Author Topic: Brainstomring: Status of Command Stations  (Read 12490 times)

Offline Mermel

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Re: Brainstomring: Status of Command Stations
« Reply #60 on: October 08, 2012, 01:47:51 pm »
Just checked it. They do, the description is wrong.
And they apply it before the doubling, resulting in a total 80+ over other stations.

Offline TechSY730

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Re: Brainstomring: Status of Command Stations
« Reply #61 on: October 08, 2012, 02:12:58 pm »
As for mil commands, I think they should come with an included FF generator so you can save your FF cap for other stuff.

Just as a note, this was tried with the logistics early on in the lifetime of the command station split. It was found that if the FF is provided by the command station itself, then the command station will take damage as the force-field protects anything else it is covering, which is probably not what people want. ;)

One way to do this without this pitfall is to make the forcefield a separate unit (aka, a module).
I guess to prevent the whole "no modular command stations" thing, I guess it could be argued that it would be a single module mount point with only forcefield options, and possibly only 1 mark of the forcefield available, the mark of the command station it is attached to.
Because there is only one possible module loadout, there is no reason why this has to be managed by the user in any way. For example, you shouldn't list it in the modular ships control tab, and it should automatically be managed (always keep that one sheild to rebuild if it doesn't have it built at the moment)

This would deal with the #1 reason why modular command stations have been rejected so far, complexity of a "central" game mechanic. As it would all be automatic with only one possible loadout, it would be, in effect, no different than if it wasn't modular at all, except for the attached forcefield having its own HP bar.

EDIT: If this method of adding a forcefield to a command station type is taken, what type should get it? Military, or logistics?
« Last Edit: October 08, 2012, 02:16:38 pm by TechSY730 »

Offline Wanderer

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Re: Brainstomring: Status of Command Stations
« Reply #62 on: October 08, 2012, 02:26:00 pm »
So, some interesting ideas out there.

One of the ideas I liked was actually reducing the # of those stations available... in particular for the econ stations.  Bear with me, put the pitchfork DOWN!

Economic
If you look at the econ station, its primary purpose is simply M/C + E generation.  If you multiplied the MK III by 3 and only got two of them, you would have equivalence (if not better, the other four spots would now be MK Is, producing yet more MCE).  This would help both large and smaller empires.  Large empires get a better bonus because of those extra spots now using MK Is, and smaller empires might be able to actually use most of the K cost of the unlock.  Getting out 12 Econ II/IIIs in a small AIP game is nearly impossible.  For that PARTICULAR line of command station, a 4/2 cap with production adjustments would make for an interesting strategical decision.

Military
Going here next because I have more experience with them.  Mil stations are primarily used as either stalls on satellites or as turret boosters.  They have little combat ability in their own right.  Get something that can't be translocated (a handful of leech starships, or a plasma siege) and the stall doesn't even work, either.  This leaves them spotty in their ability to be defenders and are mostly boosters for other equipment in the same system.  Their bonuses at higher marks are really to help support your weakest tech, not your strongest, and can bring some turret packs into the realm of rediculous.  This is their current main power.  Small, otherwise weak tech is now powerful enough to keep up with the technology race.

Except in extreme whipping boy situations, the Mil I does what I need it to do.  The II/IIIs simply have better econ so you might as well swap out Satellite Mil Is with them just for the econ boost.  In reality, I need maybe 2-3 of the highest mark of these on the primary whipping boys, with the MK IIs supporting any extraneous entry points.

My recommendations for Miliitary are the following.
1) Get rid of the @#$#@!!!!! translocation shots.  More often then not I want to actually turn that OFF.  They are strategically disruptive and I'd have been better off if I could have powered the command center down completely without losing the turret boosts.  On satellite systems you invert the basic turret layout and tighten up the defenses near the command center.  If the stream is constantly being sent into the ozarks it is very disruptive to the layouts, as you're trying to be very sparse with things like grav turrets and the like.

2) Make the military station... well... military!  Give it guns.  Lotsa guns.

3) Improve the + turret capabilities of the Mil station.  Many of the large toys have limiters in place to make sure they don't become one-stop shops for H/K removal.  That's cool.  Let the Mil station have a turret only boost of straight + damage as well as the percentage to even further improve smaller outdated units.  Call it coordinating fire, whatever you like.  What this will do is primarily boost the multi-hit short range turrets (Lightning and Flak) because the hits would each get boosts.  Heavy punchers like HBC would have better 'data' when shooting through a line more accurately.  Big hitters, like snipers, LRMs, etc, wouldn't see much difference.

Idea 3 is mostly a brainstorm, I'm not entirely sure that Mils really need much adjustment as they stand to make their marks worth it other than making them actually do combat.  You either need 'em for your turrets, or you don't.

Logistics
I played with Logistics when I first learned the game and in general have ignored them since then until recently, so most of this experience is a split between newbie opinions of face value and what I've seen of them as a ultra-difficulty tool... very little in the middle.

