Author Topic: Armor is not that important currently  (Read 21896 times)

Offline Hearteater

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Re: Armor is not that important currently
« Reply #60 on: February 15, 2012, 11:39:16 am »
Very good observations.  A little confusing to explain at the tooltip level I think, but it produces a good result.

Offline TechSY730

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Re: Armor is not that important currently
« Reply #61 on: February 15, 2012, 11:57:04 am »
Okay.  My turn to add yet another option to this debate.

I am going to argue for essentially keeping the system as it is, with the change that ship armor is always the same mark level as the attacking ship.

Um, I thought the objective was to make armor more of a factor, not less of one.

Though this would allow armor values to increase overall, and not destroy interactions between mark levels. And as Hearteater says, a better way to handle this would be to probably not have armor scale with mark level.
So, as an proposed example, all ships could get their current, say, Mk. III armor, but this is consistent among all marks within a ship type (a buff to Mk. I and II, a nerf to Mk. IV and V, and of course a no-op to Mk. IIIs. Due to the average composition of ships in a game is more heavily weighted towards the lower marks, is a increase to armor importance overall)
Ships would become more durable over mark solely by increasing HP instead of armor, which IMO is easier to balance.

As noted, armor peircing and armor rotting should probably be made consistent among marks as well, if we go with this system.

Offline Diazo

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Re: Armor is not that important currently
« Reply #62 on: February 15, 2012, 12:13:42 pm »
The thing is, under the current system, final damage is {Shot Damage} - {Armor}.

If Shot Damage goes up and Armor doesn't we are back to square one with armor being unnoticed late game (if balanced for Mk I ships) or everything hitting the armor cap early game (if balanced for Mk IV ships)

That's why the armor level of the defender being equal to the mark level of the attacker works. You can say "this ship does 50% damage to that ship" and have it be consistent across mark levels.

To implement this correctly would require plotting all the ships in the game out on a chart from 'light' to 'heavy' in terms of attack and defence so that the ratios would stay constant. This chart would also make it easy to put in new ships. Plot them on the chart and you have a good idea of what their attack and armor values should be.

D.

Offline TechSY730

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Re: Armor is not that important currently
« Reply #63 on: February 15, 2012, 12:34:20 pm »
That's why the armor level of the defender being equal to the mark level of the attacker works. You can say "this ship does 50% damage to that ship" and have it be consistent across mark levels.

So like the old system, this would make the net damage adjustment constant from ship type to ship type, regardless of mark level (assuming hull types are the same across marks)

Unlike the old system, instead of defining the percentage on a ship by ship bases, it is merely a by product of a single armor value (well, actually, the armor value of each mark, which in MOST cases is currently linearized)

The only question would be, a ships actual armor value is not as important, but rather its value from across marks, how do you make that clear to the user. Also, what about ships that are currently do not have linearlized armor.

One way I can think of fixing this is FORCING the system to linearized values. That is, each ship type has a SINGLE armor value, that is shared by all marks of that ship type. That is the value used in the "hover text" ship stats.
When an attack from a Mk. N attacks a ship, the target's armor value is multiplied by N, and that is the effective armor. This would give the same behavior as the "cross mark lookup" you proposed for linearized armor, but with only one value instead of up to 5.

This would require extra rebalancing of ships designed around non-linearized armor though.

Some unsolved questions
If a ship of Mk. N attacks a ship, but the target ship does NOT have a Mk. N version, what to do? Linearlize anyways, or use the closest mark of the target ship that does exist?
Like, a Mk. IV bomber attacks a Mk. III fortress; there is no Mk. IV fortress. So should the Mk. III effective armor in this case be the base armor (which would be the current Mk. I fortress armor) * 3, or * 4?

