Author Topic: Bonus Ship Ommission File  (Read 29322 times)

Offline TechSY730

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Re: Bonus Ship Ommission File
« Reply #180 on: October 25, 2012, 12:52:31 pm »
If there was a way I could get a bomber of mine to attack a shield of mine (because that is about the only way I could reliably get 1 v 1 combat) then I would check it.

You can use the in-game reference page to give some stats of 1 v 1 combat (assuming of course, the reference page is correct).
The reference page should use the settings of the currently running game.

Offline chemical_art

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Re: Bonus Ship Ommission File
« Reply #181 on: October 25, 2012, 12:56:48 pm »
If there was a way I could get a bomber of mine to attack a shield of mine (because that is about the only way I could reliably get 1 v 1 combat) then I would check it.

You can use the in-game reference page to give some stats of 1 v 1 combat (assuming of course, the reference page is correct).
The reference page should use the settings of the currently running game.

Yuck!

I want to minimize offense, but with so many options, I sorely, sorely, sorely wish I could type in my desired ships. I
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Offline TechSY730

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Re: Bonus Ship Ommission File
« Reply #182 on: October 25, 2012, 12:59:46 pm »
If there was a way I could get a bomber of mine to attack a shield of mine (because that is about the only way I could reliably get 1 v 1 combat) then I would check it.

You can use the in-game reference page to give some stats of 1 v 1 combat (assuming of course, the reference page is correct).
The reference page should use the settings of the currently running game.

Yuck!

I want to minimize offense, but with so many options, I sorely, sorely, sorely wish I could type in my desired ships. I

The reference page could most certainly use some UI clean-up work, but even with how clunky it is now, it may be faster than waiting for a near perfect 1v1 type scenario for each of the caps (and game speeds (blitz, normal, etc) if those effect damage) you want to test.

Offline chemical_art

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Re: Bonus Ship Ommission File
« Reply #183 on: October 25, 2012, 01:03:53 pm »
I know its not perfect, but right now its bugging out on me.

With me looking for a 1v1 with a bomber the list follows no ryhme or reason, which was odd for at one point it was in ABC order.
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Offline chemical_art

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Re: Bonus Ship Ommission File
« Reply #184 on: October 25, 2012, 01:07:27 pm »
Alright, the reference sheet flips out if you start a game with one set of caps and view it, then exits that game (but not ai wars completely) then starts another game with different caps and tries to look at the list again.
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Offline chemical_art

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Re: Bonus Ship Ommission File
« Reply #185 on: October 25, 2012, 01:21:58 pm »
According to the refererence sheet, the numbers add up.

So caps do account for armor values.

However, you have to dig into reference sheets to really account for armor.

So for anyone not using "high" caps, the argument that the armor system is easier to understand right now is at best diluted, since you have to mentally adjust armor values of things that don't scale to things that do. It's hardly any easier to guess than other potential armor systems.
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Offline chemical_art

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Re: Bonus Ship Ommission File
« Reply #186 on: October 25, 2012, 01:32:26 pm »
It gets really bad if you play ultra low caps:

A bomber there does 39040 damage.
If attacking a hardened force field with 100k armor, the bomber should have a raw damage of 234240.

So it should on paper, according to the UI, do 134k damage.

However it does not, it does its minimal damage of 46848.

Now, I ask this neutrally:

Would you be able to predict this from the UI?

The answer I give is a flat no. You have no way of predicting this without prior knowledge. Don't think for a second from a balance perspective I think this is bad. Not at all! Its very necessary.

However, it really hurts any argument that for anyone playing low caps that the armor system is intuitive, easy to understand, etc.



EDIT: I know I'm sounding grumpy here, but I'm just saying that none of these solutions are that easy to understand. The current system is easy to understand if you play high caps. The more you move away from it, the more distorted the in game UI (not reference sheet) gets from actual practice. The fact I've played this game for years without realizing this shows just how hidden and unintuitive it is. Necessary for balance, yes. Easy to pick up on? No.
« Last Edit: October 25, 2012, 01:43:47 pm by chemical_art »
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Offline Toranth

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Re: Bonus Ship Ommission File
« Reply #187 on: October 25, 2012, 01:41:43 pm »
It gets really bad if you play ultra low caps:

A bomber there does 39040 damage.
If attacking a hardened force field with 100k armor, the bomber should have a raw damage of 234240.

So it should on paper, according to the UI, do 134k damage.

However it does not, it does its minimal damage of 46848.

Now, I ask this neutrally:

Would you be able to predict this from the UI?

