AIP correspondingly with player K, so that way players cannot win without taking planets, but AIP doesn't scale so viciously.

This would create more dynamic then the current meta of "1 planet to rule them all"
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: kasnavada on April 26, 2013, 05:52:53 pm
But it does seem that player buffs have outpaced AI buffs in the 7-through-7.6 range.  The ARS-giving-IIs thing is just the part that sticks out as most obvious to start correcting that.  And it may be sufficient, we'll see; I'm not on a nerfhammer campaign so much as not wanting to let things slide further towards a point where 7.6 is where something like 5 should be.

At low AIP, yes. At "higher" AIP, errrrr... no. The changes just made might have helped though, I need to give this a try too when I got some time.

On another note, hasn't the AIP reducer gone better during those years ? I don't remember being able to reduce the AIP by 160 when I played version 4...something, but since it was kinda long ago I'm not so sure. Anyway, reducing the reduction might also help.

Currently, as far as I can tell, low AIP games have fairly constant AIP whatever the difficulty is, about 50-60 until first AI assault, 150 when first AI dead, 250 when second AI dead, mostly because of changes with the lazy thingy. Did it stayed below 100 even at diff 9-10 before the lazy setting ?

What if the "minimum balanced" AIP targets was set to be around 150 when assaulting the first AI, 250, when first AI dead and 350 when second AI dead ? It would smooth the rise of AIP which would be a boon to higher AIP games. Since AIP is higher, the waves and so would be higher making low AIP games more difficult. I do not know about how exactly the AIP influence AI strength, but getting from 250 to 270 looks less intimidating than going from 150-170. So settling a new system should be more interesting.

It could be done in different ways, like destroying a station might give the same boost to AIP floor than AIP, remove the AIP reducers altogether, making the AIP reducer dependant on the number of planets freed from the AI (like 1 points / planet freed, rationale being that it forgot it was its planets in the first place), lower the AIP bonus from any by (15-diff level)% per data center killed (kinda the same as the idea above, but favors early kills while the idea above favor late kills), give AIP to CSG... dunno, maybe other ideas come to mind.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 26, 2013, 06:36:34 pm
At low AIP, yes. At "higher" AIP, errrrr... no.
Well, in my two recent 7ish games I've been downright careless about AIP (playing much of it around 300) and it's just not hard.  There was the one time I forgot an avenger, and that was... interesting.  But considering I still won, despite that going heavily pear-shaped while in the neighborhood of 300 AIP, it seemed pretty tame.  And I'm not actually all that good at the game.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 26, 2013, 07:18:49 pm
At low AIP, yes. At "higher" AIP, errrrr... no.
Well, in my two recent 7ish games I've been downright careless about AIP (playing much of it around 300) and it's just not hard.  There was the one time I forgot an avenger, and that was... interesting.  But considering I still won, despite that going heavily pear-shaped while in the neighborhood of 300 AIP, it seemed pretty tame.  And I'm not actually all that good at the game.

So, potentially, AI difficulty is playing too much of a factor in AI strength? (aka, 7 is too easy, but 9 is too hard/restrictive, aka, the "slope" is too great between these difficulties)
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Zeyurn on April 26, 2013, 07:23:16 pm
Honestly my first thought on starting this thread out was:  Of course you can win without using knowledge as long as you're willing to wait for Mercenaries.

I'd say they're the bigger threat to game balance by skilled players than ARSes giving mk 2 ships.

Mercenary Parasites and Beam Frigates are just amazing.

But I imagine somebody playing careful could win even without that if they're slow and especially with superweapons.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 26, 2013, 07:24:47 pm
So, potentially, AI difficulty is playing too much of a factor in AI strength? (aka, 7 is too easy, but 9 is too hard/restrictive, aka, the "slope" is too great between these difficulties)
Oh, I don't think 9 is too hard, for what 9 is supposed to be.  And I think there's a point on the spectrum for everyone.  I just think 7 is too easy, and since it's a reference point instead of just-another-difficulty-level I don't want to let it just keep sliding that way.  I'm not wanting to make it hard, but right now it seems it can be won just fine while playing relatively carelessly.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 26, 2013, 07:26:51 pm
Honestly my first thought on starting this thread out was:  Of course you can win without using knowledge as long as you're willing to wait for Mercenaries.

I'd say they're the bigger threat to game balance by skilled players than ARSes giving mk 2 ships.

Mercenary Parasites and Beam Frigates are just amazing.

But I imagine somebody playing careful could win even without that if they're slow and especially with superweapons.
I'm not worried about cases of a specific easily identifiable cheese (Mercenaries, in that case).  Either the cheese can be ignored and the cheesemaster patted on the head, or the cheese can be nerfed.

