Poll

From Chris: Just in the interest of gauging support, do you:

Really love the new mechanic as-is.
3 (7.9%)
Like the new mechanic fine as-is.
6 (15.8%)
Not really care one way or the other.
8 (21.1%)
Slightly dislike it.
13 (34.2%)
Actively dislike it.
5 (13.2%)
Hate it with the fury of a thousand suns.
3 (7.9%)

Total Members Voted: 0

Author Topic: Core Shield Generators - Discussion  (Read 17106 times)

Offline Suzera

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Re: Core Shield Generators - Discussion
« Reply #15 on: December 04, 2010, 09:23:21 pm »

Um.  Tbh and as a player who plays a very difficult AIW with a lot of the options turned on, the shield generators would be turned off.  I like them as they are now yes, but I'd never turn them on because its something I have to think about.  There is a lot of truth in the statement of how much this forces people, however, this sort of requirement-to-kill-the-homework-AIs is rather necessary.  I can't imagine one person chiming in here saying he would turn on the generators. 

Again, I don't think its that bad of a mechanic, but I won't turn it on if I have an option.  I think mostly due to the lack of incentives, but then, I'm not saying adding incentives would fix the problem. 

King

I'll bite and say I'd turn them on right now since it requires not only taking more planets, but actually makes them kind of like mini-core-worlds. I think they need some work though. I'd much rather be able to turn off counterposts, and then AI Eyes before this new thing (which I see as a starting point for something better) however.

Offline ShadowOTE

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Re: Core Shield Generators - Discussion
« Reply #16 on: December 04, 2010, 09:27:27 pm »
I think some of the suggestions so far have merit, and may in fact be worth investigating. That said, changing the mechanic from the base design may work best as another menu option item, similar to AI plots. By default, all the primary core generators are on regardless of mode. Additionally, you can add in firepower inhibitor stations, replace the additional secondary shields with random homeworld defense buff generators (as mentioned by superking), or replace them with "Core AI Eye Power Generators" (which would power an AI Eye on the homeworlds that spits out huge fleets of core ships if it's powered and more than 50 human ships are present. As more generators die, the number of ships allowed rises, until finally it has no power and shuts down, becoming just another rather powerful defensive structure).

Another thought - if you want players to take AND HOLD certain systems, make it so you can't destroy some of the generators (or if you can, it triggers a planet-wide nuke, with associated AI progress), but the presence of your command station allows you to build a "power suppressor" station that requires supply and shuts down the AI generator while it is powered, perhaps shunting a small fraction of the power generated to you that is "stolen" from the AI generator.

Offline KingIsaacLinksr

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Re: Core Shield Generators - Discussion
« Reply #17 on: December 04, 2010, 09:28:04 pm »

Um.  Tbh and as a player who plays a very difficult AIW with a lot of the options turned on, the shield generators would be turned off.  I like them as they are now yes, but I'd never turn them on because its something I have to think about.  There is a lot of truth in the statement of how much this forces people, however, this sort of requirement-to-kill-the-homework-AIs is rather necessary.  I can't imagine one person chiming in here saying he would turn on the generators. 

Again, I don't think its that bad of a mechanic, but I won't turn it on if I have an option.  I think mostly due to the lack of incentives, but then, I'm not saying adding incentives would fix the problem. 

King

I'll bite and say I'd turn them on right now since it requires not only taking more planets, but actually makes them kind of like mini-core-worlds. I think they need some work though. I'd much rather be able to turn off counterposts, and then AI Eyes before this new thing (which I see as a starting point for something better) however.

While I can agree with the sentiment of turning them into mini-core-worlds and certainly making more planets worthwhile is good, but in the long run I just see it as a feature kept off.  

I wish I had a better idea, but I don't play enough to have a good idea.