The answer I give is a flat no. You have no way of predicting this without prior knowledge. Don't think for a second from a balance perspective I think this is bad. Not at all! Its very necessary.

However, it really hurts any argument that for anyone playing low caps that the armor system is intuitive, easy to understand, etc.
Indeed it does.  However, isn't that a UI problem, not showing the upgraded armor numbers?  Or is something other than the normal quadruple of the stats being applied here?

Does that mean Zenith Polarizers are suddenly a much better ship in Ultra-Low caps?


EDIT:  Speaking of the Polarizers, wasn't the entire point of this thread originally to discuss if there should be an option to not use certain bonus types?  Whatever happened to that, anyway?
« Last Edit: October 25, 2012, 01:44:35 pm by Toranth »

Offline KDR_11k

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Re: Bonus Ship Ommission File
« Reply #188 on: October 25, 2012, 01:44:02 pm »
Hull multipliers are easy because you just need to do a text comparison, if it lists the type of your ship with a decently high multiplier that means you stay the hell away. Don't even need to look in detail at the damage and HP stats (especially since everything's roughly equal per-cap anyway). You can easily tell that Bombermon's attack will be super effective against Fregattata so you send in Fighterchu instead.

Offline keith.lamothe

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Re: Bonus Ship Ommission File
« Reply #189 on: October 25, 2012, 01:44:46 pm »
However, isn't that a UI problem, not showing the upgraded armor numbers?  Or is something other than the normal quadruple of the stats being applied here?
The hardened forcefield (and every unscaled armored unit) actually has two armor numbers: the listed one, used against incoming attacks from other unscaled units, and the scaled one used against incoming attacks from scaled units.  So to be "correct" in the sense you're thinking it would actually have to show two numbers.

The whole mechanic is an example of how something is basically ok as long as you don't know too much about it ;)
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Offline chemical_art

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Re: Bonus Ship Ommission File
« Reply #190 on: October 25, 2012, 01:47:39 pm »
It gets really bad if you play ultra low caps:

A bomber there does 39040 damage.
If attacking a hardened force field with 100k armor, the bomber should have a raw damage of 234240.

So it should on paper, according to the UI, do 134k damage.

However it does not, it does its minimal damage of 46848.

Now, I ask this neutrally:

Would you be able to predict this from the UI?

The answer I give is a flat no. You have no way of predicting this without prior knowledge. Don't think for a second from a balance perspective I think this is bad. Not at all! Its very necessary.

However, it really hurts any argument that for anyone playing low caps that the armor system is intuitive, easy to understand, etc.
Indeed it does.  However, isn't that a UI problem, not showing the upgraded armor numbers?  Or is something other than the normal quadruple of the stats being applied here?

Does that mean Zenith Polarizers are suddenly a much better ship in Ultra-Low caps?

As far as Zenith Polarizers go, I can't tell you. That's the problem from my perspective, you don't know. The moment "behind the scenes" math is shown without it being reflected in the UI, suddenly all UI data is a "?" till I know exactly what is going wrong.

See, Keith just explained it. Which is cool for us 1% who use the forums. For the other 99%, they really won't know. The fact most of those 99% don't check their math to begin with is a mixed blessing.


I find it much better for something to do "behind the scene math" and show the actual value in the UI, rather then the UI being the basis for "behind the scene math", which just leads to confusion.



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Offline chemical_art

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Re: Bonus Ship Ommission File
« Reply #191 on: October 25, 2012, 01:48:25 pm »
Hull multipliers are easy because you just need to do a text comparison, if it lists the type of your ship with a decently high multiplier that means you stay the hell away. Don't even need to look in detail at the damage and HP stats (especially since everything's roughly equal per-cap anyway). You can easily tell that Bombermon's attack will be super effective against Fregattata so you send in Fighterchu instead.

LOL!

I love the current hull multipliers.
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Offline Wingflier

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Re: Bonus Ship Ommission File
« Reply #192 on: October 25, 2012, 02:05:22 pm »
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How?  As an anecdote, I just asked three people how much more effective 100 armor should be over 20.  All three said 5 times as effective.  That's intuitive.
It's intuitive because the damage reduction can be displayed right on the unit's information bar, and because it's a fairly simple system, in spite of the fact that it's not linear (we're using a linear system now, it's not working that well).

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If the game will compute the damage reduction percentage, and display it for you (instead of the Armor value) then why use an armor value?  Especially since hidden equations lead to unexpected behaviors. 
You can display both if you like, I don't see the problem with this.