What I'm seeing is broader than that.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Zeyurn on April 26, 2013, 07:31:27 pm
There may be problems at lower than 8, I haven't played below that except in the game we did for you in years and it did seem pretty dang easy for what you guys intend.  10 is still brutal though, I'm quite happy to say :)

But I'm always still surprised Mercs continue to exist :)

That said, if you do get rid of the ARSes granting Mk 2 ships please make fleet ship research less expensive somehow, because even though I like the new Starships it will just continue to swing research balance in their favor (especially Leeches).
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: LaughingThesaurus on April 26, 2013, 07:38:18 pm
Again I kinda want to chime in and say that it'd be nice to have an easier setting that allows the AI to pull all of its tricks, yet isn't too dreadfully hard in terms of numbers and so forth. I don't want deliberately dumb AI, or I wouldn't have gotten AI War to begin with. So, I can't just lower the difficulty. Keeping the smarter AI is why I keep away from lower difficulties now. Now, maybe that shouldn't be difficulty 7. Maybe the AI can pull all of its tricks sooner, and a lower setting can be the 'old 7' while this 7 is moved further up to a more appropriate balance point. That lets players like me still fight smart AIs.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Radiant Phoenix on April 26, 2013, 07:41:15 pm
Again I kinda want to chime in and say that it'd be nice to have an easier setting that allows the AI to pull all of its tricks, yet isn't too dreadfully hard in terms of numbers and so forth. I don't want deliberately dumb AI, or I wouldn't have gotten AI War to begin with. So, I can't just lower the difficulty. Keeping the smarter AI is why I keep away from lower difficulties now. Now, maybe that shouldn't be difficulty 7. Maybe the AI can pull all of its tricks sooner, and a lower setting can be the 'old 7' while this 7 is moved further up to a more appropriate balance point. That lets players like me still fight smart AIs.
Have you tried -X% handicap on the AI?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 26, 2013, 07:45:31 pm
Again I kinda want to chime in and say that it'd be nice to have an easier setting that allows the AI to pull all of its tricks, yet isn't too dreadfully hard in terms of numbers and so forth. I don't want deliberately dumb AI, or I wouldn't have gotten AI War to begin with. So, I can't just lower the difficulty. Keeping the smarter AI is why I keep away from lower difficulties now. Now, maybe that shouldn't be difficulty 7. Maybe the AI can pull all of its tricks sooner, and a lower setting can be the 'old 7' while this 7 is moved further up to a more appropriate balance point. That lets players like me still fight smart AIs.
I am keeping your situation in mind.  Two thoughts, though:

1) If it's actually too hard on 7, I suggest asking some questions in the strategy forum (or main forum, we won't mind).  Because I'm not actually that good at this game, and I'm running roughshod over 7 without really trying.  I have to go totally moronic for it to seriously threaten me, even if I'm playing with no chokepoint at all and so on.  That doesn't say much about me, but rather about that difficulty level.  All that to say you can probably beat it just fine, but there's a few pieces missing in your understanding that some folks around here could set right.

2) If the above doesn't help, just crank up your handicap and/or crank down the AI's handicap.  No need to change the difficulty setting.  There are also other ways to make the game easier (via minor factions, or the half waves toggle, etc) but that actually changes the "flavor" of the game at the same time which may not be what you want.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: LaughingThesaurus on April 26, 2013, 08:35:48 pm
Yeah, silly me totally forgot about the handicap.
That might well be enough really, depending on what I actually need. I mean I had a really serious problem with the nemesis ships before, because they'd come without warning. Waves are pretty darn trivial because I know where they'll be and all that. Setting up some kind of all-encompassing defense for enemies that can attack anywhere at any time and can't be tractored is just like, beyond me early game. I think any failed 7/7 game really was a result of me just blowing up something I shouldn't have, or foolishly turning on champions or something. I seem to remember getting mauled by like 4 raider guardians mark IV because I had the gall to send a transport full of scouts through a mark IV world. That was kind of hilarious, though.
I just haven't really had the time to get into a game of AI War lately and figure out what really is my problem in more of a base game sense. Crazy stuff, transitioning to another school (hopefully), and multiple concerts next week, and a play to go see, and finals week coming up, and all that.
I did think about the ARS mark II ship stuff. The bonus knowledge instead of mark II does sound perfectly reasonable, since ARSs have always made my game significantly easier. Like, it goes from dodgy to really comfortable in no time flat because of how big that bonus actually is. I don't know what other specific changes were discussed, but I'll spend some time working on getting better when I have the chance. No need to really hold the game's reference point back for that.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 26, 2013, 08:38:34 pm
Oh, if you have a champion, yea, that's gonna make things more interesting due to the nemesis stuff :)  If you just played vanilla you'd probably do just fine.  As you say the waves are pretty tame.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: LaughingThesaurus on April 26, 2013, 08:43:07 pm
I mean, the standard response is seeing 200 ships and going "Yeah, I'm going to just leave 96 of the ship that counters it and then just go attack something else." Nemeses ruin my day. I think the answer there is more turrets. Nothing wrong with more turrets.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 26, 2013, 08:49:51 pm
If it is only around difficulty 7 or so, isn't that a sign that the various per difficulty multipliers (wave and defense ones in particular) need some adjusting, instead of some grand new set of mechanics?

