Author Topic: Design Discussion: Transport Revamp Ideas  (Read 2687 times)

Offline x4000

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Design Discussion: Transport Revamp Ideas
« on: August 19, 2010, 12:17:47 pm »
Okay, so I'm sort of thinking out loud here.  At the moment, in my view transports are ALMOST perfect, but with one big glaring flaw: they can so easily be used to make offense against an enemy system vastly easier by bringing the transport up close to the command station (or whatever target) and deleting it.  This devalues beachheads, skews the difficulty especially for new players who don't realize the power of transports-at-present, and so on.

So I want to make a change to them, probably a significant change, but I'm having trouble deciding on a design.  With this topic I'm looking for feedback and ideas from the folks here.

Immutable Design Goals For Transports
These are the things that I will not budge on, at all, period.  If a design seems awesome but doesn't conform to these design goals, it has no chance of being considered, so please don't fill up space and waste your time with posting it.  I don't mean to be harsh, just clear. ;)

1. Transports must not be so powerful as to remove the logistical penalty of having your fleet in the wrong place at the wrong time.

In other words, when you attack an enemy plant with your fleet, and then the enemy does a raid on an unprotected planet of yours several hops away, you're intended to be pretty much SOL.  Transports should not be so fast and powerful that they can allow you to quickly reorganize your fleet to deal with any threat.  That's the main benefit of teleporting ships, but anything else isn't allowed to violate that rule, or the risk/reward system of the ship caps goes down the toilet.

This pretty much rules out teleporting or warping transports, which otherwise are attractive to me for a few reasons.  Perhaps if the right restrictions were placed on how they can teleport or warp, but I can't think of those at the moment.

2. Transports should be very effective at moving groups of ships between player planets, but at an increasing time-to-target based on the number of hops, etc.

This is basically a corollary to the first.

3. Transports should be moderately-to-fairly effective at moving groups of ships about 3 hops into enemy territory.

If there's a benefit to moving in bulk (as now, it spreads out the enemy firepower between the multiple targets, which helps), then so much the better.  But that part is not a strict requirement.

4. Transports should be lowly-to-moderately effective at moving groups of ships about 5 hops into enemy territory, and that should be a 1-way trip if it's >= 4 hops.

Right now this is accomplished with the self-attrition when moving through wormholes.  Honestly, so far with my immutable design goals, the current transports implementation just does smashingly, right?  I mean, this is why I say it's pretty much perfect with that one exception.

5. Transports should not provide a significant combat bonus within an individual system.

This is a newly-added goal; when the current transports were designed, this was not a goal, but now it has become one because balancing the transports when taking them into a system hasn't worked out too well.  Basically, in most cases there should not be a reason to use a transport to take your ships into an adjacent enemy system.  The one acceptable reason would be if the wormhole guards leading into that system were just so harsh that you needed to transport your guys into a safe zone and then unload, either for raiding or for establishing a beachhead.  But that would be the extent of the benefit, ideally.

6. No Micromanagement Needed

This is the reason why transports just eject the guys inside when they die, rather than killing them.  Otherwise you have to babysit the transports the entire way, and eject the guys right before death if death looks likely.  Ugh.

Potential Designs
A number of these don't meet all the design criteria above (otherwise I'd just do one of them), but my hope is that posting my various avenues of thought and why I've discarded various potentials might help with the ideas others might have.  It's possible that an invalid design can be tweaked to be valid with the addition of a few other ideas, after all. 

For folks that might have an idea that almost-works-except-I-can't-solve-this-one-thing, please feel free to post with your caveat on that; my note at the start of the prior section wasn't intended to scare off that kind of post, just the "what if transports did something totally else" type of posts.

A. Warping Transports That Die On Delivery

This would meet the goal #5 very well, and it could be made to work for ?#3 and #4 pretty easily, but it would violate goals #1 and #2 unless a time lag was put on the transports' warp.  And that could be done.  But in the meantime you'd have all these ships out there in limbo, which would be a real pain.