The same problem exists with the cross lookup scheme. Since there is no Mk. IV fortress, the game cannot lookup the armor value for the Mk. IV fortress to use for that interaction. What armor value should it use?
« Last Edit: February 15, 2012, 01:01:17 pm by techsy730 »

Offline keith.lamothe

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Re: Armor is not that important currently
« Reply #64 on: February 15, 2012, 12:38:36 pm »
Personally I've been thinking that having armor as a prominent mechanic _in addition to_ the hull-type bonuses (or the old per-ship-type bonuses, though armor came in just after those went out) is prone to confusion at least from the balance perspective.  With this and other issues bouncing around in my head I've been toying with the idea of:

(Disclaimer: Chris hasn't heard any of this, and would likely laugh at me, so this is mostly for your curiosity)

1) Moving the bonuses off ship types altogether, to weapon types (so "energy bomb" has a certain multiplier vs "polycrystal", it doesn't matter which ship is firing the energy bomb and which ship has the polycrystal hull).

2) Fleshing out the weapon types so that a similar level of variety is possible (so there might be "small energy bomb" and "large energy bomb" with different multipliers, but they wouldn't be wildly different) and hull types and making the hull types a bit more consistently "members of the same class", so instead of things like "polycrystal" and "heavy" and "swarmer", things like "small polycrystal", "capital polycrystal", "small unarmored", etc.

3) Renaming "Armor" to "Deflectors" and removing it from all but a few ships so it's more of a specialist mechanic.

4) Removing Armor Penetration in favor of a binary "Ignores Deflectors" flag that would be set on a few things like Lightning Turrets, etc.

5) Replacing Armor Rotting with "Volatilizing" shots that build up volatility on the target rather than armor damage (it would still decay over time), and all incoming shots get the current volatility added to their damage.


Basically: getting down to one pervasive damage mitigation mechanic, and making the remaining one (hopefully) more intuitive, while replacing the affected mechanics on specialist ships so they don't become vanilla.
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Offline TechSY730

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Re: Armor is not that important currently
« Reply #65 on: February 15, 2012, 12:45:45 pm »
Personally I've been thinking that having armor as a prominent mechanic _in addition to_ the hull-type bonuses (or the old per-ship-type bonuses, though armor came in just after those went out) is prone to confusion at least from the balance perspective.  With this and other issues bouncing around in my head I've been toying with the idea of:

(Disclaimer: Chris hasn't heard any of this, and would likely laugh at me, so this is mostly for your curiosity)

1) Moving the bonuses off ship types altogether, to weapon types (so "energy bomb" has a certain multiplier vs "polycrystal", it doesn't matter which ship is firing the energy bomb and which ship has the polycrystal hull).

2) Fleshing out the weapon types so that a similar level of variety is possible (so there might be "small energy bomb" and "large energy bomb" with different multipliers, but they wouldn't be wildly different) and hull types and making the hull types a bit more consistently "members of the same class", so instead of things like "polycrystal" and "heavy" and "swarmer", things like "small polycrystal", "capital polycrystal", "small unarmored", etc.

3) Renaming "Armor" to "Deflectors" and removing it from all but a few ships so it's more of a specialist mechanic.

4) Removing Armor Penetration in favor of a binary "Ignores Deflectors" flag that would be set on a few things like Lightning Turrets, etc.

5) Replacing Armor Rotting with "Volatilizing" shots that build up volatility on the target rather than armor damage (it would still decay over time), and all incoming shots get the current volatility added to their damage.


Basically: getting down to one pervasive damage mitigation mechanic, and making the remaining one (hopefully) more intuitive, while replacing the affected mechanics on specialist ships so they don't become vanilla.

So my "crack" suggestion (http://www.arcengames.com/mantisbt/view.php?id=2285) to remove armor value entirely due to its purpose being mostly redundant (Of course, rebalancing hull type bonuses and max HP in the process, to compensate) may have not been so far fetched after all?

What do I mean by redundant?


Right now, there are two ways that overall ship type durability is influenced, max HP and armor value rating. Sure their interactions between many weak shots vs. a few powerful shots can give different results, but for the most part, these two mechanics do the same thing.
Compare this to influencing how specific ship type vs specific ship type interactions are handled. There is only ONE primary way, hull type bonuses. Yea, armor piercing and armor rotting can influence that a bit, but to a very minor degree. And yea, immunities can also influence it, but those are the VAST exceptions, not the rule.

