Author Topic: 5.021 - Hybrid Systems online  (Read 4556 times)

Offline Cyborg

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5.021 - Hybrid Systems online
« on: December 14, 2011, 12:34:42 pm »
"just this weekend I was teaching the hybrids some new tricks for 5.021 (a little ways to go on that, though)."- Keith

1) advanced?
2) what sort of tricks?
3) rebalance?

Will siege starships become useful? Will triangle ships return to glory in 2012? All this and more in the next episode of Dragonb-..
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Offline zoutzakje

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Re: 5.021 - Hybrid Systems online
« Reply #1 on: December 14, 2011, 01:28:09 pm »
heh, and I thought I was impatient... :P

Offline TechSY730

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Re: 5.021 - Hybrid Systems online
« Reply #2 on: December 14, 2011, 02:20:03 pm »
Fleet ship balance isn't bad right now, but another balance pass of the fleet ships certainly is in order.

Also, there needs to be focus on the starship redesign and rebalance (reasonable unlock costs, enough survivability to live up to their cost, splitting the fleet, zenith, and spire starships into separate starship lines, etc)

Also, I would like mid game pacing to be revisited, as it currently gets too hard too fast, even on level 7. I think a relook of the slope of the AIP to wave/reinforcement size is in order, or maybe even make it sublinear.

In other words, there is a lot to be done, but the game is by no means in a bad state right now.

Though I still want AI War development to resume, even at a slowed pace, sometime soon.

It's been, what, a month since the last beta? That's forever in Arcen development pacing terms.

Offline keith.lamothe

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Re: 5.021 - Hybrid Systems online
« Reply #3 on: December 14, 2011, 04:32:35 pm »
1) advanced?
Part of it will function on normal hybrids, but it goes farther with advanced hybrids.

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2) what sort of tricks?
That would be telling :)

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3) rebalance?
The hybrids?  Somewhat more dangerous by virtue of the new stuff.  Wasn't actually touching their stats directly, though.

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Will siege starships become useful?
Aside from killing AI starships and guardians?  Oh, you mean hybrids?  Can antimatter starships hit them, or do their onboard shields block them for zero damage?  Been so long since I tried that...  If they can't hit hybrids I'll fix that.

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Will triangle ships return to glory in 2012?
What would that require?

Quote from: techsy730
Also, there needs to be focus on the starship redesign and rebalance (reasonable unlock costs, enough survivability to live up to their cost, splitting the fleet, zenith, and spire starships into separate starship lines, etc)
Gimme the numbers you want and I'll think about it.
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Offline TechSY730

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Re: 5.021 - Hybrid Systems online
« Reply #4 on: December 14, 2011, 05:17:08 pm »
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Will siege starships become useful?
Aside from killing AI starships and guardians?  Oh, you mean hybrids?  Can antimatter starships hit them, or do their onboard shields block them for zero damage?  Been so long since I tried that...  If they can't hit hybrids I'll fix that.
I think more useful in general. Yes, siege starships are VERY useful at their niche, but two problems.
1. Their niche is small enough that their resource costs are questionable
2. A moderate size of fleet ships can perform similarly, for much better resource efficiency. As such, the opportunity cost for siege starships are almost never worth it.

Someone (Don't remember who, sorry :() mentioned a while back that the cutoff for fusion cutter attack immunity (or whatever it is called) also made a great logical cutoff for "large ship" determination. Maybe allowing some more of the "bulkier" fleet ships, determined by something similar to that cutoff, be allowed to be targetted by "large stuff only" shots would help siege starship usefullness quite a bit.

There are two fleet ships off the top of my head I can think of that are "bulky" ships that get fusion cutter immunity but are not considered large ships: Zenith Electric Bombers and Sentinel Frigates. There are probably more.
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Will triangle ships return to glory in 2012?
What would that require?
A balance pass of the fleet ships in general should do the trick. The balance is not far off, so it's not a huge deal, but the game has changed enough that every fleet ship type at least needs to be at least reviewed.

Quote from: techsy730
Also, there needs to be focus on the starship redesign and rebalance (reasonable unlock costs, enough survivability to live up to their cost, splitting the fleet, zenith, and spire starships into separate starship lines, etc)
Gimme the numbers you want and I'll think about it.
I have no idea in terms of resource costs, attack power, HP, et al. However, a good starting point would be to make the higher tier knowledge costs smaller for the offensive starships. (Maybe the cloaker starships too, I'll have to double check, but the scout starship unlock costs are pretty much perfect)

For example, bomber starship Mk. II costs 5k knowledge to unlock, but Mk. II bomber fleet ships only costs 2.5k. There is no contest, my "bang per knowledge" is FAR better with bomber fleet ships. This is fine, as Mk. II fleet ships are meant to be unlocked first.
However even the Mk. III bomber fleet ship unlock cost of 6k still seems like a better deal than getting the Mk. II bomber starships for 5k. A ship cap of Mk. II bomber starships is most certainly not 5/6ths as useful as a ship cap of Mk. III bomber fleet ships.