Unless, potentially, the transport just sat on the planet that it was warping from, with a "warp timer" counting down, after which it moved instantly.  Then you could cancel the warp and get your guys out if you had to, while still having the time penalty.  That actually would work really well.

But then there is a secondary problem of where the ships would actually appear when reaching the destination planet, which is not easy to solve.  They could appear somewhere at random if no friendly ships are there, or they could appear next to a random friendly ship if friendly ships are there (so a scout could be seeded in enemy territory, for instance), or next to the command station if it's a friendly planet.

Of course, the scout thing could lead to abuse with the mark IV scouts, so maybe it would have to be limited to the lower-level scouts, which would get revealed by the tachyons of all the various guard posts and command stations.  And I guess the guard posts and command stations would then ALL need to have tachyons, too.

This design might actually work, come to think of it, with the warp timer on local planet thing.  That just occurred to me.  Of course, it's a pretty big departure and would make the regenerating transports useless, but those could be turned into something else.

B. Lower-Heath Transports With No Self-Attrition But With Move Restrictions

Basically, transports simply would not be able to get further away than 5 hops, period.  That would meet #4, mostly.  With the lower health, it might be really hard to get them out to 5 hops, though, or even 3 sometimes.  One of the benefits of the high health on the transports right now is that they are pretty reliable at going certain distances, which is important.  With more fragile transports, they would be pretty bad at #3.  And if the health wasn't low enough, then it wouldn't meet #5.  And I'm not sure this would meet #5, anyway.

All in all, this one seems un-salvageable.

C. Anti-Transport Guns on AI Guard Posts And Command Stations

Basically, the current model of transports is great, except that they provide that bonus when parking right up next to the big AI structures.  Well -- the AI structures of note are always next to a guard post or command station.  So if those had a big gun, that killed transports that got too near, that would be helpful.

Except not, because that would just eject all the ships inside the transport, unless that was changed.  But then THAT would make transport use really risky because they tend to die on 3-4 hops, and then you have the whole micromanagement issue that invalidates #6.

Not to mention that the transports have a legitimate reason to pass by command stations and guard posts while en route to a different planet, and they'd get shot to pieces in those circumstances, which would randomly violate both #3 and #4.  Unless there was some sort of "transports are immune while going cross-planet" logic, but then players could give extra-far move orders to go cross planet, and then could simply cancel those when the transport was in range of the target structure, so long as the target structure was within a line between the destination and the starting point.  So that would violate #5 and #6.

This one seems even more un-salvageable than B, above.

Conclusion So Far
So far, A is actually looking fairly promising with the additions that I'd just made there.  But I'm not of the belief that it's watertight just yet, and it's enough work that I'd rather discuss it before just springing it on people.  And it's a fairly significant departure from the current transport model, which is both a good and a bad thing.  I really do love the current model with just the one exception, and going in such a drastically different direction is not my first choice under ideal circumstances.

Anyway... what do people think?
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Offline carlosjuero

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Re: Design Discussion: Transport Revamp Ideas
« Reply #1 on: August 19, 2010, 12:29:11 pm »
I have to think on it a bit but my gut reaction is "Ouch".

Maybe I am one of the few who doesn't jump 5 systems in to take out that Data Center w/ a transport - I use transports for ferrying around my beachead group (3 x Cleanup Drone, 2 x Rebuilder Drone, 2 x Engineer, 1 x Lab, 1 x Mobile Builder) and sometimes for bringing in bombers to take out a CP in the next system on my raid list (if I want to funnel them into a trap when vastly out numbered).

Choice A would completely remove transports from my usable ship list :/, the other choices I don't know yet - haven't thought it through. I thought that the idea was you wanted them to be used... after all, the knowledge cost was removed right? I am going to think on this and see if I can come up with any ideas/thoughts that might help you [Though, since I don't really think of ways to bend the "system" I don't know many ways to try and stop that bending :/].

