Author Topic: Current balance of starships in exo waves?  (Read 20832 times)

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Current balance of starships in exo waves?
« Reply #15 on: March 20, 2013, 07:20:06 pm »
All we need now is for the game to decide rather then spawning a single Hunter Killer Mk5. It spawns 262144 Laser Gattling MK1.
Yea, I can see the logs now:

Code: [Select]
Picking 262144 Laser Gatling I
Deploying...
Over ship limit
Creating 263 carriers
Still over ship limit
Putting 263 carriers into another carrier

Quote
Somehow I get the feeling those would win against the Hunter Killer and be a lot harder to kill then the hunter killer would.
Lightning warheads aside, I believe you would be right.

That's one iffy thing about the pricing system it currently uses: as the budgets go up and the ship-count-per-battlegroup rule pushes it "up the scale" so it has to buy the more expensive stuff just to fit it all, I don't think it's really getting a very good deal on some of those "upgrades" compared to the little stuff.

Realistically speaking it's never getting to buy many (if any) laser gatling Is since even the starting budgets have enough of a "push up" effect to get it into the higher tiers even for the pickets.  But I think for example that 32768 CoreMicroFighter's would be a lot more dangerous than said HK.  Or even that 128 LightStarship's (the mkI flagship) would be more dangerous than a 16184-point golem.

So to some extent I think if you plotted "average danger" over "exo budget" what you'd get would be kind of a crazy-curve where it actually gets easier in some segments and then stays mostly horizontal for a while before gradually picking up into an upward curve as it hits the top-end units and starts resorting to "the same, just moar".


The funny thing is that, play-experience wise, this seems to work out just fine ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: Current balance of starships in exo waves?
« Reply #16 on: March 20, 2013, 07:29:50 pm »
What if those small "swarmer" fleet ships weren't buy one at a time.  Say maybe they come in groups of 10 (some fitting number) and have the batch priced accordingly?

This assumes we want to actually see them.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Current balance of starships in exo waves?
« Reply #17 on: March 20, 2013, 07:39:34 pm »
What if those small "swarmer" fleet ships weren't buy one at a time.  Say maybe they come in groups of 10 (some fitting number) and have the batch priced accordingly?

This assumes we want to actually see them.
If they still spawn as individual units that would defeat the purpose of the count rule: not incinerating your CPU.

I can understand why that consideration would not occur to you, however ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Marmu23

  • Newbie Mark III
  • *
  • Posts: 37
Re: Current balance of starships in exo waves?
« Reply #18 on: March 20, 2013, 08:15:59 pm »
 I find that exos are currently harder at exo level 4 and AI level 8 than last year when i did a challenge game at AI level 10. The combo of fallen spire + spirecraft + golems seems to scale harder and faster than it did back then. Hopefully once gravity properly applies to exos things will be better (see the 6.13 thread for a save showing half the exos ignoring gravity), but perhaps slightly decreasing the size of exos would be a good idea.

 For solo play I guess it's ok since I can put the game at +10 and build super massive chokepoints over a couple hours while i do other things but for group play we never play with them since it means so much time is spent farming resources for building defenses rather than actually playing.

Offline Hearteater

  • Core Member
  • *****
  • Posts: 2,334
Re: Current balance of starships in exo waves?
« Reply #19 on: March 20, 2013, 08:19:01 pm »
What if those small "swarmer" fleet ships weren't buy one at a time.  Say maybe they come in groups of 10 (some fitting number) and have the batch priced accordingly?

This assumes we want to actually see them.
If they still spawn as individual units that would defeat the purpose of the count rule: not incinerating your CPU.

