Author Topic: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)  (Read 27295 times)

Offline keith.lamothe

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #150 on: April 05, 2013, 03:25:24 pm »
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Stop trying to nerf econ. If you have that much resources, you're sitting around too much. Go spend it. If all you're doing is doing Mark 1/2 of everything, that's your play style.
If you could win the game with MKI/II of everything on 9/9, and still have full resources, that would still be a balance problem.

Don't think you can, but in my experience I have plenty left over even after building everything possible with 0 knowledge on higher difficulties. I usually try to reactivate Golems at that point, but once you get 3 of those it just gets gratuitous :D

I would love to have this excess resource problem you all have. Granted it's not as bad as it used to be, but I'm not sitting on max resources, ever. It just doesn't happen.
Maybe they just secretly turn up the handicap.
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Offline Toranth

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #151 on: April 05, 2013, 04:30:59 pm »
And a couple other things I'm thinking about but am considerably more hesitant about:
6) Quarter the effectiveness and the K-cost of the harvester upgrades (so you still get the same boost per K, but it "maxes out" much lower).
7) Double the number of metal and crystal spots seeded by mapgen on non-homeworld planets (with some provision for old saves).
I'm actually of the opinion that Mk III harvesters are OP regardless.
I agree with this. My first point was that this isn't the only thing, knowledge efficiency is also part of it. But I do agree that the Mk. III (and to a lesser extent Mk. II) need to be toned down some, along with a knowledge efficiency nerf (which could just happen naturally if the K costs are unchanged but the higher marks receive a stat nerf).
My second point is that it doesn't have to be one or the other. Both "once built" stats AND knowledge costs could change to find a better balance.

Remember back in the ancient days of yore (last year, this time) when the complaint was that Harvesters were a waste, and the standard strategy for everyone was to grab three systems and drop Econ IIIs on them?  And when the common consensus was that waiting around to rebuild was sooooooo boring?
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Metal/Crystal Harvester II/III, in honor of getting 2nd place (by one vote) in the first "Worst Unit" poll in which they were eligible:  A bit of background:  Unlocking Econ Station II costs 4000 knowledge and gives a total of 576 m+c above the "standard" command station (econ I) if you build all 6, and that bonus is still relevant if you unlock Econ III. That's about 0.144 (m+c)/s per knowledge point.
 Unlocking Econ Station III costs 5000 knowledge and gives a total of 1536 m+c above the "standard" command station. Benefit/K Ratio is about 0.3072.
 Previously, unlocking mark II of either metal or crystal harvester cost 3250 knowledge and, assuming a mid-game situation of 13 total planets (i.e. all 6 of econ II and econ III could be placed) with an average of 2 spots of that resource per planet (ymmv, but it's probably not far off) gave a total of 208 resources above mkI harvesters. Benefit/K Ratio was about 0.064.
 Previously, unlocking mark III of either harvester cost 4000 knowledge (but really 7250 since you don't get the benefits of mkII and mkIII at the same time like you do with econ stations) and, across 26 ressource spots, gave a total of 416 resources above mkI harvesters. Benefit/K Ratio (assuming 7250 "real" K cost) was about 0.0574.

 So, to do something about this pretty vast disparity:  Harvester II:  Knowledge cost from 3250 => 2000.
 Production from 28 => 31 (so +8 => +11).

 Harvester III:  Knowledge cost from 4000 => 2500 (so 4500 total).
 Production from 36 => 73 (so +16 => +53).  Yes, that's a lot, but that's what parity with econ III looks like. And nerfing econ III would have been an outrage considering how much waiting-for-resources happens on challenging games _with_ econ IIIs.
Yeah, the numbers for Harvesters at that time were 20/28/36.  Currently they're 20/30/55.
Now they'd be 5/8/13?  Even with double the resource nodes, we're looking at a 33%-50% nerf to where they were back then, when the community voted that the economy needed a serious buff.