Draco, you're right, at one time I disagreed with you about the value of Logistics stations.  Faulty's massive kiting of the 10/10 enemies with Riots and engine damage has disillusioned me, particularly after I tried it out a few times.  I'd like to start with the first problem with Logistics.  Their current ability that is the most powerful is the planetwide gravity effect of 50% speed.  This doesn't take over for grav turrets because they practically halt the enemy in their tracks, but that's a massive boost IF you can get the enemy to change its mind and actually chase your ships instead of beeline at the CC. 

So, Logistics, as already mentioned beef your own ships speed... okay, but my own ships in my territory is not really what I'm that worried about.  It's the 3/4 enemy worlds between my worlds that I'm mostly concerned about.  Unless you're in ultra-high AIP territory, you're not conquering the galaxy.  However, if you ARE, 12 Logistics worth of extra boost aren't getting you what you're going to need for a sprawling 50 planet empire, so the K cost isn't a large enough improvement there unless you're in a position to build highways.

So, with the primary power of the logistics being open at MK I, and the speed boost not powerful enough to carry it on its own, what are the remaining reasons to upgrade Logistics stations?  Economy... which is better served by another station.  The economy of the logistics station should be a balancing point to fine tune the K cost.

Recommendations:
Please note: I'm stealing a bit of this from here and there in the discussion as well, some of those were good ideas to me.

1) Move translocation shots to logistics stations instead of military.  A stalling tactic makes more sense for a logistics station to me anyway. 

2) Adjust the planetwide grav wells.  50% at MK I is simply too powerful, and breaks the usual methodology of mark implementation anyway.  I understand the devs preferring to do integer divides here but there are ways to avoid that by doing multiplication first, all the speed values are small enough.  We're not going to go off the rails at a rounding error on speed.  Make the enemy speed adjustments 20/40/60.

3) Allow the speed addition (not the multiplier in system, just that flat + speed value) apply to all planets in supply.  This makes for some interesting tactical components.  CoPs block supply, Nukes remove it, etc.  Heck, new guardian/guardpost idea, anti-siege.  No supply for the enemy on a planet while it exists.  Help make supply mean something again.

3a) For those of you with wicked high AIP and sprawling empires of connected systems, think about that for a second...  ;)

4) Speaking of, what is logistical (typicaly the supply and support of troops) about a speed boost?  I'd like to see some real logistics!  Allow the logistics station to support beach-heading.  Again, this is for worlds it can get supply to.  One of the difficulties with beach-heading is the length of time it can take to erect the beach-head itself.  Allow for a logistics station to boost engineer construction/repair speeds within it's supply range starting at MK II.

4a) This could get really interesting if you support a Mil III with a few Logistics IIs on your whipping boy.
4b) Discounts on building items in that particular system could also be an interesting strategical option instead for economically strapped empires.  I'm not talking a lot here, maybe 5-10% at most at MK III.  Would be a different way to balance economic improvements for the logistics station if you strategically applied them at heavy construction areas, or instead of a Mil command on the whipping boys.

Basically, I recommend an outright NERF of the baseline Logistics stations and an adjustment in the direction of its purpose in the strategy of the empire, allowing for an interesting tech tree for their improvements.
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Offline Diazo

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Re: Brainstomring: Status of Command Stations
« Reply #63 on: October 08, 2012, 02:38:47 pm »
My recommendations for Miliitary are the following.
1) Get rid of the @#$#@!!!!! translocation shots.  More often then not I want to actually turn that OFF.  They are strategically disruptive and I'd have been better off if I could have powered the command center down completely without losing the turret boosts.  On satellite systems you invert the basic turret layout and tighten up the defenses near the command center.  If the stream is constantly being sent into the ozarks it is very disruptive to the layouts, as you're trying to be very sparse with things like grav turrets and the like.

I generally agree with you except for this point.

The largest reason the Mil station is such an effective stall currently is those translocating shots and that's the primary reason I use them. Yes, it means I have to build sniper turrets and AI ships can stay alive stupidly long sometimes but to break the wave up so the AI ships are scattered is worth it to me.

It is why the Tackle Drones are so powerful, they break the AI ships up so you don't face as much of a unified AI fleet.

You take away the translocating shots, you've basically removed the Mil stations ability to stall.

D.

Offline TechSY730

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Re: Brainstomring: Status of Command Stations
« Reply #64 on: October 08, 2012, 03:03:26 pm »
The suggestion to have one command station line have normal guns and one command station line have the translocating guns is interesting. Let's people have the choice whether they want more raw power or more "fanciful" stall power.

Not sure if I would support the logistics getting the translocating ones though. However, it would fit with the "stall master" feel that the logistics is trying to give, and make military straight up about its own power and power of other stuff on the same planet, no fanciness.

I think that increasing the cap of firepower boost to turrets would also help things greatly. And a little bit to starships as well, but not as much.

