Poll

How should the Fleet Triangle be balanced?

Wingflier's Solution
Minotaar's Solution
Diazo's Solution
Diazo's Alternative Solution
Keith's Solution
Chemical Art's Solution
Chemical Art's Alternative Solution
No change is needed
Martyn van Buren's Solution

Author Topic: Balancing the Fleet Triangle - A Community Poll  (Read 6911 times)

Offline Wingflier

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Balancing the Fleet Triangle - A Community Poll
« on: August 15, 2012, 03:31:10 pm »
To recap:
Many people seem to be dissatisfied with the current state of the Fleet Triangle (Fighters, Bombers, Frigates).  It seems that the Bomber's role outshines either of the other two ships, and as such, is often the only one worth upgrading to its highest tier.  Two previous threads have been created to measure the community's reaction to this topic, and to brainstorm for ideas, respectively.

After the best ideas were expressed, they have been moved here for a community vote.

Please note that you are free to vote on as many options as you like.  Some options, like changing Guardian hull types and buffing Fighters' speed, are not mutually exclusive.

If you feel that no change is necessary at the current time, please vote for option 8.

In this thread (unlike the previous "Brainstorming" thread), you are free to be critical of other's ideas.  You are free to explain why you like your idea the best, and why everybody else's ideas suck, if that's what floats your boat.

Thank you for your participation, and let the games begin:

1. Wingflier's Solution:

1. Buff Fighter raw damage by 50% [117,600 -> 176,400]
2. Buff Fighter speed from 76 -> 80.
3. Nerf Fighter multipliers by 33% [Medium 2.4 -> 1.6| Close-Combat 2.4 -> 1.6| Polycrystal 5 -> 3.3] - Damage against these hull types stays nearly the same.
4. Buff Bomber raw damage by 25% [78,400 -> 98,000]
5. Nerf Bomber multipliers against Heavy, Ultra-Heavy, Structural, Artillery, and Command-Grade by 33% [6 -> 4]
6. Nerf Bomber speed from 76 -> 62.

Explanation: 
Considering the currently underpowered/lackluster state of Fighters, and the currently overpowered/disproportionately useful state of Bombers, my solution is to bridge the gap between the two ships by buffing one and nerfing the other, while attempting to keep their roles intact. 

In the ideal final scenario, all 3 Triangle ship types will be worth building and upgrading for a variety of situations, instead of the Bomber being the only one worth fully upgrading in most games.  What Triangle ships you use and upgrade will be heavily dependent on the game you're in and obstacles you're facing.  All 3 Triangle ships will excel at their role, and be good in different situations, but hopefully complement each other's strengths and weaknesses.

2. Minotaar's Solution:

Idea: Make the Fighter specialize in killing Guardians.
Proposed Changes:

Hull type changed to Medium for the following types of Guardians:

    EMP   
    Heavy Beam   
    Laser   
    Lightning   
    Special Forces Rally   
    Spire Implosion   
    Starship Disassembler   
    Tachyon   
    Tractor   
    Vampire   

Explanation:
-Fighters get a clear and important role on the offense
-Cheap cost of the Fighter perfectly fits the new role, allowing them to actively protect more expensive ships from Guardians
-Other Fighter-type bonus ships inherit this role automatically, as well as Snipers (fits them perfectly), Vampire Claws (also seems to fit), and... Shield Bearers? (okay, whatever)
-Minimal risk of collateral damage, as only the Guardians are touched.

3. Diazo's Solution:

Buff Fighter range and speed to 110% of the Bomber's current range and speed.

Explanation:  I agree the fighter is an underwhelming unit that current game mechanics prevent it from really being used as designed. I disagree that it is a broken unit and feel only small tweaks are needed to compensate for the fact that even with it's good numbers, current game mechanics sideline it as an underwhelming unit.

4. Diazo's Alternative Solution:


Boost the Fighter speed from 76 to 225. 

Explanation:  If the general community consensus disagrees with me and feels that the fighter is a broken unit, my alternative suggestion would be to give the fighter a massive speed boost, to 75 or 80% that of a raid starship to really highlight it's interceptor role to allow the fighter to get into a position where it's 150% base dps that it has on paper could be more effectively used. I personally don't see the fighter needing a boost this big but any fix I might support will have to account for the fact that the fighters numbers on paper are above average, it is other game mechanics that make the fighter underwhelming.

5. Keith's Solution:

-Slight boost to Fighter speed (amount unclear).
-Slight nerf to Bomber speed (amount unclear).
-Increase Fighter and Bomber damage to their particular bonus types (amount unclear).