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Stop trying to nerf econ. If you have that much resources, you're sitting around too much. Go spend it. If all you're doing is doing Mark 1/2 of everything, that's your play style.
If you could win the game with MKI/II of everything on 9/9, and still have full resources, that would still be a balance problem.

Don't think you can, but in my experience I have plenty left over even after building everything possible with 0 knowledge on higher difficulties. I usually try to reactivate Golems at that point, but once you get 3 of those it just gets gratuitous :D

I would love to have this excess resource problem you all have. Granted it's not as bad as it used to be, but I'm not sitting on max resources, ever. It just doesn't happen.
When using superweapons, I usually don't need to rebuild much.  And that's the big difference right there.

As part of this discussion, I started a completely minimal game last week.  All expansions, but no plots, no Champions, nothing.  Diff 9/9.  3+ hours into this game, I have never hit more than the 200,000 resources I started with.  I'm usually running at bare minimum.  I spend 15-20 minutes out of each hour waiting for my fleet to rebuild.

I'm using Mk I/I Fighters, Mk I/II Bombers, Mk I Frigates, Mk I Attraction Drones in the fleetball.
When I can't fleetball, I'm using Mk I Spire, Zenith, and Bomber Starships (this requires a Matter Converter to support).
A fleetball rebuild requires 750,000 M+C.
A Starship rebuild requires 600,000 M+C.  (F-in' Starship Dissassembers)
Supporting these ships requires a Matter Converter for an addition 200 M+C/sec.
I was lucky, with 13 resource nodes on my Homeworld (4/9, though - Conversion rates are hurting me badly).  That's 520/670 per second income with my Harvester Mk IIs (the best I can afford so far) before the Matter Converter, 420/570 after.
757 seconds (12.5 min) to rebuild the Fleetball.
606 seconds (10 min) to rebuild those 4 Starships.

About 23 minutes to rebuild both.  And either the Fleetball or the Starships (usually part of each) gets mostly wiped whenever I do something with it.

And you want to CUT my income?
My income would be 332/372 or so under the new numbers.  That's adding another 10 minutes or more to my rebuild times.  30+ minutes, each time.  And since I'm constantly doing stuff with this fleet, it dies a lot.  So instead of 15-20 minutes of each hour being downtime, your suggestions would move it to 25-35 minutes.


Ok, fine.  Solution is supposed to be "Capture more planets", which would give me more resource deposits.  This is what this discussion is about, right?  Making people do more than the bare minimum and gather some AIP.

So how much is the AI's response to AIP going to go down to match the requirement that I now need 40 additional AIP to get the economy to where I was before?  Currently, that's 6 times as many ships per wave, a similar increase in Special Forces strength, and about a 125% increase in reinforcement strength.

Offline keith.lamothe

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #152 on: April 05, 2013, 04:34:32 pm »
Yeah, the numbers for Harvesters at that time were 20/28/36.  Currently they're 20/30/55.
Now they'd be 5/8/13?  Even with double the resource nodes, we're looking at a 33%-50% nerf to where they were back then, when the community voted that the economy needed a serious buff.
I said  "Quarter the effectiveness and the K-cost of the harvester upgrades", not harvesters.

In any event, not planning to mess with them for the next release.
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Offline TechSY730

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #153 on: April 05, 2013, 04:42:24 pm »
Hang on, +40 AIP multiplies the wave size about 6x on 9!? Even for 9, that seems more than a tad absurd...