EDIT: So are you suggesting that like armor piercing and armor rotting, armor value rating becomes a rare factor to influence overall durability, instead of the norm?
« Last Edit: February 15, 2012, 12:51:34 pm by techsy730 »

Offline keith.lamothe

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Re: Armor is not that important currently
« Reply #66 on: February 15, 2012, 12:48:18 pm »
Yea, basically.

In that idea I do want to keep Armor (as "Deflectors") around for a few speciality ships, but not as a pervasive general mitigation mechanic.
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Offline TechSY730

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Re: Armor is not that important currently
« Reply #67 on: February 15, 2012, 12:55:04 pm »
(Disclaimer: Chris hasn't heard any of this, and would likely laugh at me, so this is mostly for your curiosity)

Well, that sort of what happened with my "suggestion" (which, BTW I voted down. Yes, I voted down my own suggestion).

Except instead of laughing and closing it, he closed it because at the time, the topics of the armor values and hull bonuses mechanics were "beaten to death", from what I heard, often leading to "near flame wars" (Not full out insults, but frustration getting in the way of good dialogue, on both sides)
That was right after the crazy last SlimDX 3.0 to release 5.0 period, where everyone was worn out by mechanics changes and  balance issues.

Now that we have had time to settle down and think about better, it may be a more viable option to discuss now.
« Last Edit: February 15, 2012, 12:57:43 pm by techsy730 »

Offline Diazo

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Re: Armor is not that important currently
« Reply #68 on: February 15, 2012, 12:58:18 pm »
That's why the armor level of the defender being equal to the mark level of the attacker works. You can say "this ship does 50% damage to that ship" and have it be consistent across mark levels.

So like the old system, this would make the net damage adjustment constant from ship type to ship type, regardless of mark level (assuming hull types are the same across marks)

Unlike the old system, instead of defining the percentage on a ship by ship bases, it is merely a by product of a single armor value (well, actually, the armor value of each mark, which in MOST cases is currently linearized)

The only question would be, a ships actual armor value is not as important, but rather its value from across marks, how do you make that clear to the user. Also, what about ships that are currently do not have linearlized armor.

One way I can think of fixing this is FORCING the system to linearized values. That is, each ship type has a SINGLE armor value, that is shared by all marks of that ship type. When an attack from a Mk. N attacks a ship, the target's armor value is multiplied by N, and that is the effective armor. This would give the same behavior as the "cross mark lookup" you proposed for linearized armor, but with only one value instead of up to 5.

This would require extra rebalancing of ships designed around non-linearized armor though.

Some unsolved questions
If a ship of Mk. N attacks a ship, but the target ship does NOT have a Mk. N version, what to do? Linearlize anyways, or use the closest mark of the target ship that does exist?
Like, a Mk. IV bomber attacks a Mk. III fortress; there is no Mk. IV fortress. So should the Mk. III effective armor in this case be the base armor (which would be the current Mk. I fortress armor) * 3, or * 4?

The same problem exists with the cross lookup scheme. Since there is no Mk. IV fortress, the game cannot lookup the armor value for the Mk. IV fortress to use for that interaction. What armor value should it use?

(I'm not 100% sure I read your first two sentences as you intended them.)

I don't know how the backend works, but I am assuming that a dummy ship for non-existent marks would have to be created, or each ship would have to have 5 different armor levels, one for each mark. (Probably extra demand on your computer regardless of how it's done.)

As for non-linearized armor, I don't think there are that many ships with it in the game. The ones that have it can either go to linearized armor, or it can made a feature of that specific ship when this rebalance is done.

For making this clear to the user, I'm not sure, I had not though about the UI issue. I know the tool tip displays an attack damage on overlay, maybe something like that? Not sure how to show it in the ship description though.

Ultimately, the intent of this system is to make it so that when a Fighter (any mark) attack a bomber (any mark), the percent reduction by armor is always the same. By doing it with Armor values you prevent having to add a percent reduction for every ship in the game vs. every other ship in the game.