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Offline KingIsaacLinksr

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Re: Core Shield Generators - Discussion
« Reply #18 on: December 04, 2010, 09:30:29 pm »

Another thought - if you want players to take AND HOLD certain systems, make it so you can't destroy some of the generators (or if you can, it triggers a planet-wide nuke, with associated AI progress), but the presence of your command station allows you to build a "power suppressor" station that requires supply and shuts down the AI generator while it is powered, perhaps shunting a small fraction of the power generated to you that is "stolen" from the AI generator.

No.  Except for our Homeworld, we've never been forced to stay anywhere, we've always been given the option of "retreating" as it were.  Not that many likely retreat, but its always there and I just couldn't stomach that sort of forcing to stay put.  It also leads to turtleing.

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Offline ShadowOTE

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Re: Core Shield Generators - Discussion
« Reply #19 on: December 04, 2010, 09:33:50 pm »
True, and it may be better to address it similar to rebelling colonies - it powers back on after the automated repair systems have X hours to work on it, unless you maintain an active presence (ie, command station) in system.

Offline unclean

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Re: Core Shield Generators - Discussion
« Reply #20 on: December 04, 2010, 09:46:25 pm »
I haven't gotten completely caught up with the old thread yet, but wasn't HitmanN's ideas in the OP shot down because it would make turtling too easy? And it seems to me that Superking's idea and the "threat assessor" thing are still pretty much duckhunts, just more flavorful and probably harder to balance than core shields.

Also, here's the posts from the old thread where Suzera graciously outlined his strategy:

http://www.arcengames.com/forums/index.php/topic,7785.msg65744.html
http://www.arcengames.com/forums/index.php/topic,7785.msg65765.html
http://www.arcengames.com/forums/index.php/topic,7785.msg65778.html
http://www.arcengames.com/forums/index.php/topic,7785.msg65783.html

Seems to me that if you're going to avoid some reiteration of "make the AI homeworlds invulnerable before you kill X foozles" you'd have to make small nerfs to the strategy itself. Datacenter seeding have already been nerfed, which I'm guessing makes things a lot harder, because while I never came up with a deepstriking strategy as clever as Suzera's, from my experience when you could raid the clusters of datacenters around a AI homeworld the massive AIP drop meant that the game was effectively over.

It also seems that you could take advantage of how completely out of position his fleet is - if the AI sent a wave that overwhelmed his static-d he'd be screwed unless he had the resources to scrap everything and rebuild. Maybe something like an AIP penalty, or waves being triggered from both AIs, based on the proximity of a human fleet to any AI homeworld.

There's also the specific units he used - FFB's and Paralyzers sounded like they played a large part, and while I've never used Paralyzers FFB's were pretty beastly the last time I used them a few versions ago (looking at the patch notes it looks like they've been nerfed, though).

Anyways just some things to consider, I don't want to say much about core shields themselves until I've actually tried them.

Offline x4000

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Re: Core Shield Generators - Discussion
« Reply #21 on: December 04, 2010, 09:50:32 pm »
About the Poll
Poll time.  Just to get a general feeling from players, I've added a poll at the top.  Note that it's not asking if you think that another idea is better, it's asking how you feel about the existing idea.  Here's why: we're not exactly looking for work at the moment.  There's a ton of stuff we still need to get done, and if this works for people and accomplishes the needed goals, then -- for now -- we're done.  It can be refined and extended and made more variant later.  But if we try to do "every feature plus one" from the start, we'll never be able to get anything finished.  So we start small.

And at the moment, if people are happy with what's here and it's not causing anyone aching misery where it shouldn't be, then this feature is going to stay as-is.  Further changes or variants would be considered as an addition later.  Our time is finite, please remember that.  There are a thousand ways we could do anything, and the question here is whether there is enough active dislike of this one that it must be done differently immediately.

As much as some folks disliked control nodes, that wasn't exactly a crisis.  They did their job and enabled new functionality until we later had the time (and revamped UI engine) to make the menus that replaced them.  Plus we were collecting data on what those menus really needed to entail the entire time.  And there were some people who lamented the loss of the control nodes when that happened, go figure.