I can understand why that consideration would not occur to you, however ;)
If only there were some kind of stacking unit...sorry  ;D

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Current balance of starships in exo waves?
« Reply #20 on: March 20, 2013, 08:25:14 pm »
If only there were some kind of stacking unit...sorry  ;D
Oh yes, you came to mind immediately as I started writing that post ;)

Basically it does unit-stack, preferring mkV laser gatlings instead of mkIs.  I don't think a mkV is any different than a 5x stack in your example.  Though in this case a mkI costs 1 and a mkV costs 16.  Which is one area where the relative-strength value is better: it's right on 5x for the mkV version.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Hearteater

  • Core Member
  • *****
  • Posts: 2,334
Re: Current balance of starships in exo waves?
« Reply #21 on: March 20, 2013, 08:28:34 pm »
Sounds like its time for Mark X ships!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Current balance of starships in exo waves?
« Reply #22 on: March 20, 2013, 08:32:20 pm »
Sounds like its time for Mark X ships!
We call them "guardians" ;)  And so does the exo logic, really.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Eternaly_Lost

  • Sr. Member
  • ****
  • Posts: 336
Re: Current balance of starships in exo waves?
« Reply #23 on: March 20, 2013, 10:21:44 pm »
Sounds like its time for Mark X ships!
We call them "guardians" ;)  And so does the exo logic, really.

And then those things come in MKV, and several dozen Carrers filled to the brim with them (also known as the Special Forces) makes the Fallen Spire fleet just roll over and beg for mercy. With my CPU having already done it a long time ago.


Offline Diazo

  • Master Member Mark II
  • *****
  • Posts: 1,717
  • I love/hate Diff 10
Re: Current balance of starships in exo waves?
« Reply #24 on: March 20, 2013, 11:29:21 pm »
Okay.

Plasma Siege Mk V: Single Target: 450,000DPS, max AOE: 1,153,125DPS (25 under FF). 50million HP, 2048 ExoPoints
Spire Starship Mk V: 1,800,000DPS when full beam duration, such as an FF, 120million HP, 1536 ExoPoints

That seems backwards, the Spire has well over twice the DPS (depending on how much AOE you give the plasma siege) and over twice the health, but only costs 75% as much for the exo?

If you cut the Spire Starships stats in half, so a cap of 1 -> 2, it is an awfully lot closer to what would seem appropriate.

However:

Spirecraft Siege Tower Mk II: 106,667 DPS, 8million HP, 2048 ExoPoints.

How is that Siege Tower remotely close to the Plasma Siege Mk V in threat that it costs the same amount of ExoPoints, much less the Spire Starship Mk V that it costs 25% more then?

Is there come reason different 'tiers' of the parts of the exo-wave, (flagship, escorts, wingmen) use different point values that would explain that?

I don't have time to compare more (bedtime here), but it looks like there is wonky stuff going on to me.

D.

edit: erm, did I miss something? Your "IndividualMaxDPS" column has the Plasma Siege doing significantly more DPS (6,750,000) then the Spire Starship (5,400,000) when my own calculations have that DPS going the other way. (Spire does more then the Plasma Siege.)
« Last Edit: March 20, 2013, 11:32:54 pm by Diazo »

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: Current balance of starships in exo waves?
« Reply #25 on: March 20, 2013, 11:32:30 pm »
Okay.

Plasma Siege Mk V: Single Target: 450,000DPS, max AOE: 1,153,125DPS (25 under FF). 50million HP, 2048 ExoPoints
Spire Starship Mk V: 1,800,000DPS when full beam duration, such as an FF, 120million HP, 1536 ExoPoints

That seems backwards, the Spire has well over twice the DPS (depending on how much AOE you give the plasma siege) and over twice the health, but only costs 75% as much for the exo?

If you cut the Spire Starships stats in half, so a cap of 1 -> 2, it is an awfully lot closer to what would seem appropriate.

However:

Spirecraft Siege Tower Mk II: 106,667 DPS, 8million HP, 2048 ExoPoints.

How is that Siege Tower remotely close to the Plasma Siege Mk V in threat that it costs the same amount of ExoPoints, much less the Spire Starship Mk V that it costs 25% more then?

Is there come reason different 'tiers' of the parts of the exo-wave, (flagship, escorts, wingmen) use different point values that would explain that?

I don't have time to compare more (bedtime here), but it looks like there is wonky stuff going on to me.