Explanation:  I've ignored the threads on this for some days now, didn't seem like they were getting anywhere ;)  Making a bunch of guardians into medium hulls seems like a good idea, though that may nerf the bomber starship since that's largely anti-guardian in role.  Other than that I'd been thinking of adding a slight boost to fighter speed, slight nerf to bomber speed, and making both more focused on damage to their bonus types (without really increasing it).

6. Chemical Art's Solution:

Move the "Heavy" multiplier from the Bomber to the Fighter.

Explanation:
  Moving the Heavy multiplier from the Bomber to the Fighter cuts down on the heavily disproportionate usefulness of the Bomber, while making the Fighter somewhat better as well.  The Bomber is still important against many targets, but not to the same unbalanced degree.

7. Chemical Art's alternate Solution:

-Nerf Bomber dps by 33%, increase multipliers by 33%
-Nerf Bomber speed to 60.
-Increase Fighter DPS by 20%, reduce multipliers by 10-20%.
-Increase frigates rate of fire by 20%, reduce frigates damage by 15%.

Explanation:

--Makes the bomber hits the very many things it does attack well just as well, but makes it no longer as viable as a standalone ship against other targets...
--Nerf bomber speed to between frigates and fighters, reduces bomber's ability to get to destination alone
--Makes the fighter against a broad spectrum of targets, but does not have it absolutely melt the few targets it already gets a multiplier against
--A greater boost then the ~5% increase in dps would indicate, this makes frigates attack swarmer like ships it gets a bonus against more rapidly, which tend to have lower health but higher caps and thus more decisively handled with higher rate of fire.

9. Martyn van Buren's Solution:


-Seed more Fighters and other general Anti-Bomber ships onto the AI worlds.

Explanation:  Following on the recent complaints that bombers feel overpowered and that taking AI worlds can be too easy, I think it might help if the AI simply put more fighters on its worlds. It is true (and seems reasonable that) in nearly all games bombers are the main ship you want to use for hitting the big defensive structures on AI worlds, and it seems like it would be reasonable for the AI to be prepared for that. Players usually recognize that bombers are one of the most threatening ships you can get in a wave and design their defenses accordingly.

I think that this change might be a pretty easy way of complicating the process of taking worlds without making big changes. If most AI worlds had a substantial fighter presence, it would hardly cripple the bomber, but it would sometimes make it necessary to find alternatives or ways of getting them around the planet safely to get their work done.

---------------------------

If anybody feels that their ideas were excluded or misrepresented, please let me know so I can change that in the future.  Thanks for voting.

edit:  Added option 9, Martyn van Buren's idea, to the poll.
« Last Edit: August 16, 2012, 07:36:06 pm by Wingflier »
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Offline RCIX

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #1 on: August 15, 2012, 03:53:26 pm »
Went for Minotaar + chemical_art's solution. And no change is needed, because it's always fun to vote for that in a multi-choice poll.
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Offline doctorfrog

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #2 on: August 15, 2012, 04:04:43 pm »
In spite of my growing dislike for Wingflier's shrill and argumentative posts, this was a pretty concise and fair listing of the more popular suggestions in the previous thread. Well done. We could really see a net benefit with this discussion.

Offline Wingflier

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #3 on: August 15, 2012, 04:05:41 pm »
Sorry about that  :P
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Offline Minotaar

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #4 on: August 15, 2012, 04:34:49 pm »
Voted self + Keith.

Offline Winge

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #5 on: August 15, 2012, 05:53:49 pm »
Daizo's and Keith's solution(s) seem like the best options.  The Fighter is already a pretty good unit--especially considering its cost--it just doesn't have the 'amazing multiplier list + alpha strike' that the Bomber has (Keith's solution).  Boosting the Fighter so that it can deal with Bombers better (Bombers should not be able to kite Fighters!) is the only change that the Fighter should need, IMO.  One other possibility to look into is an Armor buff.

The Fighter's current role is a damage-soak brawlers that is decent against many units, and noms on Bombers.  It's not a glorious role, but it is invaluable to me--I get at least Mark II Fighters in my games now (I only go to Mark III anything if I have an Advanced Factory nowadays).

PS:  Guardians having Medium armor type should not affect Bomber Starships at all (assuming they can still hit Guardians).  Last I checked, Bomber Starships have no hull bonuses, just a very high base DPS and a complete inability to hit most fleet ships.
My other bonus ship is a TARDIS.

Offline Martyn van Buren

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #6 on: August 15, 2012, 06:08:20 pm »
Am adding votes for the minor speed boosts and guardian things.  Would like to see my "put more fighters on AI worlds" thing added; that would be a significant nerf to player bombers although not a buff to player fighters.  I linked in the brainstorming thread but here it is again: < http://www.arcengames.com/mantisbt/view.php?id=9149 >. 