Other points:

Providing intermediate goals is cool.
RCIX brought this up, and I think it's an excellent point.  I'd been sort of thinking about this a bit when I implemented it, but not at a fully articulate level.  There have been complaints from some quarters about how the lack of goals harms some people's ability to really get into the game.  If we can provide a bit of structure for them without seriously impacting anyone else, that's a big win.  And my read is that's what is happening now.

I don't buy the "I don't care about ARSes" argument.
Essentially "free" ships?  As in, not costing knowledge?  What could be more win?  These are central to the game, and always have been.  The fact that some players don't value them is... well, my read is that's been created by the culture of rushing and uber-low-AI-Progress that some advanced players have come by.  If the AI progress were higher, you'd want all those ships.  Put another way: if you just had to capture 8 more planets than you normally would choose to, I'd bet that 3-4 of those would be ARS planets in most cases.

I actually really do like the idea of AI Progress "gating" (that thing that Kemeno suggested), but I get the feeling you guys would have lynched me for introducing something like that.
Ideally players would be facing off against the home planet at around the 500 AI Progress mark or after.  400 at the very least.  It does feel rather arbitrary if the players can just blow up 10 nukes to get to that AIP and then raid the AI early, though, I must say.  That's one aspect I don't like.

Having to take certain planets does take away certain decisions, but it does also create other, new ones.
Some people rebel at the idea of being forced into take 4 out of the 5 ARS planets.  It's seen as a reduction in choice.  And, of course, in one sense it is.  But it also opens up the following new choices once you have taken those planets:

1. Do you hold them or abandon them?  They provide excellent income opportunities for metal/crystal, especially if you have higher-mark economic stuff unlocked.  They could also provide tactical advantages, scouting launch points, and otherwise.  Or not.  But the choice is there for the player of "okay, now I have this planet: what do I do with it?"

2. So, now you have some random new ship type.  What do you do with it?  Your strategic milieu has just expanded in an unexpected and unpredictable fashion.  Maybe you just throw the mark 1 ships into your mix of defensive ships.  Or maybe this is a unit that changes everything about how you formulate your fleets on this map, based on what the AI has and what you are doing.  It makes you play with ships you'd otherwise completely ignore, and -- surprise -- you might find some really new things to love while doing that.  It's assumed that players will just pick from their stable of favorite bonus ship types, and thus they wind up restricting them to just a tiny percentage of ship types.  With all the expansions, there are now 54 bonus ship types.  The only way most people will explore most of those is by discovering them in an ARS.  And so many of those ship types can be used in fascinating combinations people wouldn't casually think of from reading about them in the game lobby: again, something that only gets discovered via the ARS.

This is why I'm so fond of it making the players take the ARS planets, at least four of them.  In 1.0 and thereabouts, you had NO HOPE of beating the AI home planets without taking 3-4 ARSes, and that was great.  But as the game evolved, that's no longer true.  And the game is better for it, in many ways (less grind, more interesting/powerful starships, etc).  So I think of this as sort of a retroactive fix to bring back that one positive aspect of the 1.0-era design that has since been lost by the other many positive changes that have come since.

Of course these can't be optional.
For example, if AI Progress were optional, no one would turn that on.  Who wants to be limited in how many planets they can take?  Why not just steamroll every planet in sight like in every other RTS?  That's way more fun, right?  And originally in AI War, that's how it was.  I wonder how many people would have quit the game, or threatened to do so, when I came up with that idea in alpha.  I think more than would like to admit it.  On paper it sounds like a terrible idea.  But we all know that's one of the most interesting, central strengths of the game.

This is why I also insist that people actually try things.  Unless you have a developer-level familiarity with all the intricacies of the game (and a few of our players come amazingly close, actually, but not many), it's hard to guage the sum effects of an idea like this.  That doesn't mean you can't comment, or that your opinions have no value.  But refusing to upgrade... well, I'm getting off on a tangent now.  But my point is that some of the best ideas sound terrible at first, and that's why nobody else has done them.  And then some of them really to turn out to be terrible, or at least just sort of bad.  And others turn out to be bloody brilliant.  That goes for things you guys suggest, too.  Sometimes it takes me a while to really "get" an idea, and then months later I'm all "why didn't I think of this!?"

