Author Topic: Fleet Ship vs Starship general balance discussion  (Read 12298 times)

Offline Diazo

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Fleet Ship vs Starship general balance discussion
« on: November 14, 2010, 01:47:52 pm »
Right now there's a pretty long conversation going on in IRC about the general balance of starships vs fleet ships so I figured I'd post this to get as much input as I can.

I made a comparison chart for the base ships at the end of the post.

Also note that bomber starships are also somewhat out of wack at the moment and need a fix specific to them. The same probably holds true for raid starships.

Anyways, the two issues that jump out at me are the fact that the base dps of the fleet units suck, badly.

A ship cap of Mk III bombers has 55k dps, only raid starships and light starships (of any mark) are lower then this. Giving the bombers a 10x attack bonus brings them up to doing the highest dps, but the nature of the current attack bonus system means that there are a lot more things the bombers do base DPS against then they get bonus DPS against.

This also true for fighters and frigates, but even worse because in the actual game bombers get a bigger attack bonus then either fighters or frigates.

Next up is the HP issue. Because fleet ships are fragile, you will never reach your target with a full ship cap and therefore your DPS suffers while the starships do reach their target without taking any losses. This just makes the dps balance worse as you lose fleet ships to attrition that you don't lose starships to.

The last issue is ship counts. There are several mechanics, notably the Eye, that are based off ship counts. Starships essentially render this mechanic non-existant, giving them a further advantage over fleet ships.

A few suggestions that I've come up with are:

Boost fleet ships: Dicey, as the AI gets the same boost we do and would probably lead to the game being less balanced, just in a different way.

Return starships to long build times: This is probably the simplest fix even though it could be a big hit to the 'fun' aspect of the game. You could still go starship heavy but you are not going to neglect your fleet ships because you need them to keep your starships alive as it takes a long time to rebuild them.

Make starships rocks to complement fleet ships being fragile, high dps units: This would leave starships HP as it is, or even boost it, but nerf their attack (maybe give them really high armor piercing?) making them support units that can survive anything, but they don't have the dps to act on their own, they require fleet ships along to provide the dps to kill targets fast enough. This would also have further balance issues down the line as this essentially overhauls starships completely. (Sieges would not be affected, or less affected, by this since they are supposed to be a glass cannon unit which this change would destroy their usefulness.)

Make OMD's more common relative to Ion Cannons: Take some of the current Ion Cannon spawns and make them OMD's. This would give the AI a better counter to starships that would balance out the Eye countering fleet ship blobs (somewhat anyway).

Reduce the attack bonus spread so that the fleet ships can do okay against ships they do not have bonuses against while still retaining their roles against what they are supposed to destroy. As the moment fleet ships are only competitive against ships they have bonuses against, they just suck against anything they have no bonus against.


Having said that, what are other peoples opinions? At the moment I myself see starships as just too good, compared to your other options but what do other people see?



Normal Ship cap numbers were used for this.

Note the base DPS column and the Modified DPS column, the fleet ships all have a 10x damage bonus in the Modified DPS column.
Also the Lost% column does not do anything, everything is at 100% at the moment. (I used that for less then full ship cap to account for losses, .8 in that column would be 80% of ship cap left alive.)
« Last Edit: November 14, 2010, 02:56:00 pm by Dazio »

TheMachineIsSentient

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Re: Fleet Ship vs Starship general balance discussion
« Reply #1 on: November 14, 2010, 01:53:22 pm »
Many AI ships died in the course of this discussion. I'm curious to hear what everyone thinks. Overall, starships and fleet ship utility value has a greater disparity than at any time in the last year for AI war.