In general, as Keith put it somewhere, I have no issue with the bomber being "the point" of the triangle --- but I feel like its being the point could come with the AI having more specifically anti-bomber tools in its arsenal, or getting more use out of the ones it has.

Offline Martyn van Buren

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #7 on: August 15, 2012, 06:12:20 pm »
Also, has anyone got a list of what ships currently have the "heavy" hull type?  I'm interested in that idea but not too clear on what the consequences would be.

Offline Wanderer

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #8 on: August 15, 2012, 06:46:08 pm »
I primarily voted for no change.  I also voted for Keith's because if there's going to be a modification, I'd rather it be a tweak then an overhaul.  The simple fact is I can't see any of the significant manipulations not ending up with a higher cost for the fighter.
... and then we'll have cake.

Offline chemical_art

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #9 on: August 15, 2012, 09:22:46 pm »
First of all, I must applaud Wingflier for having the audacity, courage, and tenacity to go through this process of identifying, brainstorming, discussing, and polling of one of the most core things of AI Wars: a triangle ship. I know I've been not the best poster in these threads, and fought him throughout the way, but I hope through first giving Wingflier his just due that I can show that while I may disagree with him intensely on the substance of the issues, in no way do I feel his point of view is shortsighted, wrong, or otherwise reflective of him on a person. He has done what I could never due, so I feel a thank you is in order.

Thank you Wingflier.

Will write more after some thought about what to vote for.
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Offline Wingflier

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #10 on: August 15, 2012, 10:07:53 pm »
Thanks Chemical Art, I really appreciate it.  No hard feelings here, I can seem pretty cold-hearted when I get into a deep discussion.  Sorry about that.
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Offline Diazo

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #11 on: August 15, 2012, 10:28:53 pm »
Voted for both of my suggestions, I can't go abandoning them now.  :P

Having said that, I'm actually liking my alternative suggestion more and more. (The make it super fast one.)

That would give the fighter an actual role, that of get over there now and deal with whatever situation has come up.

Being that this is the fighter, that will probably involve dying in droves, but that's fine, they have bought time for a more co-ordinated response from other units.

D.

Offline zebramatt

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #12 on: August 16, 2012, 10:12:54 am »
Whoa, I can vote for 8 options, including 'do nothing'? Obviously this is a multiple personality friendly poll!

I also like that you numbered the explanations but not the options themselves. That was handy.

(Oh, right, you said we could criticise the suggestions; I thought you wanted me to criticise the administration of the poll.)

Anyway, moving swiftly to the point:

4! MAKE IT GO FAST!

That is all.

Offline Nodor

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #13 on: August 16, 2012, 10:35:31 am »
It was helpful to me to group these into 2 pools - minimal (or no changes) and radical redesign.  (w/Current Poll Numbers)

Minimal:
No Change: 21%
Keith's Solution: 19.4%
Daizo's Solution: 14.5%
Chem Art's: 9.7%

Total: 64.6%

Relatively Radical Redesigns:
Mintaur's Solution: 16.4%
Daizo's Alternate: 11.3%
Chem Art's Alt: 4.8%
Wingfliers: 3.2%

Total: 35.2%

What I am seeing out of this is that in general, the community feels like the triangle is reasonably balanced and that minor tweaks will get the fighter into "shape".  I've always thought that the initial balancing act on the 3 starting ships is one of the reasons AI War has been so successful.  Chris really did a fantastic job with the initial setup.  Now, with 4 expansions of "new and shiny toys" I'm not saying the fighter/bomber/frigate is an exciting trio of ships.  But, from a get the job done standpoint, they have held up well.

I can see the arguments.  I also do not tend to pick up fighters until late game..  but then I also might not pick up bombers.   It really depends on what I am facing and what ships they have.  In the game where I have a core shield generators on mark 1 world... yeah, getting bombers  when facing a Mad Bomber - fighters first.  95% of the time it's what ship I selected first (in my current game, parasites). 





Offline Wingflier

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Re: Balancing the Fleet Triangle - A Community Poll
« Reply #14 on: August 16, 2012, 10:51:51 am »
Remember that Minootar's solution is part of Keith's solution as well, I just thought I'd put them as 2 different options in the poll since they aren't mutually exclusive.  They are the two most popular changes, and both pretty similar also in terms of percentage.

The poll is close, but so far it looks like a slight majority of the community wants there to be a small rebalance to the Triangle. 
« Last Edit: August 16, 2012, 10:54:10 am by Wingflier »
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