D.

To be fair, it has been a long time since exo-costs have been examined, and even then, they have never been thoroughly examined.

Not to say changes are good for it; it can somewhat "average out" costs, making it so that the cases of "hoping for a good exo-roll" less needed.
Life is short. Have fun.

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: Current balance of starships in exo waves?
« Reply #26 on: March 21, 2013, 03:40:22 am »
What if those small "swarmer" fleet ships weren't buy one at a time.  Say maybe they come in groups of 10 (some fitting number) and have the batch priced accordingly?

This assumes we want to actually see them.
If they still spawn as individual units that would defeat the purpose of the count rule: not incinerating your CPU.

I can understand why that consideration would not occur to you, however ;)

I don't think it would qualify for the smallest exo my games produce :)

It might work for ai difficulty below 740 of early exos though.  I'm not one to crunch numbers :)

Anyway, just an idea I thought I would throw out there.

Actually.... what if the ai bought sets of ships instead of individuals... buys a b c ship types for x points as a packaged deal.  Not something quick and easy but maybe worthwhile?
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Diazo

  • Master Member Mark II
  • *****
  • Posts: 1,717
  • I love/hate Diff 10
Re: Current balance of starships in exo waves?
« Reply #27 on: March 21, 2013, 10:13:12 am »
For immediate changes, I'm thinking limit it to tweaking the exo-points cost of the starships that just got overhauled.

I don't want to go through and redo everything, overall the balance is correct (or close enough).

We are not limited to using existing values correct? I could add a 3072 points 'tier'?

If yes, I'm going to mull this over, then look at posting a list of suggested changes tonight after work to solicit feedback.

(From your earlier posts, it sounds like you are open to tweaking the exo-costs Keith.)

D.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Current balance of starships in exo waves?
« Reply #28 on: March 21, 2013, 01:08:17 pm »
Okay.

Plasma Siege Mk V: Single Target: 450,000DPS, max AOE: 1,153,125DPS (25 under FF). 50million HP, 2048 ExoPoints
Spire Starship Mk V: 1,800,000DPS when full beam duration, such as an FF, 120million HP, 1536 ExoPoints

That seems backwards, the Spire has well over twice the DPS (depending on how much AOE you give the plasma siege) and over twice the health, but only costs 75% as much for the exo?
They might do better in the same tier instead of the spire being one lower, but remember how much people fussed that the spire starship's real-world DPS was so much worse than other units due to the photon lance's mechanic (i.e. if either you or your target are moving relative to one another, the beam does much less real damage)?  So, what's it gonna be: either the photon lances are a finicky mechanic and need higher dps to give equivalent value, or they don't? :)

Also, I'd say a plasma siege has a much greater damage of doing something unpleasant to a human player, due to its ability to damage stuff that is legitimately protected by an FF.  Spires can just punch through it eventually, but generally heavy human defenses don't understand this "eventually" concept.

All that said, I don't mind changing the costs.


Quote
Spirecraft Siege Tower Mk II: 106,667 DPS, 8million HP, 2048 ExoPoints.

How is that Siege Tower remotely close to the Plasma Siege Mk V in threat that it costs the same amount of ExoPoints, much less the Spire Starship Mk V that it costs 25% more then?
Oh, I think you're absolutely right on that one.  These numbers just haven't seen attention basically ever :)  Kinda funny that it's worked out well despite obvious issues like this (not that the Spire V even existed until recently, but there are other mismatches).


Quote
Is there come reason different 'tiers' of the parts of the exo-wave, (flagship, escorts, wingmen) use different point values that would explain that?
When I say "Tier" I mean one of the following:
Drone
Cutter
Corvette
Frigate
Destroyer
Cruiser
Battleship
Dreadnought
Mauler
Planetoid

And a sub-tier of "Light", "Medium", or "Heavy".