Offline Diazo

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Re: Design Discussion: Transport Revamp Ideas
« Reply #2 on: August 19, 2010, 12:32:16 pm »
Well, currently there are times when ships can only unload 10 at a time from the transport. (It's out of friendly supply I believe.)

Change it so that if the transport is not in a system with a friendly command post, this 10 at a time limit is enforced.

Any decent hardened target will chew up the 10 ships so you will run to a safe spot in the system, unload and then attack, not unload right next to the command post.

On a second, more speculative topic, with the new Mk II transports and the Mk I's being free, I think the Mk I's could stand a speed and health reduction. This makes the Mk I's useful earlier where they can survive against the lower mark systems, but late game with Mk III and IV systems, you'd have to unlock Mk II transports to keep using them in an offensive role.


But on the thread topic, the limited unload does what I think you are looking for without a major change to transports.

D.

edit: Hmmm, this does nothing about just scrapping the transport though. I want to say make transports not scrappable, same as the home command station, but that brings up its own issues. Make them not scrappable in systems without a friendly command post?

Or make it so that any time the ships inside the transport reenter play, regardless of if it's the unload button, destroyed by hostile fire or by getting scrapped, the ships that were transported appear 10 at a time.

Not as simple a fix as it first appears.  :-\
« Last Edit: August 19, 2010, 01:18:50 pm by Dazio »

Offline snrub_guy

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Re: Design Discussion: Transport Revamp Ideas
« Reply #3 on: August 19, 2010, 01:09:17 pm »
Just picking ideas out of the air, what about, to stop the charge a CP and delete tactic, some kind of high range field that CPs could project that only affects transports (like a very specific grav turret).

It could do one of the following:
-immobilize any transport in it's field, or just prevent entry to the area.
-massively slow down the transports in the area.
- and possibly my favourite: Jam up the unloading mechanisms of the transport to prevent unloading within the protected area. Of course, there could be a problem with the delete unload. To combat this you could make it so if the transport dies (or is deleted) in this area, the ships are lost (or a proportion of them are, or they come out at half health, and stunned for a few seconds). The transport ship could flash red when in one of these fields, with a message in it's tool tip that warns about the transport disruption field.

The first two would possibly make raiding past a command station to another system more difficult without more micro, but the third should do nothing to the raiding abilities.

Also, you mentioned having a bonus to moving transports in bulk? Perhaps a moderate speed or shield boost on each other would provide this?

Offline keith.lamothe

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Re: Design Discussion: Transport Revamp Ideas
« Reply #4 on: August 19, 2010, 01:31:01 pm »
Solution A does sound like it would be workable and successful, but I think the dev-time and player-disorientation costs of that big of a mechanic change are significant when it seems possible to address the issue with less drastic measures.  What I would suggest:

1) Make the gradual-unload restriction apply whenever in hostile territory (i.e. an enemy command station is present).

2) Either:

- Use a forcefield-like displacement rule to stop the transport from moving closer to an enemy command station if it is within X range (say 20,000).  This could be a bit fiddly, though.

Or:

- Make transports non-scrappable in hostile territory, so if they want to bulk-unload they'll have to trick the enemy into blowing it up (which will likely not happen on the schedule the player wants, particularly when coordinating multiple transport unloads).
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Offline Diazo

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Re: Design Discussion: Transport Revamp Ideas
« Reply #5 on: August 19, 2010, 01:46:00 pm »
- Make transports non-scrappable in hostile territory, so if they want to bulk-unload they'll have to trick the enemy into blowing it up (which will likely not happen on the schedule the player wants, particularly when coordinating multiple transport unloads).

Good point. I had been thinking 5 transports all destroyed would dump 1000 ships on the command station anyway, except it wouldn't because the transports would not die all at once.

Mind you, 5 transports parked on a command station are still probably going to destroy it, but you are looking at much higher losses in a phased attack from multiple transports destroyed at different times which increases the cost part of the cost-to-benefit ratio of this tactic.