D.

edit: forum moves fast, reply to Keith incoming

Offline Hearteater

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Re: Armor is not that important currently
« Reply #69 on: February 15, 2012, 01:22:54 pm »
I like the Deflectors idea.  You may want to leave yourself room to have levels up Deflectors (Deflectors, Heavy Deflectors, Light Deflectors, whatever) just because there is such a range of ship durabilities (Fleet to Mothship).  They could also be Mark I-V Deflectors, and Ignores Deflectors I-V, with Mark V Deflectors treated as Mark II when hit by an Ignores Deflectors III.

Offline Diazo

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Re: Armor is not that important currently
« Reply #70 on: February 15, 2012, 01:24:39 pm »
Personally I've been thinking that having armor as a prominent mechanic _in addition to_ the hull-type bonuses (or the old per-ship-type bonuses, though armor came in just after those went out) is prone to confusion at least from the balance perspective.  With this and other issues bouncing around in my head I've been toying with the idea of:

(Disclaimer: Chris hasn't heard any of this, and would likely laugh at me, so this is mostly for your curiosity)

1) Moving the bonuses off ship types altogether, to weapon types (so "energy bomb" has a certain multiplier vs "polycrystal", it doesn't matter which ship is firing the energy bomb and which ship has the polycrystal hull).

2) Fleshing out the weapon types so that a similar level of variety is possible (so there might be "small energy bomb" and "large energy bomb" with different multipliers, but they wouldn't be wildly different) and hull types and making the hull types a bit more consistently "members of the same class", so instead of things like "polycrystal" and "heavy" and "swarmer", things like "small polycrystal", "capital polycrystal", "small unarmored", etc.

3) Renaming "Armor" to "Deflectors" and removing it from all but a few ships so it's more of a specialist mechanic.

4) Removing Armor Penetration in favor of a binary "Ignores Deflectors" flag that would be set on a few things like Lightning Turrets, etc.

5) Replacing Armor Rotting with "Volatilizing" shots that build up volatility on the target rather than armor damage (it would still decay over time), and all incoming shots get the current volatility added to their damage.


Basically: getting down to one pervasive damage mitigation mechanic, and making the remaining one (hopefully) more intuitive, while replacing the affected mechanics on specialist ships so they don't become vanilla.

Hmmm.

This is a big rework that would change the game significantly.

To make sure I understand:

1) Armor is gone.

2) The 'hull type' of all ships would be looked at to make them more consistent. IE: All bombers polycrystal, all melee ships close combat, etc. This would make a list of hull types that all future ships would pick from to keep the system from breaking.

3) Ship would now get a shot type based on their role. IE: All bombers energy bomb, all melee ships fusion cutters, etc. Again, making a list all future types would pick from based on role.

4) Damage bonuses would now be based on shot type, not per ship. So the 'energy bomb' would have bonuses against structures/fortifications at different levels. Small/med/large energy bombs allowing for more, yet similar shot types.

5) 'Deflectors' would replace armor for niche ships, these would change to a %reduction against certain shot types? Flat reduction would not work for these I don't think.

My only concern would be that this means that a fighter is doing the same dps against a mk I fighter as it is against a Mk V bomber ship. (Before bonuses).

To counteract that, each shot type would have to have many bonuses, both positive and negative. For this system to really work a shot type only having 3 or 4 bonues would not be enough, it would need bonuses against half (or more) of the hull types in the game.

Otherwise all the different ships would sink into a generic pile with no real difference beyond range.

Overall I think I like it, I'm just a little leery of how much work and how big a change this would be.

Offline Hearteater

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Re: Armor is not that important currently
« Reply #71 on: February 15, 2012, 01:32:37 pm »
Thinking about it, I'm assuming Deflectors would be %-reduction.  I still feel -shot dmg is valuable.  Even if we get Deflectors which are %-reduction (again, assuming they are), we could keep Armor as a binary property on a few ships and have it just be a flat -250*Mark value (where Mark here is the attacker's Mark as Dazio suggested).  This would make these ships resistant to low damage attackers of any Mark.  Of course if Deflectors aren't %-reduction they could just work this way themselves.