Being required to take a certain number of planets has some merit, but also many drawbacks.
So, this is sort of similar to the idea about having to hit an AIP threshold -- except that you can't shortcut it by just going nuclear.  That could actually be a problem with some playstyles and some AI Types.  And I should remind you that also my current implementation just requires that you briefly take the planet, not that you hold it.

So why do I feel this has drawbacks?  Because if a player is used to taking just planets in a cluster of 8 behind a bottleneck, and we tell them they now have to take 16 planets, what will they do?  They'll figure out a way to extend their cluster to 16, with one bottleneck.  Or have two clusters of 8, each with a bottleneck, which is hardly better.

Referring back to my "this actually opens up some different kinds of choices" section, in the case of taking a distant ARS planet you have just incurred irreversible AIP, right?  And you have a new ship for it.  But now you also have this planet that may be in a weak position, that may require protection, and so on.  It's not part of your core blob.  You can just abandon it, if you like.  But you paid for it.  In an AIP sense, it's yours for free now.  So are the resources worth it?  Do you hold it?  For how long?  Do you abandon it and come back to hold it, briefly, later?  You get none of this sort of interplay if you're always able to choose the planets you take.

And you know what?  To me, this has always been a part of AI War.  This is nothing new.  From the start, you had to take ARS planets, and take and hold Advanced Factory planets, that would be out who-knows-where and possibly in terrible strategic positions.  That's totally on purpose.  Well, some players decided they didn't want to go through that hassle, and that they'd rather just skimp by on having a core network of planets; and the game evolved enough that became viable.  That's something I see as actually being harmful to the game as it really reduces the potential for interesting situations.

Part of being an effective game designer is setting up those "wow" moments, and providing ways for them to come about naturally.  Letting people just turtle in the corner drastically reduces the likelihood of those happening.  The amount of choice that is sacrificed in service of this is sort of minimal, and it opens up other realms of choice.  This seems like win all the way around, to me.  And again: I think that if this mechanic had occurred to me in alpha, before people played the game without core shield generators, this would not have gotten any more comment than the AI Progress did.  Granted that wasn't true for astro trains, but in this case I think it would have been.

More complex mechanics involving split-halves generators, or partial percentage-based protections, or so forth: yikes.
From a grognard's standpoint, which of course I am one, I see the appeal of those.  Certainly it mirrors the complex shot damage mechanics that I myself had in the game until 4.0.  But, yikes.  Those are so complex, and in the case of the percentage-based ones require so much mental math.

If I can do 20% damage to the core guard posts, what does that really mean?  Can I win?  Certainly I know it will be much harder, maybe 5x harder (that's hard to judge, though I'll definitely do 5x less damage).  But what does that mean in practical terms?  I can risk attacking the AI and then them getting extra strong while their guys get stronger... but really, that's so high-risk I'll probably just go get the things that are reducing my damage.  In short: I think it's a false choice.  Almost no one would choose to attack early, and it makes it more complex for novice players to boot.  I see the appeal and the thinking, but I just can't get behind that sort of thing at the moment.

In summary
If I had to choose a mechanic other than what's in there, it would probably be the "AI Progress gating" suggestion from Kemeno.  But I really do think people would complain about that even more than this, and it doesn't really solve all the problems that the existing solution does.

And behind that, I think I'd put the "must capture X number of planets" suggestion from HitmanN.  That's not a bad solution either, and it's certainly simple, but I feel like it only addresses part of the problem.  And when it's just some random numeric goal, I think that feels way more arbitrary to people.  

With something like a physical unit (the shield generators), it's a tangible thing that people can understand.  Things A, B, C, D, and E protect thing 1.  Kill those things, then thing 1.  That has analogues in other games and in real life, and is understandable.  And, heck: from a strategy game sense, it only makes sense.  How many people here have multiple RAID arrays in their computer, and then still back up to maybe an iBook or similar external hard drive, and then possibly still back up to somewhere online?  With the number of technical types here, I'd bet there are at least some (personally I just back up to online, but in several places).  