Offline Lancefighter

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Re: Fleet Ship vs Starship general balance discussion
« Reply #2 on: November 14, 2010, 03:10:17 pm »
After heated debate in irc, I have come to the following conclusion:

a fleet ships are pretty cheap compared to their starship counterparts, except fleet starships
fleet ships considerably outdamage their starship counterparts when shooting the proper target, however tahts often difficult in some cases.
and fleet ships outdamage fleet starships.
(bolded important bit)
All of this at the cost of attrition.
Attrition is the major reason i use starships - I find it much more fun to repair my fleet then to replace the equivalent amount of damage in ships.

however, starships are still considerably more knowledge hungry - 5k to research bombstar/siege mk2, 7k for mk3. fleet is similar, 3k (iirc) for flagship, 5k zenith, 7k spire.

is there a balance issue? I dont believe so.
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Offline Diazo

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Re: Fleet Ship vs Starship general balance discussion
« Reply #3 on: November 14, 2010, 04:24:16 pm »
Attrition is the major reason i use starships

On further thought, I suspect this entire discussion boils down to this.

Way back when, starships originally had a really long build time, which was balanced by the fact that they were very powerful and you rarely (if ever) lost one. But when you did, it was a long time to replace it.

Some patches ago their build times were slashed but their stats and role didn't change considerably meaning that starships kept about the same reward for drastically less risk, which has lead to their current state.

I don't really count the resources in this risk vs. reward calculation. Starships are expensive compared to a fleet ship, but I generally don't find it an issue to build the ships I need with the current resource model once I'm past the inital game start phase.

Put another way, the AI has many ways of countering fleet ships but the only real counter to starships I can think of are OMDs which are quite a rare spawn (except the peacemaker AI type).

If the risk of losing starships was increased somehow (engine damage?) or replacing made a big deal again so you had to take fleet units to cover your starships, I think that would go a long way to resolving the issue here.

As compared to fleet ships where you will always lose a few, even taking a low mark system you overpower, never (or very rarely) losing a starship breaks the risk vs. reward calculation.

D.

TheMachineIsSentient

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Re: Fleet Ship vs Starship general balance discussion
« Reply #4 on: November 14, 2010, 04:31:19 pm »
Okay, it's time for a more well thought out post.  I'm going to disagree with the above posters for a moment because I think it is way more complicated than that. This game is very complex, and there are so many changes that were made that is beyond just tweak this or increase that. I also think there are ulterior motives because making fleet ships more powerful would also do the same for the AI, decreasing starship utility value(efficiency). My post is neutral, although I will say I do believe that fleet ships should be part of every game.

Before I suggest solutions, I thought I would point out some inequities. I'm going to use the references tab of 4.033 to support my positions on normal ship capacities.

It seems most of the debate in IRC focuses around siege versus heavy bombers, as if these are to be compared on equal playing fields. And more specifically, starship proponents would point out that, against force fields, heavy bombers are spectacular. At first glance, they might be right. However, let's look at the numbers from the references tab:

Heavy bombers/siege full capacity vs. AI force field generator on Mark one:
siege takes 188.8 seconds to kill
heavy bombers take 229.6 seconds to kill

HP of both :
siege 1 million
heavy bombers 112,000

Range (affects attrition):
siege 38,000
heavy bombers: 4000

Under both conditions, assuming a wormhole of size greater than 38,000 units, the heavy bomber fleet will never be at maximum capacity before it hits the force field. Also note that these do not take into account guardians and hybrids:

Max capacity versus hybrid-hive(heavy armor) time to kill :
siege 9.6 seconds
Heavy bomber 87.55 seconds

versus artillery Guardian:
only one siege needed, one-shot
maximum capacity heavy bomber 1.22 seconds (not instantaneous)

I chose the artillery Guardian because it only takes 4.8 seconds for the artillery Guardian to kill 10 heavy bombers. Assuming a battle takes only 10 seconds for the heavy bombers to reach their target, you have already lost 22% of your fleet, with numbers skyrocketing. With the siege ship, it's an instant kill. In the reverse, it takes 29 shots from the artillery Guardian/34.8 seconds to kill a siege.