If the Bomber Mk. II was reduced to 4k to unlock, then I would actually consider unlocking them before getting Mk. III bomber fleet ships. A ship cap of Mk. II bomber being 4/6ths as useful as a ship cap of Mk. III bombers seems much more realistic.

In other words, adjust the knowledge cost for starships such that the opportunity cost ratio is close to the knowledge unlock ratio, where the ratios are between a Starship Mk X and its corresponding fleet ship type Mk (X+1).

*As a good starting point, I would suggest reducing the 5k Mk. II starship unlock cost (and the Zenith starship unlock cost) down to 4k, and the 7k Mk. III starship unlock cost (and the Spire starship unlock cost) down to somewhere between 5k-6k. (5.5k, maybe?)

Also, if you can refactor the Fleet, Zenith, and Spire starship lines to be more like the other starship lines, that would help out. I believe you mentioned that you were planning to do this already.

Offline Cyborg

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Re: 5.021 - Hybrid Systems online
« Reply #5 on: December 14, 2011, 07:32:11 pm »
I wasn't thinking firepower adjustments; more along the lines of survivability adjustments (armor, HP, or even the movement speed). I'm going to put together a more in-depth article about this, because I think I can justify a fleet ship rebalance. I think that movement speed is going to be a big part of this, because the ability to use those ships as meat but be able to pull them back will do two things. First, it will soften the often repeated problem of having to rebuild your entire fleet (which is really expensive and takes forever when you are building a triangle fleet mark 4). And it may be as simple as decreasing the build time(while keeping the resource cost static). The second thing to do would be to increase the HP just a little bit; they are usually meat, so it would be nice if they could take a little bit more damage from the same mark level of the opponent.

I'm open to others thoughts about this, specifically as it relates to survivability and build time, not necessarily adjusting firepower. I am settling into the idea of triangle ships not being able to be your main fleet (you really can't live without starships, which is probably intended, but the reverse doesn't seem to be true). It's taken me hundreds of hours to accept this fact. That being said, allowing them to have greater utility value through the actions of the player seems like it would be both fair, have value that increases with skill level (hardcore gamers like this!), and not break the game because the economy would still keep a limit on it.
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Offline keith.lamothe

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Re: 5.021 - Hybrid Systems online
« Reply #6 on: December 14, 2011, 09:42:30 pm »
I think more useful in general. Yes, siege starships are VERY useful at their niche, but two problems.
1. Their niche is small enough that their resource costs are questionable
2. A moderate size of fleet ships can perform similarly, for much better resource efficiency. As such, the opportunity cost for siege starships are almost never worth it.
Ok, their m+c/e/k costs can be changed and we can try different values.  It's not the only starship that needs it, of course.  Alternatively the ship could simply be made more powerful to be worth that cost, but that's somewhat trickier.

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Someone (Don't remember who, sorry :() mentioned a while back that the cutoff for fusion cutter attack immunity (or whatever it is called) also made a great logical cutoff for "large ship" determination. Maybe allowing some more of the "bulkier" fleet ships, determined by something similar to that cutoff, be allowed to be targetted by "large stuff only" shots would help siege starship usefullness quite a bit.

There are two fleet ships off the top of my head I can think of that are "bulky" ships that get fusion cutter immunity but are not considered large ships: Zenith Electric Bombers and Sentinel Frigates. There are probably more.
I just added Zelecs and Sentinels to the list they can hit in my working copy.


Basically the problem with the starship formerly known as siege is that it was made an awesome siege unit and then the Bomber starship was added to the always-available types.  So there were two awesome siege units.  And then when it was decided that the siege simply had too long a range we couldn't just shorten it: the bomber starship already has the short-range siege role.  In some ways, simply getting rid of the siege would have made sense, but the anti-starship role does benefit from its presence.