Offline Diazo

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Re: Armor is not that important currently
« Reply #72 on: February 15, 2012, 01:54:23 pm »
I was assuming deflectors would be a mid to high % reduction against specific shot types.

Such as the armor ship has deflectors 50% reduction against everything but {insert armor piercing ammunition here}

D.

Offline keith.lamothe

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Re: Armor is not that important currently
« Reply #73 on: February 15, 2012, 02:10:00 pm »
This is a big rework that would change the game significantly.
Definitely, and I'm not sure it's necessary...  Partly because I'm just piling on my long-held desire to make bonuses into a coherent and intuitive "weapon type vs armor type" system.  That part can basically be detached from the idea I posted.  Indeed, an even simpler approach (as techsy730 basically advocated a while ago) is simply to remove armor entirely and be done with it, but that leaves a few ship types with pretty much nothing to make them at all special.  So high-armor ships could be given more health, high-armor-pen ships could be given more damage, and armor-rotting ships could be given that new "volatility" thing I was talking about because it would reuse the armor-damage field (no additional ram cost) and I think it's a cool synergy with high-rof stuff.

But even there, I think the basic idea of armor could be used for a few ships, though the term "deflectors" feels more thematically appropriate.

Anyway, to respond to the rest:

Quote
To make sure I understand:

1) Armor is gone.
Not actually; renamed and removed from most ships, and re-valued for most of the ones that keep it and potentially a change from the 80% cap, but otherwise would keep working as-is.  But gameplay wise it'd be a different thing: only a few ships would use it, and they'd be great defensively against high-rof types but that would be the extent.

Quote
2) The 'hull type' of all ships would be looked at to make them more consistent. IE: All bombers polycrystal, all melee ships close combat, etc.
Depending on what you mean by "Bomber" not all of them would be polycrystal, and certainly not all melee types would be one type.  But all of the hull types would be something like "{size} {material}" rather than some of them being "{size}" and some being "{material}", and hull types of a particular material would have pretty similar bonuses against them, etc.

Quote
This would make a list of hull types that all future ships would pick from to keep the system from breaking.
We'd probably still add new hull types from time to time, unless there was no point in doing so.  But yea, if a new ship picked an existing hull type and an existing weapon type that would cut down on the potential balance-breaking-ness of it.

Quote
3) Ship would now get a shot type based on their role. IE: All bombers energy bomb
Not necessarily, there could be energy bombs, (the much maligned) antimatter bombs, plasma bombs, etc.  But they wouldn't be wildly different from one another in terms of multipliers.

Quote
all melee ships fusion cutters, etc.
No, no.  Some having blades and some having fusion cutters and maybe even more variety is fine with me, I just want "fusion cutters" to mean something in terms of what sorts of ships it will be good against (aside from the endemic immunity to them), and you don't have to learn "what does fusion cutters mean for this ship?", etc.

Quote
Again, making a list all future types would pick from based on role.
We'd certainly add more weapon types over time, just because new ways of making things go boom is very important :)  But yea, not every ship would have to be a distinct type of weapon, which in a lot of ways is the current situation.

Quote
4) Damage bonuses would now be based on shot type, not per ship. So the 'energy bomb' would have bonuses against structures/fortifications at different levels. Small/med/large energy bombs allowing for more, yet similar shot types.
Yep.

Quote
5) 'Deflectors' would replace armor for niche ships, these would change to a %reduction against certain shot types? Flat reduction would not work for these I don't think.
I think flat reduction would work fine for the purpose: to make them inherently better defensively against high-rof ships, but not much different at all against high-individual-shot-damage ships.  The problem isn't with the basic idea of the mechanic, the problem is that it doesn't work well if like half the ships in the game have it.

And Armor-pen could just go away, with those ships that really need to ignore deflectors (lightning turrets, electric shuttles, etc) just do exactly that.