You can see immediately that against the ideal Guardian as well as hybrid hives, bombers in this  homogenous tale don't last long while starships are the clear winner.

Looking at resource costs, you can see that the siege requires twice as much crystal/second. Look at the build times:

maximum capacity fleet build time without engineers(supported by initial economy):
heavy bomber 19:36 min.
siege 41:40 min.

However, with an engineer assist, the numbers are drastically changed, as the income per second is actually higher with the heavy bomber than it is with the siege! You can mouse over the tooltips yourself at the relevant constructors.
Metal/crystal:
Siege resource per second build time: 8/s|120/s
heavy bomber per second build time: 120/s|17/s

I hope this clearly illustrates how inept a bomber fleet is, where it may marginally be useful against the AI force field but stinks up the place with other difficult hallmarks of the new 4.0 ai war.

---------------------------
Just for comparison, because  heavy bombers are really the bright spot of the entire discussion, let's take a brief look at fighters and frigates, rounding out the triangle ship discussion.

The resource drain cost of the Mark one fighter and frigate are the same as the bomber, just with the crystal and metal requirements flipped.

Range(remember, this is part of the key attrition variable):
fighter 3000
frigate 10,000

Against the enemy starships, you will see that a maximum capacity standard fighter loses in all battles except for leech, siege, and bomber starship.   Against regular triangle ships, the fighter will only counter the bomber(not really a surprise here). The missile frigate is even worse, losing to leech starships due to their immunity, but otherwise reflecting the same win against bomber starships and siege; they assume the same rock paper scissors role in the triangle.

Now, let's look at the artillery Guardian, and the hive:
  
maximum capacity versus the artillery Guardian(34,000 Range):
frigates (45 shots to kill, 9.18 seconds)
fighters (134 shots to kill, 5.47 seconds)

Unfortunately, given that the range difference 24,000-31,000 difference, your fleet will suffer serious losses, as the Mark one artillery Guardian only needs to shots to kill a missile frigate and five to kill a fighter(this one doesn't seem as bad, but you have 31,000 Range to cover before you get there +5 seconds minimum if you focus fire every fighter on that one Guardian).

These are both ideal scenarios, with minimal interference on the battlefield. As soon as you start to add the usual wave size, these theoretical time to kill numbers skyrocket.

Looking at the hive...

Maximum capacity versus just one hybrid hive:
frigates(1000 shots to kill, 204.9 seconds)
 fighters(1667 shots to kill, 68.04 seconds)

Remember the earlier statistic? 9.6 seconds and insta-kill for the siege at 34,000 range? We haven't even talked about the other starships yet, but already we can see a pattern of clear inequity.

To go off on a tangent on what the solutions might be, and the discussions that should be had, is what the role of fleet ships are supposed to be. We see some total expense of the starships over the fleet ships, although this is not obviously account for attrition(the amount you need to spend to replace them). All it takes is to lose your bomber fleet once and to replace it, you could have had siege ships. How many bombers do you use in a single game? How durable are they? What is their survival rate? Looking at the HP on the chart, we can see that heavy bombers don't last long in this game, and you can expect that the efficiency number will be better than the raw expense number.  This maybe unintuitive from looking at the chart.

For my  experience with the game, I spent the last year almost exclusively going fleet ships. That's right, I enjoy nothing better than giant fleets going into space battles and seeing things blow up. When unity came out, I tried going high-capacity ship levels and testing the game as I used to play it. However, this was like trying to fit a square peg in a round hole, and I had to adjust my  play style to include starships. Quickly, I realized that the variety of defensive structures of the AI that can hit multiple targets seems tailor-made to decimate fleet ships while encouraging starships. So I have now switched my play style to a starship game, to some sadness, which is why I posted this analysis here.  I am not just posting numbers with no practical gameplay experiment; these numbers  do reflect my experience with fleet ships. I could go on… I could probably write 100 pages about this game analyzing it and turning it over, and I highly doubt that anyone actually read this whole post.   :-[