Wait, +40 AIP to what? That will influence the ratio, though thanks to the exponential relationship (due to difficulty >= 8), this ratio will start approaching a constant as AIP keeps going up. Is that constant really 6x for +40 AIP? Or is it only 6x for some starting values of AIP to AIP+40? (It would of always been a constant if it was just exponential, but the formula has some non-exponential terms added to it)

As for the harvesters, 20/28/36 may be too small, but 20/30/55 may be too much. TBH, I'm not sure what a good middle ground is.
« Last Edit: April 05, 2013, 05:08:14 pm by TechSY730 »

Offline Toranth

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #154 on: April 05, 2013, 04:57:40 pm »
Yeah, the numbers for Harvesters at that time were 20/28/36.  Currently they're 20/30/55.
Now they'd be 5/8/13?  Even with double the resource nodes, we're looking at a 33%-50% nerf to where they were back then, when the community voted that the economy needed a serious buff.
I said  "Quarter the effectiveness and the K-cost of the harvester upgrades", not harvesters.
Oh, phew.  So it'd be more like it used to be, 20/23/28?  Ok.  Far more interested in that, given resource availability doubling.


Hang on, +40 AIP multiplies the wave size about 6x on 9!? Even for 9, that seems more than a tad absurd...

Wait, +40 AIP to what? That will influence the ratio, though thanks to the exponential relationship, this ratio will start approaching a constant as AIP keeps going up. Is that constant really 6x for +40 AIP? Or is it only 6x for some starting values of AIP to AIP+40? (It would of always been a constant if it was just exponential, but the formula has some non-exponential terms added to it)
It's a 6x increase to go from AIP 10 to AIP 50 (a +40 AIP jump).
Going from AIP 50 to AIP 90 (the next 40 AIP jump) goes from base strength 6 to about strength 12 (roughly doubling).  The ratio drops as AIP goes up, only +20% at AIP 250.
The difficulty modifer is a constant in the equation, different for each difficulty but unchanging as AIP changes (1.17 at Diff 7, 3.33 at Diff 10).

Offline _K_

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #155 on: April 05, 2013, 05:15:22 pm »
Heh, people discussing how the current economy is OP. Its almost as if i was right when i called it the moment each change (The M/C and the energy one) has been committed. Feels good to be right.

In fact, i made a quite thorough mathematical study of how much each harvester upgrade should cost and make, even with some graphs and stuff. In fact, i think i still have the spreadsheets somewhere on my HDD. Probably could fetch them tomorrow. There are some assumptions that keith seems to intend on breaking (i mean the node count part and the scaling) but heh, its still nice, and could be adjusted.

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3) If Lazy-AI is off, make popping a data center cause an immediate CPA, with the intensity set to a static AIP level (maybe 50 for the first DC, 100 for the second, etc).
That's basically a short-term punishment for a permanent bonus. Kinda like hacking.
I'd rather see them increase AIP floor in addition to the reduction (CP's and superterminal do that already, though indirectly), or decrease the AIP by a percentage instead of a fixed value.
Both approaches make them have much higher effect for larger AIP values but makes it harder to stay on the AIP floor.
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4) If Lazy-AI is off, make popping a core guard post add 10 to the AIP floor.
5) Reduce the AIP-on-death of AI Home Command Stations to 15.  No change based on the new toggle.
The problem with this is it probably boosts the higher AIP strategies too much. If you are far form the floor, you get just 15 AIP for taking a HW. The total AIP added should not be decreased much, the floor increases just should be added on top of it.

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6) Quarter the effectiveness and the K-cost of the harvester upgrades (so you still get the same boost per K, but it "maxes out" much lower).
7) Double the number of metal and crystal spots seeded by mapgen on non-homeworld planets (with some provision for old saves).
Goddamn it. Need sleep... cant do math right now.


Also, if we actually come to some conclusion that some aspect gets a severe nerf, the best way to counterbalance would probably be to slightly decrease the final wave modifiers for each AI difficulty. You know, those arbitrary values each AI has, that scale massively when you are reaching level 10.

Offline Diazo

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #156 on: April 05, 2013, 05:16:09 pm »
To clarify why I consider Mk III harvesters OP at the moment.

Mk I Harvester: 20 income.
Mk III Harvester: 55 Income.

Factoring in command station income, that's a doubling of your resource income.