Are you telling me that it seems unreasonable that an AI that has wiped out the entirety of humanity would have multiple layers of security?  If I were Skynet, I'd never take any prisoners, knowing that a resistance comes up at some point.  I'd send about 10 terminators back to get John and his mom, and then I'd send all the rest back to just before the start of the resistance to wipe out all humans in the slave camps and otherwise.  Bam.  Victory, with nothing lost from it.  If I were the Empire in Star Wars, that Endor moon would have a base that was spanning miles and miles, with thousands of troops there guarding it -- and ideally, with a shield generator on some other moons or planets, too, or at least in multiple bases.  If I were the buggers, and I saw Ender at my planet, I'd just fry every last ship of his as soon as I saw them, no matter what the cost.  It wouldn't have been worth the risk with him being so close to my planet, even though what he did was "inconceivable."  To be fair, those were aliens and not machines, so their way of thinking makes sense thematically -- I don't feel the book was flawed.

But in the context of these galaxy-spanning AIs in AI War, they don't have any thinking nuances like that, aside from thinking humans are pitiful, etc.  And wouldn't some of that hubris come from having defenses that are SO multi-layered and far-flung that they should have no reason to fear anything?  To me, that just makes sense.

Anyway, enough on the thematic stuff.  Gameplay is king, here.  I'm still open to other ideas, of course, and if there is just a universal unwillingness to accept my design I'll consider those by Kemeno and HitmanN.  But hopefully this post clears up a lot of questions about why I find the various alternative designs to be not as effective as the current one.  As with all things in AI War, it's many-layered and complex, and I probably left out some key points.  But that's the bulk of it, anyway.
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Offline Lancefighter

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Re: Core Shield Generators - Discussion
« Reply #22 on: December 04, 2010, 09:58:47 pm »
to be fair...

Ender was never seen at a planet.. He was communicating via ftl communications from sol.

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Offline keith.lamothe

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Re: Core Shield Generators - Discussion
« Reply #23 on: December 04, 2010, 10:02:34 pm »
I wonder if it would feel less choice-preventing if the AI simply killed you for attacking its home while the core network was still up, rather than the game simply preventing the attempt.  As in, you kill a core guard post with one of the network nodes up and it throws avengers or something like that at you ;) (starting from the AI homeworld, so any attacking force would be smashed before it could pull off an enemy's-gate-is-down situation... of course, we've got some very inventive players).

But that wouldn't satisfy the requirement of a literal 0% chance of victory before capping 8 planets.
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Offline RCIX

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Re: Core Shield Generators - Discussion
« Reply #24 on: December 04, 2010, 10:06:57 pm »
This idea really sounds like what's needed for me to get back to playing. I always wanted some near-term concrete goals right off the bat that i had to do rather than just wandering around attacking stuff, perhaps now i'll stay focused.
Yea, I was thinking of your earlier comments along those lines when I wrote the fallen spire progression.  You don't have to follow the special events it triggers, but if you do you can follow them from the very beginning of the game to the very end (though a different end).  Have you had a chance to try that?

Anyway, I'll refrain from further derailment ;)
Providing intermediate goals is cool.
RCIX brought this up, and I think it's an excellent point.  I'd been sort of thinking about this a bit when I implemented it, but not at a fully articulate level.  There have been complaints from some quarters about how the lack of goals harms some people's ability to really get into the game.  If we can provide a bit of structure for them without seriously impacting anyone else, that's a big win.  And my read is that's what is happening now.
Thanks for considering me (and of course others in my boat, whoever they may be)! And unfortunately, i haven't really had any time to play since before i got my LotS key. I'll take a shot soon though! :)

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Offline x4000

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Re: Core Shield Generators - Discussion
« Reply #25 on: December 04, 2010, 10:13:00 pm »
to be fair...