Not that the other things (ARS, knowledge costs, turret and starship balancing, etc) don't need work, but those sorts of things, like multiplier adjustments, aren't really going to change the "feel" of this game (which is a good thing)


Also, I guess it would be nice to make it clear in game that you can adjust how much the AI gets without adjusting how smart it is using handicaps.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 26, 2013, 08:53:17 pm
If it is only around difficulty 7 or so, isn't that a sign that the various per difficulty multipliers (wave and defense ones in particular) need some adjusting, instead of some grand new set of mechanics?
I'm bouncing between windows pretty fast over here (concocting very mean new AI feature, though you're probably safe from seeing it in a release for a while), was someone advocating new mechanics for the 7 thing?  I'm just aiming at reducing any gratuitous niceness on the game's part.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Faulty Logic on April 26, 2013, 09:29:59 pm
Quote
concocting very mean new AI feature
Ooh. Special forces H/Ks (maybe as a plot)?

Quote
though you're probably safe from seeing it in a release for a while
Awww.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Wingflier on April 26, 2013, 10:44:48 pm
Quote
I'm bouncing between windows pretty fast over here (concocting very mean new AI feature, though you're probably safe from seeing it in a release for a while), was someone advocating new mechanics for the 7 thing?  I'm just aiming at reducing any gratuitous niceness on the game's part.
Keith, I love you when you the AI brutal :D
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 27, 2013, 12:13:08 am
If it is only around difficulty 7 or so, isn't that a sign that the various per difficulty multipliers (wave and defense ones in particular) need some adjusting, instead of some grand new set of mechanics?
I'm bouncing between windows pretty fast over here (concocting very mean new AI feature, though you're probably safe from seeing it in a release for a while), was someone advocating new mechanics for the 7 thing?  I'm just aiming at reducing any gratuitous niceness on the game's part.

No, but I was just putting in my support that no new mechanics or behaviors are really need to be added to fix the "7 difficulty problem".

Now, new mechanics and/or behaviors can help shore up other balance concerns, but not needed for the one about 7 being too easy.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: zoutzakje on April 27, 2013, 08:33:59 am
7/7 does seem easier than usual I have to say. Playing a 50 planet game against Sledge Hammer and Viscious Raider. 2 and a half hours in, owning 10 planets, using no superweapons so far and I'm nearly ready for homeworld assaults. I've been incredibly lucky with the RNG, but still, 7/7 is supposed to be more of a challenge.'
Also, I've been gone for a while and missed a few patches.... But what happened to the huge pile of SF ships I would normally see? They'd help a lot in slowing me down but I see nothing. Like literally nothing.
Not sure if I'd be able to beat the game with spending just 500 knowledge, but I can definitely see it being a possibility now.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 27, 2013, 09:33:18 am
But what happened to the huge pile of SF ships I would normally see? They'd help a lot in slowing me down but I see nothing. Like literally nothing.
SF is still in there.  Quantities have been adjusted somewhat but still there.  It's possible you've been on planets they wanted to defend long enough to clean them out and/or that your memories are based on higher difficulties.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: chemical_art on April 27, 2013, 09:36:42 am
I wonder if the H/K needs a foil.

A unit that would slaughter in fleet battles, but crash against defenses.

And the AI would use it for AI HW defense and maybe SF.

It would be stronger then a guardian, and should never have to attack.