One thing I'm thinking of now that might work is:
- Bomber Starship:
1) make shots aoe (like a grenade-launcher/flak-turret)
2) probably make it somewhat less effective against forcefields
3) make it a bit cheaper
- Antimatter Starship:
4) make it short-ranged, but still longer than Bomber Starship
5) make it faster (say, half Bomber Starship speed)
6) make it more durable (say, 3/4 as durable as Bomber Starships, if it's not already there)
7) let it hit everything that the Bomber Starship can hit
8) rename it back to the Siege starship ;)

The thing I'm concerned about there is that I'm not sure adding AOE is an adequate shift for the Bomber Starship: how often does it face clumps of targets that it can hit?  If the aoe burst was allowed to hit fleet ships too that would help one way but might totally unbalance the thing in another way.

Anyway, that's all based on the conclusion that the Antimatter Starship is good at its niche but the niche is too small.  And frankly, the Siege Starship was way more cool.


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For example, bomber starship Mk. II costs 5k knowledge to unlock, but Mk. II bomber fleet ships only costs 2.5k. There is no contest, my "bang per knowledge" is FAR better with bomber fleet ships. This is fine, as Mk. II fleet ships are meant to be unlocked first.
However even the Mk. III bomber fleet ship unlock cost of 6k still seems like a better deal than getting the Mk. II bomber starships for 5k. A ship cap of Mk. II bomber starships is most certainly not 5/6ths as useful as a ship cap of Mk. III bomber fleet ships.
Those are good points.  Would it be more fun to handle that by making the starship side cheaper, or more powerful?  Probably "cheaper", so as to avoid further overshadowing of fleet ships.


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*As a good starting point, I would suggest reducing the 5k Mk. II starship unlock cost (and the Zenith starship unlock cost) down to 4k, and the 7k Mk. III starship unlock cost (and the Spire starship unlock cost) down to somewhere between 5k-6k. (5.5k, maybe?)
I'll think about it.  I think it may be good to just crunch the numbers and look at total survivability and dps at cap for the starship types and their reference fleet ship equivalents, decide what sorts of ratios are acceptable, etc.  One thing I've not found a good answer for yet on starships (and the larger fleet ships) is: if ship type A has 1/10th the cap-size as ship type B, should the survivability-per-unit be 10x and the dps-per-unit be 10x, or does it need to be lower than that due to the dynamics of ease-to-control and concentration-of-force and ships having full dps even at 1 hp, etc.  If you have any thoughts on what the ratios should be there I'm listening.


Quote from: Cyborg
I'm going to put together a more in-depth article about this, because I think I can justify a fleet ship rebalance.
I'm certainly interested in reading that, when you have it.

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I think that movement speed is going to be a big part of this, because the ability to use those ships as meat but be able to pull them back will do two things.
You mean increasing movement speed, then?  One thing I've noticed about the more recent history of AIW compared to the earliest days I remember is that the generally much-faster-speeds and fairly long ranges is that there really isn't much room for tactical isolation of units unless there's a grav well involved.  In general intra-planet position just isn't as big a deal as it used to be, and I dunno if I like that.  On the other hand, it's a strategy game, not a tactical game.  Too much "depth" to the tactical side and the whole game slogs down because there are so many battles multiplied by however long each one takes.

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First, it will soften the often repeated problem of having to rebuild your entire fleet (which is really expensive and takes forever when you are building a triangle fleet mark 4). And it may be as simple as decreasing the build time(while keeping the resource cost static).
That could help, yea.  If mk4 built at roughly the same speed as mk1 it would have a phenomenally high /sec cost but I don't think that's a huge problem.  If you can't afford them, you can't afford them.

But then there's the problem of waiting for resources.  I don't know how common that is nowadays but from some of your feedback I know it's still there.  Personally, I think the in-game-time cost of needing more resources is an important part of the resources system: if you really spend down, the AI gets a chance to hit you because of the time lapse.  On the other hand, having that cost large amounts of wall-clock-time for the player is really not fun.  Going to +10 time helps, but the simulation is just too complex (in cpu cost) to "fast forward" as fast as would be necessary to "skip" the resource-accumulation phase.

What I'm thinking there is:
1) Probably using the variable-speed stuff already in the game, try to implement a super-duper-fast-forward mode that simulates like 100x as much change as normal, by using really coarse steps.
2) Have any human vs AI combat automatically drop the game out of the super-fast-mode because there's no way that can be simulated accurately that coarsely.
3) Anything else that doesn't simulate the same way would need to be divided into two categories:
- Minor enough that the differences can be ignored by the player.
- Major enough that it needs to stop coarse-sim-mode.
4) Have some curtesy-shut-offs (even auto-pause-after-shut-off) for things like wave/cpa/etc announcements or "resources are 80% full" or whatever.