For reference, here are the costs by tier:

LightDrone1
MediumDrone2
HeavyDrone3
LightCutter4
MediumCutter6
HeavyCutter8
LightCorvette16
MediumCorvette24
HeavyCorvette32
LightFrigate64
MediumFrigate96
HeavyFrigate128
LightDestroyer256
MediumDestroyer384
HeavyDestroyer512
LightCruiser1024
MediumCruiser1536
HeavyCruiser2048
LightBattleship4096
MediumBattleship6144
HeavyBattleship8192
LightDreadnought16384
MediumDreadnought24576
HeavyDreadnought32768
LightMauler65536
MediumMauler98304
HeavyMauler131702
LightPlanetoid262144
MediumPlanetoid393216
HeavyPlanetoid524288


Quote
I don't have time to compare more (bedtime here), but it looks like there is wonky stuff going on to me.
Certainly :)  It's worked well enough in the past, but I figured it was time to haul it out and make it sane.

Quote
edit: erm, did I miss something? Your "IndividualMaxDPS" column has the Plasma Siege doing significantly more DPS (6,750,000) then the Spire Starship (5,400,000) when my own calculations have that DPS going the other way. (Spire does more then the Plasma Siege.)
May have something to do with how we're computing the AOE damage.  It's possible the I wrote the reference computation wrong in the case of the siege plasma and it's over-counting it, but remember that it gets 100% damage vs the main target, 12.5% (iirc) against X (20? I forget) nearby targets, and ALSO extra damage against stuff under a forcefield that it hits either of the first two components.

Quote
For immediate changes, I'm thinking limit it to tweaking the exo-points cost of the starships that just got overhauled.

I don't want to go through and redo everything, overall the balance is correct (or close enough).

We are not limited to using existing values correct? I could add a 3072 points 'tier'?
I'd have to add an override for a specific value rather than just "use the tier's value" but it could be done.

What I'd rather do, however, is get the "relative strength" metric to handle all exo-eligible types in a reasonable fashion and just convert exos over to using that.  I'd really like to move to only having one internal "how much is an individual ship of this type worth?" metric.

Quote
(From your earlier posts, it sounds like you are open to tweaking the exo-costs Keith.)
Absolutely :)  I'm up for a complete overhaul of these numbers, basically, but I think the results would be best if we hashed it out here rather than me trying to thinker with it by myself.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Diazo

  • Master Member Mark II
  • *****
  • Posts: 1,717
  • I love/hate Diff 10
Re: Current balance of starships in exo waves?
« Reply #29 on: March 21, 2013, 01:50:07 pm »
Alright.

Thanks for those answers.

Quote
Also, I'd say a plasma siege has a much greater damage of doing something unpleasant to a human player, due to its ability to damage stuff that is legitimately protected by an FF.  Spires can just punch through it eventually, but generally heavy human defenses don't understand this "eventually" concept.

The thing is, with their health the spires now reach their target and go stationary, so the beam gets full DPS on their target. On 6.012 I was having several spires reach my home command FFs and I was watching 300million HP of FFs vanish as the full salvos were landing.

Mind you, with manufactories gone, any plasma siege that gets in range of the home command FF is going to damage the home command, you don't have 25+ structures under your home command FF any more.

I'll mull on the numbers but anything serious will have to wait until I get home and can break the math out.

D.

edit: Does the relative strength include health somehow? One of the things that has made the new starships more dangerous is that their new health allows them to survive long enough to reach their target. It is not as important as DPS, but it does need to be a factor.

edit the 2nd: That might have been 6.011 that I was watching the FF just melt, not at home to check. Either way, the new starships are scary!  8)

edit the 3rd:
Quote
What I'd rather do, however, is get the "relative strength" metric to handle all exo-eligible types in a reasonable fashion and just convert exos over to using that.  I'd really like to move to only having one internal "how much is an individual ship of this type worth?" metric.

This makes sense to me. Are you willing to share the calculation though? And how granular is it? I'm looking at the RelativeStrength column on the chart on the last page and I'm a bit confused on what it is doing.
« Last Edit: March 21, 2013, 02:25:04 pm by Diazo »