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Also, the GUI issues mentioned:  how does your Armor Piercing work with this display?  Would mousing over a ship show different numbers depending on what you have highlighted?  What if you have multiple ship types selected, or none?
Armor piercing is just armor-armor piercing to get the new armor value before the attack.  If you want to know how much damage a single ship is doing after armor piercing, you can simply click that ship and mouse over the enemy ship to find out.

As I already mentioned, the more you play the more you get a feel for what armor values mean.  Just like right now "Heavy 10, Ultra-Heavy 10, Structural 10", those things don't mean anything to us, because nobody is doing the actual math in their head.  It just gives us an idea, based on the ship's damage, how much it will do, and it works well enough.

Some of the people in this thread live in an alternate Universe where each player goes through complex equations in their head before each battle.  The proposed EHP system is very consistent across HP values, after only a few days of playing you will have a feel for what armor values mean in terms of damage reduction, even if you have armor piercing ships which is just basic subtraction.  There IS NO RTS game that doesn't work like this.  Even the most simplistic system like Starcraft's asks the players to earn a feel for the game because of some of the under-the-hood mechanics.  Your consistent insistence that it would be oh-so-confusing should imply that our current system is impossible, since it's many times more confusing than what I'm proposing.  Refer to my example:
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So you tell me:  Which one is more complicated to the player?

A system where, before you can take into account the damage done, you must first calculate:

1. The hull bonuses of the ship firing.
2. The hull type being shot at.
3. The actual hull multipliers of the ship firing.
4. The damage of the ship firing.
5. The armor value of the ship being fired upon.
6. Multiply the damage of the hull multipliers x weapon damage.
7. Run this damage through the current (confusing) armor system.
8. Arrive at result.

In the new system it's:

1. The damage of the ship firing.
2. The damage reduction in percentage of the ship being shot at (shown on its bar).
3. Arrive at result.

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The hull types and armor are two completely different, unrelated systems.  When I talk about Armor, I'm talking about Armor.  I'm not talking about hull types, or ammo types, or to-hit percentages.  My argument is still the same:  Armor should be a direct, no-hidden variables, no secret equations, damage reduction.
I understand your argument, and I'm saying it's too linear.  It has the same problem as our current system.  More variables (as you're suggesting) does not automatically equal better.  In fact, you should always try to be as elegant as you can, and accomplish all your goals with the least variables possible - that's good game design.  Warcraft 3 used this system and it was an extremely successful game.  I'm not just talking about in terms of popularity with the customers.  According to the critics, and according to its success in the competitive aspect, and the new design elements it added to the RTS genre, completely reinvented the RTS genre.  The armor system it used was a big part of that. 

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When you conflate some of the major differentiators of ship types (Hull type and target multipliers) into your 3 factor armor system, you lose most of your flexibility.  Additional variables allow for additional categories. 
It's not necessarily true, refer to my U.S. Customary System vs. Metric System example above.  More variables does not automatically equal better.

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How do you differentiate 100 different bonus ship types, if you only have 3 categories to fit them in? 
Because the categories there are so much more complex than before.

Low damage no armor piercing.
Medium damage no armor piericing.
High damage no armor piercing.
Low damage low armor piercing.
Medium damage medium armor piercing.
High damage high armor piercing.

These all mean vastly different things in the new system - much more than they mean now.

Now you have to use all these variables including the armor of the ship in question, creating 18 more variable states.

You also have to include the health of the ship in question, creating many more variable states.

Then you include the extra attributes of the ship in question such as cloaking, speed, camoflauge, teleport, parasite, and hundreds of other things -

And you're left with literally tens of thousands of combinations of meaningfully different ships.  MUCH more meaningfully different I might add, than what we currently have, and in a much simpler and more elegant way.
« Last Edit: October 25, 2012, 03:23:43 pm by Wingflier »
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Offline Hearteater

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Re: Bonus Ship Ommission File
« Reply #193 on: October 25, 2012, 02:16:32 pm »
The whole EHP thing was pretty well settled last time we talked armor.  Worth checking out for anyone who hasn't, and don't miss the start of the section on accounting for low damage vs high armor.

Offline Wanderer

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Re: Bonus Ship Ommission File
« Reply #194 on: October 25, 2012, 02:27:57 pm »
I'm not stepping into the firing lane on the majority of this topic until I can sit down and READ it instead of skim it... which is all I can really do with the volume of posts.

However, a couple of quick questions for Keith and/or Chris:
1) What would be the overall game effect if you literally just upped and tossed Armor and AP out of it tomorrow?  Do you foresee any significant issues?

2) At this point in time, what game design function(s) do you see the hull multiplier system performing?  I know what it's DOING, but what is the purpose of why it's there from your design perspectives?
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