Double the resource income means double the number of ships you can build in a game. The size of your fleet that can be active at once is smaller (9K is a lot of units if spent other places), but over the course of the game the limiting factor is your resource income because you will go through so many units in a game.

So, I view Mk III harvesters in their current form as doubling your fleet size when spaced out over an entire game.

And that's why I call them OP.

D.

Offline Winge

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #157 on: April 05, 2013, 05:28:55 pm »
Good grief, I go to sleep, I wake up, and *this* ;)

You aren't kidding...  :o


5) Reduce the AIP-on-death of AI Home Command Stations to 15.  No change based on the new toggle.

My only recommendation on this is to make the AIP-on-death 20, instead of 15.  Unless I am mistaken, the AI Home Command Station has no Warp Gate, so making the +AIP 20 would be consistent with taking another planet.  Yes, I am that OCD  ;).  Other than that, I'm curious to see the aftermath of this change (not to mention the extra warheads in Faulty's AARs...).
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Offline Wingflier

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #158 on: April 05, 2013, 05:33:16 pm »
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When using superweapons, I usually don't need to rebuild much.  And that's the big difference right there.

As part of this discussion, I started a completely minimal game last week.  All expansions, but no plots, no Champions, nothing.  Diff 9/9.  3+ hours into this game, I have never hit more than the 200,000 resources I started with.  I'm usually running at bare minimum.  I spend 15-20 minutes out of each hour waiting for my fleet to rebuild.

I'm using Mk I/I Fighters, Mk I/II Bombers, Mk I Frigates, Mk I Attraction Drones in the fleetball.
When I can't fleetball, I'm using Mk I Spire, Zenith, and Bomber Starships (this requires a Matter Converter to support).
A fleetball rebuild requires 750,000 M+C.
A Starship rebuild requires 600,000 M+C.  (F-in' Starship Dissassembers)
Supporting these ships requires a Matter Converter for an addition 200 M+C/sec.
I was lucky, with 13 resource nodes on my Homeworld (4/9, though - Conversion rates are hurting me badly).  That's 520/670 per second income with my Harvester Mk IIs (the best I can afford so far) before the Matter Converter, 420/570 after.
757 seconds (12.5 min) to rebuild the Fleetball.
606 seconds (10 min) to rebuild those 4 Starships.

About 23 minutes to rebuild both.  And either the Fleetball or the Starships (usually part of each) gets mostly wiped whenever I do something with it.

And you want to CUT my income?
My income would be 332/372 or so under the new numbers.  That's adding another 10 minutes or more to my rebuild times.  30+ minutes, each time.  And since I'm constantly doing stuff with this fleet, it dies a lot.  So instead of 15-20 minutes of each hour being downtime, your suggestions would move it to 25-35 minutes.


Ok, fine.  Solution is supposed to be "Capture more planets", which would give me more resource deposits.  This is what this discussion is about, right?  Making people do more than the bare minimum and gather some AIP.

So how much is the AI's response to AIP going to go down to match the requirement that I now need 40 additional AIP to get the economy to where I was before?  Currently, that's 6 times as many ships per wave, a similar increase in Special Forces strength, and about a 125% increase in reinforcement strength.
Perhaps it's the fact that I use champions pretty much exclusively now?

I mean six 20 million health shields in a row...well let's just say it gives you fleet some extra survivability. That's not factoring in the Champions own shields or not unconsiderable firepower. Or all the nice minor faction units you get.

I haven't honestly tried a non-Champion game in a long time. Now that you mention it I forgot how much harder it is to keep your fleet alive like that. I'm so used to shielding all the frontloaded damage (when the whole system collapses on you), then just cleaning up the remains.