Ender was never seen at a planet.. He was communicating via ftl communications from sol.

Well, but they knew it was him, they could sense him through the Jane-link.  That's why the gave him some distance, is that he'd "earned their respect."  If it hadn't have been him, I don't think the buggers would have lost that particular battle; it's that bit of respect, that bit of fear, that did them in.  :P

I wonder if it would feel less choice-preventing if the AI simply killed you for attacking its home while the core network was still up, rather than the game simply preventing the attempt.  As in, you kill a core guard post with one of the network nodes up and it throws avengers or something like that at you ;) (starting from the AI homeworld, so any attacking force would be smashed before it could pull off an enemy's-gate-is-down situation... of course, we've got some very inventive players).

But that wouldn't satisfy the requirement of a literal 0% chance of victory before capping 8 planets.

It also has the drawback of boot-stomping players that don't take the time to read tooltips, of which there are some, heh.  They just go about their merry business, preparing for the final attack on the AI, and then -- whoa!  Avengers!  Ah, I'm losing!  And my autosave already got overwritten before I noticed!  Aaaagh! ;)

Thanks for considering me (and of course others in my boat, whoever they may be)!

Of course!  We try to consider everyone as much as possible, which is what makes our job so hard.  If it was "our way or the highway" or "who cares if you can win too easily with multiple starting planets, just don't do that," then this job would be easy. ;)

But it's always a balance, and we know full-well we can't make everyone happy.
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Offline ShadowOTE

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Re: Core Shield Generators - Discussion
« Reply #26 on: December 04, 2010, 10:45:26 pm »
Chris - great comments! It's good to get that type of insight into the thought process that you guys follow when working on these types of mechanics. Sadly I'm not in a position to really give input on how I like/dislike the new mechanic, since I haven't had enough free time to play a game (or three!) with it. To me however it seems that the underlying concern is that, despite the ways you mentioned that new options are opened by this mechanic, many players feel it boxes them in and forces them to take certain planets. Granted, these planets are SUPPOSED to be taken, but limiting player choices is still somewhat the opposite of the goal here. However, as you mentioned (and I have voiced earlier in this and the previous thread) this may be an area in which the short term solution can be expanded into new, exciting choices that open far more choices than they close.

One thing you touched on that I don't necessarily agree with - the idea that taking firepower suppression stations is a false choice (especially since the goal here is to make players take more systems in the first place!). Certainly more advanced players might take far fewer stations (yes, perhaps even as little as 10-20%), but at the same time you're not likely to see every player try for 80-90% of the stations. If you seeded them right (put them, or at least the good ones, on worlds without fabs, factories, ARS, etc) then it expands the strategic decisions a player must make considerably. Taking those systems raises the AI progress, which is good, and even a good player might then have to take an extra 2-3 systems worth of AI progress, necessitating them taking another ARS or factory world.

The question, of course, is balance - ideally the deep strike player will have to take enough of them to justify at least 1 or 2 more ARS or Factory worlds than they normally take to have a shot at winning, keeping them on the edge between winning and losing. At the same time it wouldnt necessarily inconvenience those playing at lesser skill levels, since picking up the usual assortment of ARS stations, Factories, etc would lower the firepower supressors to the point where it would be a standard assault.

Anyway, I get that you really dislike deepstrike games, but properly balanced (ie, making it seem justified that the minimum a player needs to take in order to win is about what you want anyway) they could be an excellent and interesting strategy - very, very risky, but with the reward of pulling it off despite desperate odds at the end.