Quote
My only concern would be that this means that a fighter is doing the same dps against a mk I fighter as it is against a Mk V bomber ship. (Before bonuses).
Before bonuses.  We've got bonuses, why do we need an extra modifier there so often?  Also, a mkI fighter may do the same absolute damage vs a mkI fighter and a mkV fighter, but it's still 1/5th the "progress towards my-target-is-dead", so it's not really all that same-y.  In my opinion, at least :)  You guys play the game more, of course, so you tell me.

Quote
To counteract that, each shot type would have to have many bonuses, both positive and negative. For this system to really work a shot type only having 3 or 4 bonues would not be enough, it would need bonuses against half (or more) of the hull types in the game.

Otherwise all the different ships would sink into a generic pile with no real difference beyond range.
Right, the weapon type vs hull type "matrix" wouldn't be as sparsely populated as the current ship type vs hull type one, but there would be way fewer rows (or columns, depending on how you orient it).

Quote
Overall I think I like it, I'm just a little leery of how much work and how big a change this would be.
That's kind of my opinion as well, just thought I'd stir the pot and see what people thought :)
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Offline dotjd

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Re: Armor is not that important currently
« Reply #74 on: February 15, 2012, 02:14:30 pm »
I am a fan of anything that requires less memorization and is more intuitive.

That said, armor seems to have been worked and reworked.  From shields (which I was not around for, but which seem to have traumatized many people) to armor, and now people are bouncing around new ideas.  The current armor mechanic is pretty inoffensive tbh.  It doesn't make a huge difference in most fights, but it matters in some cases.  It sounds easier to mess up a comprehensive rewrite than it does to 'fix' (I don't even get the goal of the topic?  People want to make it more important? .... why?  What's the vision?  Why not just give a few ships an extra couple thousand armor, maybe raise the mitigation rate to 85%, and be done with it?).

But if people do want to fundamentally rework combat mechanics, my preference would be for an extremely intuitive system, one that doesn't use hull types at all, or very few (say 2-3; light, heavy, and maybe forcefield).  I think the current RTS obsession with giving everything separate damage and hull types is a cancer that promotes lazy balancing; it makes it impossible to generalize a unit's intended function.  Patches then go change numbers around but don't make the unit visually any better or worse, relying on you to read patch notes or tooltips all over again to figure out what's up.  And then you end up with things like Fortresses doing .01% damage to polycrystal, which makes sense from a balance perspective but which ends up being incredibly artificial.

Here's an intuitive system I've seen used to great effect.  The three main ship classes in Homeworld are fighters, corvettes, and capitals.  It's a triangle: fighters beat capitals, which beat corvettes, which beat fighters.  Each class is also effective against itself.  The way it works is extremely simple.  Fighters fire lots of middling-accuracy shots, which tend to miss a lot the smaller a ship gets, but they fire a lot of them, and they have the bomber ship.  They are way too small for capital ships to hit reliably, so they kinda just pound on capitals until they explode, which admittedly does take a while if you don't have bombers.  Corvettes are bigger than fighters, and fire stronger, more accurate shots, but their size makes it possible for capitals to hit them.  Capitals can deal with corvettes, but can't touch fighters, and have the highest pure damage potential with flashy attacks like ion beams.

That's oversimplified and leaves a lot out (each ship class has a ship that's effective against the opposing triangle, etc), but there you go.  And of course it's really easy to visually indicate that most of these shots hit, but most of these missed, etc.  It's a visual way of indicating that this ship is not effective against this ship.  Tooltips are extremely simple because of that.

It goes without saying that implementing a system like that would require redoing the entire game though.  In this game, 99% of the units are small, and the bigger ships are few and far between and not nearly as important, and that's probably not going to change because of the way progression in this game is structured (ARSs giving small ship types that are easy to mix in, so ridiculously many ship types, etc).  So nah, I'm not advocating just straight importing something like that without regard for the consequences.  All I'm really trying to say is: if combat gets changed, please make it more, and not less, intuitive. =)

(in case it's not clear, I don't know what system I would propose for AI war, if any.  it's a hard question!  I do feel that there are perhaps too many ship types in the game though, and that having too many ships leads to people trying too hard to find differentiating factors)