Offline KDR_11k

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Re: Brainstomring: Status of Command Stations
« Reply #65 on: October 08, 2012, 03:15:21 pm »
Logistics allow you faster response to threats on different ends of your empire, back when counter-post waves had a 1 minute warning (which BTW their description still claims) I used logs everywhere to ship my fleet back to the wave target after triggering the wave. That's very logistical. However that fails when your empire isn't contiguous.

Got another idea:
- Make log stations push the deep strike limit back.

The plan would be to have log stations increase the range of operations for your fleets. Increasing transport and deep strike ranges would go with that.

Offline orzelek

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Re: Brainstomring: Status of Command Stations
« Reply #66 on: October 08, 2012, 03:17:58 pm »
I admit I tried recently to use military stations at entry points - I think main reason for taht would be the attack boost.
Making it boost turrets more would be really nice benefit to make it really "the defenders go to station".

I agree tho that it would need at least ability to turn off it's translocation or simply lose it. Since it's use is very situational getting rid of it could nerf few strategies. On other hand after some nice fun with looking at effects of it.. it became annoying. It's not a perfect defence even against few ships since it can translocate them on itself... which is strange. And also some things are immune to translocation. They are quite often ones that you would need to get rid of first :D

Giving military station personal force field module along with actual shooting capability would make it into real battle command station. Along with potential turret attack boost it would have very defined role then. It could be a bit OP tho...  8)

Offline Draco18s

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Re: Brainstomring: Status of Command Stations
« Reply #67 on: October 08, 2012, 03:18:43 pm »
Logistics with translocating shots: I would use all the time. <3
Military with actual guns: I'd use situationally1, generally on whipping boys.
Logistics with increased....fleet range/transport range: I WOULD USE THIS ALL OF THE TIMES.  And would eventually cause Keith to nerf the effect, like with the original transports.

1This isn't in Firefox's spellcheck dictionary?

Offline Wanderer

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Re: Brainstomring: Status of Command Stations
« Reply #68 on: October 08, 2012, 05:57:56 pm »
Keith apparently got ahead of us a bit... :)

For next patch (obviously patch notes are incomplete until actual launch...):

Quote
Military Command Stations: Base Health from 500k/1.5M/3M => 1M/4M/9M. (puts it on the low end of a fleet ship or starship with a cap of 10, but with the mkII/mkIII versions much stronger to help justify knowledge cost)
 Metal,Crystal production from 16,16/32,32/64,64 => 24,24/48,48/96,96 (the same as logistics stations).
 Now do not suffer damage reduction when firing from under a normal human-tech forcefield. Yes, it's now just an obvious move to put a shield on these; presumably that was already true if you cared about keeping the planet. And it still costs shield cap, so not 100% obvious.
 
Base Damage per shot from 3200*mk => 5k*mk. (puts it on par with a fleet ship or starship with a cap of 10, but since shots-per-salvo is also mark-based this makes mkII/mkIII versions much stronger to help justify knowledge cost)
 Is now immune to radar dampening.
Shot type changed from translocating lightning to a new "knockback railgun" mechanic. So the shots are now insta-hit, and actually still do the translocation code path but instead of sending the target to a random angle and random distance from the planet center they send the target directly away from the military station out to a distance about 2000 units short of the station's maximum firing range (assuming it wasn't further out than that already).
 MkII and MkIII versions now do 200 engine damage per shot.
MkIII versions now apply 5 seconds of paralysis per shot.
Thanks to chemical_art for inspiring these changes.
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Offline keith.lamothe

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Re: Brainstomring: Status of Command Stations
« Reply #69 on: October 08, 2012, 06:05:48 pm »
I did say I already had changes in mind ;)
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Offline chemical_art

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Re: Brainstomring: Status of Command Stations
« Reply #70 on: October 08, 2012, 06:26:53 pm »
Very happy with military stations now.

The higher lvl mks have a clear increase in benefit when compared to the other ones, and the change to miniforts now means a satellite world with a III military station and miniforts is very, very formidable.
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Offline keith.lamothe

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Re: Brainstomring: Status of Command Stations
« Reply #71 on: October 08, 2012, 06:33:44 pm »
and the change to miniforts now means a satellite world with a III military station and miniforts is very, very formidable.
Yea, allowing +100% boost on the miniforts does make the "both-and" approach to the upgraded-mil-station/minifort question much more "fitting" (while leaving the either-or approach viable too, lower return for lower investment).  It may result in those no-cap-spent islands being tougher than I'd envisioned, but given the knowledge-investment involved I don't think that will be a bad thing.  Any serious AI force will still curbstomp it.
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Offline Draco18s

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Re: Brainstomring: Status of Command Stations
« Reply #72 on: October 08, 2012, 06:41:18 pm »
Wow, I like.

Offline Mermel

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Re: Brainstomring: Status of Command Stations
« Reply #73 on: October 08, 2012, 09:43:51 pm »
Me gusta... too bad I want a turret line that can do the same now :D

Offline Winge

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Re: Brainstomring: Status of Command Stations
« Reply #74 on: October 08, 2012, 09:59:21 pm »
Nice, can't wait to try out the new Military CCs.
My other bonus ship is a TARDIS.