I've been meaning to make a thread on Champion Abilities, because it's a really wonky mechanic. You get your best ability at level 1, it stays at max effectiveness the entire game, and a lot of the other "abilities" are fairly useless in comparison. Not to mention that Champions which DONT get the shield (such as the Neinzul) are very gimped because of it.
« Last Edit: April 05, 2013, 05:39:13 pm by Wingflier »
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Offline keith.lamothe

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #159 on: April 05, 2013, 05:40:19 pm »
Just some numbers for the inevitable mathstorm to come:

Running 3 samples with different mapseeds of:
80 planet galaxy
Clusters - simple
1 Human HW
I get a totals from 309 to 320 of metal/crystal spots on the 77 non-HW planets in the game (each HW always has 12 spots, fyi), for an average between 4 and 4.15 spots per such planet.

Just going with 4, Havesters currently give this:
MkI: 20 per spot, so 80 per planet; cost 0 K
MkII: 30 per spot, so 120 per planet; cost 4000 K (+1 per 100 K)
MkIII: 55 per spot, so 220 per planet; cost 9000 K (+1 per 64 K)

If we went with quartering both the upgrades effectiveness and K cost, while doubling average resource spot count (to 8), Harvesters would give this:
MkI: 20 per spot, so 160 per planet; cost 0 K
MkII: 23 per spot, so 184 per planet; cost 1000 K (+1 per 41 K)
MkIII: 29 per spot, so 232 per planet; cost 2250 K (+1 per 31.25 K)

Of course, that's going with assumptions like "always taking planets with the average number of spots", which is generally not true, but FWIW.


Anyway, so that would appear to actually be a substantial across-the-board buff, regardless of what level harvester you prefer to take... now, I'm not actually really trying to nerf overall econ, but nor am I trying to buff it, so these are not the numbers I would use ;)
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Offline Wingflier

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #160 on: April 05, 2013, 05:43:51 pm »
Perhaps I should try a game without Champions again before making a decision on the game's current state of resources. They could be fine.
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Offline keith.lamothe

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #161 on: April 05, 2013, 05:44:29 pm »
Perhaps it's the fact that I use champions pretty much exclusively now?
Ah, yes, that would do it.  You get a major force-multiplier that costs no m+c at all to run, and you get bonus resources from each nebula you win.  And the bonus units it lets you build are usually relatively survivable, though not cheap to build.

Edit: on the other hand, you're also frequently hunted by nemesis champions.  In that pathing-bug save you sent, even when I got them using the right path they got chewed up nice and good by some SF+nemesis.
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Offline Cinth

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #162 on: April 05, 2013, 05:48:01 pm »
Winge: Yep, AI HWs don't have warp gates.  They relocated them to the core worlds :)

Wingflier: I would argue that the NSCA and NSBB are absolutely beastly against the AI.  Cloaking, Vampirism, and the healing ability makes those ships last a really long time.  Throw missiles or bombers on it and kite like a champ until everything is dead, then refill your HP on those conveniently placed wormhole gp.
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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

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #163 on: April 05, 2013, 05:49:41 pm »
Wingflier: I would argue that the NSCA and NSBB are absolutely beastly against the AI.  Cloaking, Vampirism, and the healing ability makes those ships last a really long time.  Throw missiles or bombers on it and kite like a champ until everything is dead, then refill your HP on those conveniently placed wormhole gp.
I can see the AI getting very annoyed at its wormhole guard posts being used as Champion gas stations.
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Offline Cinth

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Re: Does AI strength to AIP need adjustment? (aka, is AIP too restrictive?)
« Reply #164 on: April 05, 2013, 05:51:23 pm »
Wingflier: I would argue that the NSCA and NSBB are absolutely beastly against the AI.  Cloaking, Vampirism, and the healing ability makes those ships last a really long time.  Throw missiles or bombers on it and kite like a champ until everything is dead, then refill your HP on those conveniently placed wormhole gp.
I can see the AI getting very annoyed at its wormhole guard posts being used as Champion gas stations.

ROFL  8)  The AI can go pound sand if it don't like it :)
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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.