But there's a lot of question marks about that technically and gameplay-wise: would it really solve the problem?  And it could be rather a lot of dev-effort and need to touch a ton of stuff (i.e. bug-potential)... but I'm thinking that could be shorter than it otherwise would be because we already have variable-coarseness and we could just add a new performance profile option after "Extremely Low" called "Powerpoint" ;)


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I am settling into the idea of triangle ships not being able to be your main fleet (you really can't live without starships, which is probably intended, but the reverse doesn't seem to be true). It's taken me hundreds of hours to accept this fact. That being said, allowing them to have greater utility value through the actions of the player seems like it would be both fair, have value that increases with skill level (hardcore gamers like this!), and not break the game because the economy would still keep a limit on it.
Yea, all your main tools being fun and (to at least some degree) necessary is definitely a goal for us.  I keep thinking of ways to make it easier to get fleet ships into the battle so that it's not such a big difference from the hardly-ever-dying starships, but that's not the only thing going on here.

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Offline TechSY730

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Re: 5.021 - Hybrid Systems online
« Reply #7 on: December 14, 2011, 11:28:45 pm »
Light and fleet star-ship durability could definitely use a buff.

As for your proposed Bomber and Siege/Antimatter starship re-purposing, sounds interesting. Having the bomber starship be a sort of AOE bomber unit sounds really cool, and would give someone a reason to try it over bomber fleet ships. And as you noted, long range combat has become less rewarding recently, so the Siege starship losing some range for less target restrictions (like not using anti-matter ammo) sounds like a fair trade.
Note that currently anti-matter starships currently have more HP than bomber starships, which frankly doesn't make much sense. (See Mantis issue #3714)

Yea, doing some actual comparisons with dps and survivability of starships seems like a good idea before we play around with knowledge costs too much. My new knowledge cost suggestion was merely a first step in the right direction to ease the issue now, and do the more advanced number crunching stuff afterwards. Or we could do number crunching first and then adjust. You're the dev man, it's your call.  ;)


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Offline Sunshine!

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Re: 5.021 - Hybrid Systems online
« Reply #8 on: December 17, 2011, 05:47:45 pm »
Someone (Don't remember who, sorry :() mentioned a while back that the cutoff for fusion cutter attack immunity (or whatever it is called) also made a great logical cutoff for "large ship" determination.

That was me, I think.

As for bomber starship, why not make it a starship version of the Spire Penetrator?  It has an excessive reload time (1 minute or more?), but is fast, well armored (not cloaked) and does damage equivalent to the damage a siege starship of the same mark would do over 3/4 of the time it takes for a bomber to reload (45 seconds worth of damage if the reload is 1 minute, for example).  They'll both be good anti-large-stuff ships, but in those cases where you need some high burst damage against a specific target in a very heavily defended system you'd go for the Bombers over the Sieges.  In the case of a heavily defended system where you need to clear the entire thing, you'd obviously go for the sieges over the bombers because of the higher sustained damage potential.

As far as a splash-damage starship goes, I'd love to see a flak frigate show up.  Aside from the zenith starship the current starships are lacking in close-in anti-swarm defense potential.

When it comes to the split of the fleet starship line, here's how I see that functioning:
Fleet Starship: Medium-high hitpoints, medium-low damage, very low engine damage (as now), very low/low/moderate attack AND shield boost; right now muniboosters are kind of redundant with the fleet starship line, and the fleet starship line should not be able to fully replace muniboosters or shield boosters, but should be able to sub in for either in a pinch to go with their role of fleet support.

Zenith Starship: When it comes to what is most unique about the Zenith, I think of Golems.  The most unique of which is probably the Hive golem.  Could Zenith starships become smaller drone carriers?  I don't have a problem with the slow mobile-mini fortress that it is now, but that's a little redundant with the envisioned fleet starship above (trading the fleet-boosting abilities for higher damage).

Spire would be the usual moderate HP, high range high damage, modular idea that gets kicked around here a lot.

Offline keith.lamothe

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Re: 5.021 - Hybrid Systems online
« Reply #9 on: December 18, 2011, 03:06:10 pm »
FYI, the first "new trick" for hybrids is in for 5.021.

Also made sentinels and zelecs considered large enough targets to be shot at by Antimatter starships, etc.