Offline Echo35

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Re: Core Shield Generators - Discussion
« Reply #27 on: December 04, 2010, 11:08:18 pm »
I certainly like the idea of making attacking the AI home worlds not only more dynamic, but also more epic. It feels a lot more like you're accomplishing something going after key targets, which gives a lot to the guerrilla warfare feel of the strategy in this game. Aslo, from a game play standpoint, it does a lot to help the mid game, as you said, with things like players turtling on a corner of planets or something similar. As the mechanic currently stands however, I'm not sure I like it. Having the generators on specific planets such as they are feels way too limiting (You must attack here and here!), ESPECIALLY with the Spire guardian sub plot "faction" enabled (I'm already attacking specific planets to go after the subspace signals, making me attack more, possibly different ones is limiting and will of course draw unnecessary AI aggro, on top of the "fun" the subspace signals bring). As far as ideas go, I do like the bonuses argument that was mentioned (Generators that give the AI home worlds specific bonuses, don't remember who originally suggested it), however, there are quite a number of capturable structures in the game already, even just in the base game, and I feel this may be a bit over the top or overwhelming to new players. The gating mechanic that Kemeno brought up, despite your fears, I do actually like. It certainly makes sense that you wouldn't (Or shouldn't) make a run at the AI home worlds without either building up a large fleet, or by making the AI sufficiently angry at you first. Maybe they have a protective bubble around their home worlds, and you have to piss them off enough so they take down said shield to attack you with the big stuff? Or maybe have a minor, lesser world that is still powerful (Think a mid level boss in a traditional RPG or something) that you have to destroy to make the AI angry and open up their home world to gun you down? However it gets justified, I like this approach a lot more. It gives the player the freedom to go where they please, and with things like ARS's, co-processors, and the myriad of other high value targets, I really don't think the game needs more, and players are going to be expanding to look for said capturables anyway (And if they say they don't, like the "I don't care about ARS" argument that you mentioned, ask them how many games they've completed :P That stuff is VITAL!).
« Last Edit: December 04, 2010, 11:11:40 pm by Echo35 »

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Re: Core Shield Generators - Discussion
« Reply #28 on: December 04, 2010, 11:14:00 pm »
Last comment on this game.

The problem remains. It's forcing which planets you have to take. Your AI is not suited for deep strikes, and this is the hard mechanic you are going to use to stop it. That's fine, you are the chief, you can do that. I don't see how you have made the game more fun with this solution, but I know that somehow you will find a way to rationalize it as being necessary medicine.

And as far as not upgrading, that's the choice a consumer makes. That happens all the time in business. It's not an ultimatum, it is a simple comment that the new mechanics are game breaking for some of your existing constituents. I have not encouraged anyone to join me, and it's not as if I suggested a boycott. I stated simply, I'm not moving further if the game is going to be broken like this.

If you want to go in a different direction for your audience, by all means. And from the consumer standpoint, it's the same decision. Nobody has to be here. I continue to reject your affirmation of terrorism comparisons. I think it's in poor taste and an ad hominem. All ready to move on, but you want to get one last dig in. Again, unprofessional.

The funny part is, this whole thing probably is going to go away anyways and change into some other mechanic, unless you want to make a point that you are commander-in-chief at the expense of the good of the game. I wonder how long that will take.

Just so you know, I have contributed to buying copies for other people, assisting you when and where I can, videos, technical support...and for you to launch personal attacks against your customers... I just don't get it. Hope this goes where you want it to, I'm out.

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Re: Core Shield Generators - Discussion
« Reply #29 on: December 04, 2010, 11:16:15 pm »
ShadowOTE -- thanks for all your comments, as well.

My one main response is regarding deepstrike games.  Why do I have such a vendetta against them?  Aren't they valid?  In my opinion, not really.  It's sort of like the zerg rush of AI War.  You talk about there being appropriate "risk" with those, but what does that really mean?  When you can savescum any time you want, there's not nearly so much risk.  And even if you don't savescum, the deepstrike games are waaay shorter than the full games.  So the main thing you are risking is a time investment.  If deepstrike games take 1/4 of the time as a regular game, you only have to win them 25% of the time for them to be equally viable to the main game style.

I guess in a lot of respects it just reminds me of some tactics I've seen in legal cases in the past: "throw a bunch of mud up against the wall and see what sticks."  With a deepstrike game, all I'd need to do is build a minimum of ships and then see if I can quickly crush the AI.  If it works, awesome, I just netted myself some more achievements and a game under my belt, in record time.  If not, just try on a different seed.  That feels like farming or grinding to me.  It doesn't feel like a long-form, nuanced 4x-like game where your early decisions carry immense long-term weight and there's an actual point to all those planets being in the galaxy, etc.