This way, assaults on AI HW would be more dangerous on the defense side, without the limitations of attrition that inevitably follows core posts.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 27, 2013, 09:52:42 am
I wonder if the H/K needs a foil.
You and your dastardly plans to slaughter humanity.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Oralordos on April 27, 2013, 11:48:52 am
I wonder if the H/K needs a foil.
You and your dastardly plans to slaughter humanity.
Pot, meet kettle.  ;D
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: zoutzakje on April 27, 2013, 12:23:35 pm
But what happened to the huge pile of SF ships I would normally see? They'd help a lot in slowing me down but I see nothing. Like literally nothing.
SF is still in there.  Quantities have been adjusted somewhat but still there.  It's possible you've been on planets they wanted to defend long enough to clean them out and/or that your memories are based on higher difficulties.

possible, but unlikely. I remember what 7/7 used to look like at 300+ AIP. Lots of SF ships bugging you at most annoying times. Your fleet VS full SF force meant you had no choice but to retreat or fall back to martyrs/lightning warheads. Ok so SF has been tuned down a bit you say, and I'm playing on ultra low caps now instead of low caps. But still, they should at least put up a fight right? It's true that I occasionally see a few SF ships popping up here and there. But they come in numbers of 4-5 ships and then nothing. I took the botnet, freed the dyson sphere, captured 3 ARS, several golems and a star ship fabricator and the AI practically gave it away to me. The only things bugging me are the few tackle drone launchers here and there (annoying little buggers in the hands of the AI I must say).
Also, I've scouted all 50 planets in my galaxy right now and none of the AI numbers are high enough to suspect a SF blob. Strategic reserves put up a bigger fight so far.
I might be too soon to judge since it's been a while since I played. I will finish this 7/7 game and then try a 9/9 game to see the difference before I get back on the subject. But if SF is still supposed to have a lot of ships that fly around as a big giant blob and protect important stuff, then I have the feeling that something is off.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 27, 2013, 12:48:11 pm
Do you have a save of this SF seeming to just not groupng up as far as you can see for some reason?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: zoutzakje on April 27, 2013, 01:29:23 pm
Do you have a save of this SF seeming to just not groupng up as far as you can see for some reason?

sure thing, got one from right afer I scouted the last planet. Only "high" numbers you see are on core/homeworlds (ultra low caps). Planet called Spirit has a few SF ships camped at a wormhole but the amount is silly really. My captures have cut the AI empire in half, so SF forces not being able to get everywere would make sense. But then we'd still have to see high ship counts somewhere right?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: chemical_art on April 27, 2013, 01:34:28 pm
Brain storming my new craft idea.

 current name is AI crowd control.

A cruel parity of the Human Rights starship.

 complete with shields and engine damage and paralyis.

 Design to completely shut down Mobile forces only heavy defenses or swarmers can overwhelm the AI's version of crowd control. 

 thoughts?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Cinth on April 27, 2013, 01:48:09 pm
Brain storming my new craft idea.

 current name is AI crowd control.

A cruel parity of the Human Rights starship.

 complete with shields and engine damage and paralyis.

 Design to completely shut down Mobile forces only heavy defenses or swarmers can overwhelm the AI's version of crowd control. 

 thoughts?

So an AI version of a Riot III?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 27, 2013, 01:51:27 pm
Human Rights starship
One of the more amusing typos of recent memory.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: chemical_art on April 27, 2013, 02:28:07 pm


So an AI version of a Riot III?

Yes.

But remember that AI crowd control means "removing the crowd" altogether.

I'm doing some more brainstorming, but I'm thinking of making a line of AI super guardians which are more stubborn in holding a planet and uses different build points then regular reinforcements. Another idea would be to bring up the old zenith starship of a mobile fort as well. Need more time to flush out the idea though.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 27, 2013, 02:29:50 pm
"Dire Guardians" (or "Super Guardians" as we've discussed in the past) are something on the list for the next expansion.  They wouldn't all be defensive-only, but some could be.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: chemical_art on April 27, 2013, 02:37:06 pm
"Dire Guardians" (or "Super Guardians" as we've discussed in the past) are something on the list for the next expansion.  They wouldn't all be defensive-only, but some could be.

Sounds cool!

The ship I was thinking of wouldn't have to be defensive only, but it would be very strong against a broad spectrum of mobile ships yet would be fairly useless against defenses.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Cinth on April 27, 2013, 02:40:22 pm


So an AI version of a Riot III?

Yes.

But remember that AI crowd control means "removing the crowd" altogether.

I'm doing some more brainstorming, but I'm thinking of making a line of AI super guardians which are more stubborn in holding a planet and uses different build points then regular reinforcements. Another idea would be to bring up the old zenith starship of a mobile fort as well. Need more time to flush out the idea though.

If you amped up the damage of the Riot III you would have a threatening ship.  And with the way the AI tends to abuse ship numbers, it could pose a real threat to attackers :) 
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Winge on April 27, 2013, 03:06:29 pm
Human Rights starship
One of the more amusing typos of recent memory.