Thinking about the starships stuff, but I don't want to change those to make them even more useful if fleet ships (triangle, particularly) are already feeling way less useful than starships.  Both could benefit from changes, but they probably need to happen together.
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Offline keith.lamothe

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Re: 5.021 - Hybrid Systems online
« Reply #10 on: December 19, 2011, 09:31:00 am »
On starships/fleetships balance, had an idea that might break out of some of the problems that seem to keep it on a loop where we mostly alternate which side is significantly preferable.  It might be a pretty loony idea, though, so dunno ;)

1) For human ships only: Have each starship provide X "fire control" for allied fleet ships on the planet.  If total allied fire control >= number of allied fleet ships, all those fleet ships get a +50% damage bonus.  Possibly higher, if necessary. 
- The bonus needs to apply to _all_ allied fleet ships on the planet, not be range-based at all due to cpu costs of that many range checks.  But if you had only "partial" fire control it wouldn't be too awful cpu-wise to have it apply only part of the bonus.
- Potentially this could over-incentivize the smaller-cap fleet ship types, and they could be made to require more than 1 fire control each, but that might get a bit confusing.
- Either way, there would need to be some indicator of your fire control amount and requirement, perhaps what percentage you have of what you need.

2) Make fleet starships provide a lot more fire control than the other starship types; and higher marks provide more, etc.

3) The fire control bonus stacks with munitions boosting (and anything else).

4) Maybe remove the munitions boost effect from fleet starships.  Dunno, as boosting turrets to the extent that they can be boosted is a good thing.

5) Reduce starship damage (except for Raid Starships, possibly, as those are expected to fly solo a lot) so that the extra fleetship damage is necessary.  This would be a small nerf to the AI since they wouldn't get fire control (because we don't want to rewrite the AI to have to care about that mechanic among its own ships), but not a very big deal.

6) Not directly related, but probably necessary to avoid annoying folks who use starships-only because it's easier to control: some kind of "mobile warpgate starship" that lets you warp-in fleet ships just produced by space docks (or adv factories, fabricators, etc) in the same control group(s) as the warpgate-starship.  I'd need to give them some degree of paralysis-after-warping-in like the existing warp gates to avoid obsoleting the enclave starships

Anyway, I wonder what y'all think. 

Most importantly: does it expand your set of options of how to play, or does it constrict it?  It doesn't outright prevent only-fleetships or only-starships, but presumably both-fleetships-and-starships would "feel" required for folks who prioritize optimal play.

Another thing is that it may indirectly constrain the size of the "blob" folks throw around, unless the bonus scales in a granular fashion for partial fire control.  I'm not sure which one I prefer; I tend towards limiting the incentive for all-in blobbing but I'm not specifically trying to fix that problem here because that isn't the problem folks are concerned about.

Finally, it may simply be more complexity than is warranted: it's one more thing to show on the tooltips for all starships (and fleet ships, if fire control requirements vary by type), and it's one more thing to show on the main screen so folks can see how much fire control they have vs. how much they need.  Generally if it involves new UI I'm skeptical :)  But I've not been able to think of a solution to "encourage players to use both fleetships and starships together" that doesn't involve some explicit mechanic like this.
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Offline Volatar

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Re: 5.021 - Hybrid Systems online
« Reply #11 on: December 19, 2011, 10:08:23 am »
Am I really unusual in the way I handle fleets? I make all the fleetships and starships that I can make, and just half, third, or quarter the group to use for separate operations. I always have a mixed fleet.

Offline wololoh

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Re: 5.021 - Hybrid Systems online
« Reply #12 on: December 19, 2011, 11:02:14 am »
About the options just discussed by Keith, for myself I think that would feel more 'restricting' than the way it is currently. That is largely because I would always want to get the most efficient fire control bonus  :P.

I'm still very much a noob though (just picked up on AI war again after playing it a little during last summer, and this time it suddenly 'clicked' and grabbed me...), so more experienced players please comment  ;).

Offline Spikey00

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Re: 5.021 - Hybrid Systems online
« Reply #13 on: December 19, 2011, 08:45:31 pm »
As long as Keith doesn't teach them to deploy hundreds of overlapping forcefields, turrets, and Neinzul nests.
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Offline Ktoff

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Re: 5.021 - Hybrid Systems online
« Reply #14 on: December 20, 2011, 03:47:12 am »
Am I really unusual in the way I handle fleets? I make all the fleetships and starships that I can make, and just half, third, or quarter the group to use for separate operations. I always have a mixed fleet.

No, I often do the very same. However, I think by doing just that it is hard to tackle any higher difficulty (8+). For "real" attacks, it is usually too much micro for me to split up task and pay attention to distances etc. but for wormhole defense and raiding I select carefully which ships to use...