There are some things that this post doesn't cover-like riot ships, those ultra durable awesome starships. It also doesn't cover the cloaker starship, which has a cloaking limit on it specifically only for starships at earlier Mark levels. Even at later Mark levels, it cannot handle a fleet(740 maximum ships), nor would you want it to because as soon as you de-cloak, you can suffer serious attrition from one volley of a heterogenous hostile planet. This post does not cover golems, spire ships, Zenith ships, specialty fleet ships(there are a few winners here, notably autobombs). There are also some very clear losers, like most of the neinzul children fleet ships, which suffer from some defects with the regeneration chamber and mobility in general.

Do I think that fleet ships are pointless and useless? Not entirely. They are great on defense, and they can be good meat in a large battle. Heavy bombers themselves, especially a higher Mark values, certainly increase in utility value. However, immunities given to the AI have further decreased fleet ship value, such as the excessive armor on raid ships and leech immunities. It is possible to win the game without researching any fleet ships. Whether or not you think that the problem as a player, I guess that is your opinion (if you rephrase the question, do you think fleet ships should be integral to the game?). AI War: Starship Command is certainly a different game title.  :)

If you have read this far, I commend you. Going to stop now.
« Last Edit: November 14, 2010, 05:39:42 pm by TheMachineIsSentient »

TheMachineIsSentient

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Re: Fleet Ship vs Starship general balance discussion
« Reply #5 on: November 14, 2010, 04:36:11 pm »
I wanted to add as a separate post, that was a nice IRC debate we had, albeit quite.. passionate.

Offline Lancefighter

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Re: Fleet Ship vs Starship general balance discussion
« Reply #6 on: November 14, 2010, 05:49:28 pm »
Random points id like to bring up:

Heavy bombers/siege full capacity vs. AI force field generator
mk1, yes, siege starships win
mk2 and up, bombers win. (bombers cost less to do the same job, more on that later)

HP of both :
mk1 bombers have a per-cap health of 11m, to siege's 5m. The difference just gets worse from there

Range (affects attrition):
This is true, but you might as well factor in the bomber's speed of 36(ish), to the siege's 18. Makes a difference vs 50k range forts.

Max capacity versus hybrid-hive(heavy armor) time to kill :
its a siege starship's job to shoot other starships.
cap of sieges vs frigates? frigates win with no damage.
bombers win with very little damage.

versus artillery Guardian:
capacity of bombers also one-volleys the guardian, resulting in zero time as well. Also, chances are pretty good you will lose more siege starships due to arty guardian fire then the comparative number of bombers due to the above health differences
Then again, its ALSO the siege starship's job to kill guardians.


maximum capacity fleet build time without engineers(supported by initial economy):
well, yes. bombers cost significantly less for the cap (~140k metal) compared to the sieges (300k crystal)


raw cost/s
Er. Again, the proportions are different. Siege have a 4/60 proportion, while bombers have a 7/2 proportion. Thats how the economy works.


Fighters
are actually 120m/120c per sec.  WOW THATS EXPENSIVE ( mostly sarcasm, but otherwise..)

Fighters are incredibly effective vs bomber starships.
Frigates are incredibly effective vs fleet starships (zenith and up)
bombers are incredibly effective vs siege starships (and mk1/2 fleet)

vs arty guardian, hybrid
Its not the job of fighters and frigates to kill that particular guardian, or hybrids.
Although, hybrid shield armor does play quite the role in their defense at the moment.


random stuff about riots
Eh they arent really durable. They are a resource drain (half the time my riots are rebuilding their shields, which keeps them alive) They do, however, do the job of engine killing well.

Starship command
Perhaps not, but there is a starship command board game. Unfortunately, its unranked on boardgamegeek, so I cant really comment on it.
There are also some starfleet battles games, which do the geeky tabletop startrek game pretty well.