I was wondering if that ship name was a play on words, lol.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: chemical_art on April 27, 2013, 03:14:34 pm
Human Rights starship
One of the more amusing typos of recent memory.

I was wondering if that ship name was a play on words, lol.

the typo was my phone thinking riot = right.

After the fact though, given the name of the ship and its intention, the wordplay was just to irresistible to replace.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 27, 2013, 03:16:50 pm
The Basic Human Right to AI Ships That Do Not Move.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 27, 2013, 04:06:43 pm
Why not also allow riot starships on the list of starship types the AI is allowed to use for waves and defense?


Yea, it wouldn't be enough by itself for late game situations, or to fully address the issue being discussed currently, but it could help.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 27, 2013, 04:09:13 pm
A Riot in an offensive wave would probably be... less than impressive.  But yes, I've thought about adding them to the more general AI roster.  They already show up in exos from time to time.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Cinth on April 27, 2013, 04:10:54 pm
Couldn't there be an AI version with buffed damage?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: keith.lamothe on April 27, 2013, 04:12:52 pm
Couldn't there be an AI version with buffed damage?
That would mean new unit defs for the alternate version and all its modules, etc.  In other words, it sounds like work ;)

More seriously, if I were to go that route I may as well just make a new unit entirely, probably non-modular since that doesn't matter as much to the AI.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 27, 2013, 04:13:38 pm
Couldn't there be an AI version with buffed damage?

As much as I do dislike AI-human split units, there may be a case here due to the special utility nature of riots.

Maybe the AI version of the Riots and their modules could focus less on engine damage (and misc effects, like it would have a weaker tazer and a weaker gravity effect for the higher marks) and more on direct damage?
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: Cinth on April 27, 2013, 04:25:36 pm
It doesn't have to be called a Riot to function like one :)

Title: Re: 7/7 game with next to no knowledge used... won.
Post by: kasnavada on April 28, 2013, 04:08:13 am
At low AIP, yes. At "higher" AIP, errrrr... no.
Well, in my two recent 7ish games I've been downright careless about AIP (playing much of it around 300) and it's just not hard.  There was the one time I forgot an avenger, and that was... interesting.  But considering I still won, despite that going heavily pear-shaped while in the neighborhood of 300 AIP, it seemed pretty tame.  And I'm not actually all that good at the game.

Errr...  I'm not actually that good either, since I did not even notice than penetrators ignore shields. Yet, I did win this game. I was going for a win with 10K first, but I found it unecessary to unlock stuff. What I feel, however, is that I abused the AIP mechanic.

My opinion is that even with the proposed changes, and no superweapon, it's probably doable to win with ultra-minimal unlocks. The only "real" difficulties I encountered where the drone thingies (AI brutal pick), and the Exos. I don't remember killing more than one zenith reserve, getting all of them killed and setting them as a garrison in my homeworld would allow me to defend against the Core retaliation waves, with whatever ship I get with reclamation. With the ARS not unlocking lvl 2 ships, I would still need 4 caps of ships (out of 8) to kill guard posts. It would be slower, but the 4 other caps (+starships) would be enough to defend against waves and stuff while the "attack fleet" cleans the first homeworld. Second homeworld could be killed with the entire fleet.

That's why I'm insisting about reinforcements and AIP on top of this.

At 50 AIP and diff 7 the AI does nothing significant enough to pose any kind of threat. IMO, that's when the game is decided. AI worlds are guarded by guard posts and have at most 100 ships (my own fleet are in the 400-500s with a few ARS). Yet, with 50 AIP, a moderately experienced player is in position to take the first homeworld without alerting it, so the main challenge is the guard posts and not the AI response to your actions.

With an AIP to 150, the AIP spawns groups of 30-60 ships per reinforcement phase. With only level one caps, I'd need most of my fleet to clean a world, and it would be more difficult to use level 3 - 4 worlds as highways. Of course, you could also raise the AI response when 50 AIP is hit, but that would again reduce the "max AIP" before a game can be won... which I feel is low enough already.

That's why I would be advocating that the "lowest AIP possible" before getting a shot to destroy a homeworld should be 150, and not 50. First of all, because it would make the answer from the AI much more significant before I'm able to be a threat to the AI.

I think I'll try this kind of game (with no superweapons) later to check if I'm right.
Title: Re: 7/7 game with next to no knowledge used... won.
Post by: TechSY730 on April 28, 2013, 04:24:49 am
Yea, there still is a good chance that the various multipliers and such for the difficulties around and at 7 need some sort of increase as well.

That, and maybe a small-ish boost to the "reinforce the homeworld, even if it isn't alerted" chance, and a similar boost to chance for the core worlds as well.