AI War is pretty complex, but it can't be all things to all people.  And I think the deepstriking is pretty invalid simply because it throws away most of what makes AI War into AI War.  That's not to say that NO deepstriking is valid: it's a great tactic to use in certain circumstances, and I love that players are clever with it.  But I'm referring to the deepstriking-only games.  Note that in games of Civilization, for instance, there's no way you can just quickly rush your enemies and win.  That's sort of a hallmark of 4X games in general, that you have to put in the time and there are long-term consequences.

And AI War has always been a game that is a 4X with RTS-like controls.  The deepstriking-only game is a really new thing that has arisen since 4.0, anyway, with the starships being more powerful and the AI homeworlds being more moderate.  But even in the past, those ultra-low-AI-Progress games seemed like people trying to outdo themselves with cleverness by thwarting the normal progression of the game.  That's fun to do a few times, but it's not really a strategy game that is long-term fun.  Most of them that used that heavily are no longer in the forums, I might note.  Haagenti and others, I'm thinking of here.  

It kind of kills the potential of the game before too long, because you spend so much time trying not to expand, and just fighting the puny waves of the AI, that there's not much potential for interesting interactions with the AI, and your own decision set is so drastically reduced by your own choices.  Yes, I very much believe it's possible for players to make choices that cause themselves to be cut off from other, more interesting choices.  In this specific case, I'm trying to remove their ability to make that first choice, the one that was cutting them off from other choices, so that they can get those other choices despite their core inclinations.  (Whew, that was a complex sentence -- hopefully it made sense).

To some extent, I have to watch out not only for what players want, but I also have to protect them from themselves.  I'm a prime example of that: AI War was designed to not let me play the way I normally would, because my normal playstyle kills my interest in all other RTS games. Normally I get the strongest economic civ, turtle like crazy, then find a pair of ube-strong units that I can spam and boom out with, destroying the opposing AI.  You can call that a failure of the AI in those other games, but I don't make much distinction between failures in AI and game design, since they are so heavily married when an AI is present.  I've played my share of pvp in these certain other games, and it wasn't much more interesting.  But it COULD have been, if I hadn't had this winning formula, this thing I always did that I couldn't break away from.

The irony is that if one of those games had been altered to prevent my strategy, it probably would have lost me as a player.  I would have been pretty frustrated, I think.  But on the other hand, if those games hadn't allowed that sort of strategy from the start, then I would perhaps still be playing one of them, and AI War might not exist.

That's sort of the challenge I face: knowing that for timing reasons, I might alienate some players who use a certain destructive style of play.  It's happened before.  Some of them came back to the game months or years later, others not.  Maybe they all will, eventually, who knows.  But I can't be so afraid of alienating a few people that the game itself just stagnates to the point of never evolving at all.  This uber-deepstriking thing is really specialized, and my hope is that there's really only a few people that have figured that out so far, anyway.  And these are the same folks that were complaining that it was too easy, to hopefully they can come to terms with a solution that removes that.  

I think they wanted a solution that made deepstriking fixed, and more difficult, but I don't think that's really possible. No matter how you balance it, the risk/reward ratio just isn't there.  Either the chance of success is just so remote that no one in their right mind would do it, or there's some secret technique that makes it a lot easier to do and thus unbalanced, or there's a pretty good chance of doing it and it makes the actual game of AI War seem pointless because there's this easier-and-faster thing that can let you win at the expense of not really playing the game as a 4X, just a sort of large-unit-count RTS.  

My response was to kill the deepstriking permanently and without ambiguity, which I think is the right call.  Regardless of the mechanics that ultimately wind up being here, I think that core thing is the right call.  It's less about choice, and more about "please play this as AI War, not Starcraft," if that makes sense.

Anyway, some more of my thoughts. ;)
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