D.

Offline Spikey00

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Re: Design Discussion: Transport Revamp Ideas
« Reply #6 on: August 19, 2010, 02:09:06 pm »
Definitely a tricky situation; decreasing the transport HP wouldn't really mean much because during a raid (five hops, what!?) you can just spam additional transports [just like magnificent colony ships].

I don't know about this one--would it be possible to split the transport class into two separate partitions; 1) friendly/neutral planet only, 2) any planet (one we have now), with the first being the transport given automatically, along with any other balances indicated in this thread.  This would mean players would have to sacrifice a bit more of knowledge early game if they still wish to use transports.  I also would recommend an increase in resource cost as well.

If transports could be set to automatically ferry units from a factory to a rally point, that would be nice, and would make #1 transport more useful. 


As a minor note, the transport description needs to be updated, as it says units from "Space Docks and Advanced Factories" can be loaded into them, while players can load starships and misc. as well.
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Offline keith.lamothe

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Re: Design Discussion: Transport Revamp Ideas
« Reply #7 on: August 19, 2010, 02:11:28 pm »
Good point on the tooltip, I'll update that.
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Offline x4000

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Re: Design Discussion: Transport Revamp Ideas
« Reply #8 on: August 19, 2010, 02:37:46 pm »
A lot of good points here...

I think at the moment let's just try something less drastic and see what happens: make the transports always unload slowly when they are not on friendly planets, and make the transports not scrappable except on friendly planets.

Keith, could you do that if you are working on stuff like that at the moment?
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Offline keith.lamothe

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Re: Design Discussion: Transport Revamp Ideas
« Reply #9 on: August 19, 2010, 02:39:19 pm »
Sure :)
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Offline x4000

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Re: Design Discussion: Transport Revamp Ideas
« Reply #10 on: August 19, 2010, 02:41:24 pm »
Thanks!  I've been on all sorts of things today, but one is getting an accountant set up to help out with payroll, etc, so that I don't have to keep spending so much time on that, since my time is becoming more limited.  Should be good.
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Offline MaxAstro

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Re: Design Discussion: Transport Revamp Ideas
« Reply #11 on: August 19, 2010, 02:48:48 pm »
You could also give loaded transports a "slow death" - instead of exploding immediately upon reaching 0 health or being scrapped, they unload their cargo 10 and a time and THEN die.  Obviously they'd be unable to move or be repaired or anything during this process.

If you do it that way, there's no mechanical difference between scrapping a transport and unloading it, which I think solves the problem rather nicely.

Offline keith.lamothe

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Re: Design Discussion: Transport Revamp Ideas
« Reply #12 on: August 19, 2010, 02:50:51 pm »
Well, we want the scrap behavior to be what it is, we just don't want it to be available on hostile planets.  A slow death mechanic would also take a lot more dev time; as it is I'm already in the testing phase on this change, which is a lot quicker than that would have been ;)
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Offline keith.lamothe

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Re: Design Discussion: Transport Revamp Ideas
« Reply #13 on: August 19, 2010, 02:55:29 pm »
Ok, in for 3.184:

* Transports are now always subject to the gradual-unload rule when on a hostile planet (they can still bulk-unload on a friendly planet or a neutral planet that is in-supply).
* Transports can no longer be scrapped on a hostile planet (they can still be scrapped on a friendly or neutral planet).
* MkII Transports gradual unload rate increased from 10/second to 20/second (mkI is still 10/second).
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Offline carlosjuero

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Re: Design Discussion: Transport Revamp Ideas
« Reply #14 on: August 19, 2010, 03:10:00 pm »
The slow unload / inability to be scrapped on AI planets sounds like a decent trade off. It shouldn't affect the way I personally use Transports too much (though it may mean higher casualty rates for CS raids when I want to funnel AI ships into a wormhole trap).