Commendation
Its fairly obvious we are both passionate about our chosen style, however id like to close with my belief that fleet ships are less specialized then fleet starships, particularly the siege and bomber classes. However, the fleet ships generally do significantly more damage for considerably less cost than a similar starship fleet, even completely ignoring knowledge costs.
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Offline Wingflier

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Re: Fleet Ship vs Starship general balance discussion
« Reply #7 on: November 14, 2010, 06:43:34 pm »
There are several things I'd like to reply to this argument with:

1.  I consider the "main" reason for Fleet ships becoming so much less useful after patch 4.0 being Guardians.  Most Guardians simply specialize in VAPORIZING tons of smaller ships at once (The Spider Guardian as an example), where they only do minimal/moderate damage against Starships.  Prior to Guardians, Fleet ships could often recognize their full damage potential, while still being able to survive as a full "group".  Now, as soon as Fleet ships enter a wormhole, you practically lose a massive amount of them within seconds.  The solution to this, obviously, is to make Guardians more specialized against Starships, and just as unspecialized against Fleet ships.

The problem I see with Fleet ships, in general, is that their role is so specialized.  Most AI tend to build a LOT of ships of one type (the mad bomber for example).  This was something I mentioned in IRC, but even if your "Fleet force" is bigger, (say 200 fighters, 200 bombers, 200 frigates), it is still going to take you a hell of a long time to kill 500 bombers upon entering an enemy planet, because only 1/3rd of your fleet is actually doing any significant damage to them.  In the mean time, they are going to (most likely) be destroying the ship they are great against at an unparalleled speed (in this case, frigates), and leaving you sitting at the wormhole trying to fend off a force that you just don't have the means to destroy quickly and efficiently without Starships.  This problem is exacerbated 1000 fold by the fact that as you are trying to deal with this massive force of bombers, parasites, raptors, whatever, you are simultaneously being eaten alive by Guardians, Fortresses, Ion Cannons, and whatever other "weapons of mass triangle destruction" the AI has in store for you.

My experience since 4.0 has been this:  You need that "aoe" damage.  By aoe, I don't necessarily mean actual area of effect; I'm just referring to any ship that can attack a large number of targets at once (Riot Starships as an example).  With or without "Fleet ships", you have to clear out that massive wave of whatever is on the other side of the wormhole to progress, and for reasons I mentioned before, Fleet ships alone are wholly inadequate for that purpose.  So once you cross the line of "Well, I guess I'm going to need a lot of upgraded Starships to beat this campaign", you have to start asking yourself, "Do I really even need Fleet Ships to beat this?"

Fleet ships are cool, no doubt, but I think anybody can agree that they are a pain to deal with.  Since they die so quickly on an individual basis, you have to constantly be reinforcing them and micromanaging them from planet to planet, where the bigger, tougher Starships, die much less often, and even when they do die, you're talking about rebuilding 2 or 3 ships to compensate for your losses, not 2 or 3 hundred.  Without making them an absolutely necessity for gameplay (which I agree they should be), most people will avoid building them if they can, and who is to blame them?

In the original game (Fleet Command only), you are pretty much forced to build Fleet ships, not because they are particularly cost effective, but because you simply don't have much of an alternative in terms of actual battle strength and damage "spongeing".  However, if I were playing an expansion where I had many other options for Starships, Golems, and whatever else, you can bet I would using those instead.  What I'm saying is that I wish I could build Fleet ships because I felt they were cost effective, not because "I have no other choice".

My solution to the problem would be this:

1) Make "triangle" ships a little less specialized (for example, the fighter does x16 against polycrystal [bombers] and shit all against most everything else.  Alternatively, there are very few other ships in the game that even do bonus damage against polycrystal!).  Fleet ships should be especially good against their intended targets, but not "useless" against everything else.  I think this would go a long way in making them more versatile and useful in more situations.

2) Make Guardians (never really saw the point of adding these in the first place) more specialized against Starships, and much less effective against Fleet ships.

3) Increase the ship cap of Fleet ships per level.  Obviously, there is a fine line here (you don't want the player to be able to run around with "the unstoppable blob", but you also want them to have an effective force as well).

----

On a related note, Guardians, I think, have messed up the balance a bit.  Before, the biggest "obstacle" to Fleet ships were high-level Starships that took insanely long to kill (and did moderate "aoe damage, like the Spire Starship), and of course things like Fortresses which also had a massive "aoe" attack.  Outside of those 2 factors, Fleet ships were typically the most effective "force" to keep around when raiding enemy planets, and were only supported by Starships, not dependent on them.  In most cases, the "obstacles" on enemy planets simply served to slow down the Fleet ship army, giving the AI time to increase their AI Progress, counter-attack, send waves, reinforce planets, use border aggression, and whatever else.  Very rarely did the enemy garrison on any enemy planet actually have the ability to kill your Fleet ships on a massive scale (exceptions when there were several Fortresses and Starships, with a ton of Ion Cannons), and when it did happen it was usually because you were either playing against a certain AI type (Fortress type) or were about to attack an AI Homeworld.  But prior to 4.0, Fleet ships were a lot less specialized, and typically did a "fair" amount of damage to most targets, not just a ton of damage against 1 or 2 types.  The Guardians are really what nailed the lid on the coffin.  Whereas before, Fleet ships were usually only "slowed down" by a garrisoned enemy force, now it is not uncommon at all to see them completely wiped out, even on the more trivial of planets.  Once again, I felt that the game balance prior to Guardians was very good, and I don't exactly see why they needed to be added in.
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Offline TheDeadlyShoe

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Re: Fleet Ship vs Starship general balance discussion
« Reply #8 on: November 15, 2010, 06:50:29 am »
comparing starships to mk1 triangle ships is pointless.  The mk1 triangle ships are hopelessly weak.  The only starship with a similar problem is the Light Starship.

siege starships evaporate under any kind of counterfire, while bombers are one of the toughest shiptypes in the game.

The AI Eye bit is the big + for starships... that and munitions booster.

What's really terrible is how AI Eyes have made swarm ships basically obsolete.  Even if the AI planet isn't mk IV or something, its stuffed full of Guardians which makes heavy starship use mandatory if you have any hope at all of your AI eye killers not being a suicide mission.

Offline Ozymandiaz

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Re: Fleet Ship vs Starship general balance discussion
« Reply #9 on: November 15, 2010, 06:57:38 am »
After heated debate in irc, I have come to the following conclusion:

a fleet ships are pretty cheap compared to their starship counterparts, except fleet starships
fleet ships considerably outdamage their starship counterparts when shooting the proper target, however tahts often difficult in some cases.
and fleet ships outdamage fleet starships.
(bolded important bit)
All of this at the cost of attrition.
Attrition is the major reason i use starships - I find it much more fun to repair my fleet then to replace the equivalent amount of damage in ships.

however, starships are still considerably more knowledge hungry - 5k to research bombstar/siege mk2, 7k for mk3. fleet is similar, 3k (iirc) for flagship, 5k zenith, 7k spire.

is there a balance issue? I dont believe so.

I have not been part of any irc discussion, but I think you are right. Its not a huge balance issue as it is now. Starships and fleet ships are just different.

After 4.0 the balance changed a lot, fleet ships became seemingly more specialized where earlier thy used to be more generic with some smallish bonuses.

This has made the overall blanacing to be a bit off, and it will likly take some time to tweak it to the degree they were pre 4.0 (that is, get a balance you want for them).
« Last Edit: November 15, 2010, 07:02:11 am by Ozymandiaz »
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Offline TheDeadlyShoe

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Re: Fleet Ship vs Starship general balance discussion
« Reply #10 on: November 15, 2010, 07:20:07 am »
armor is the big reason fleet ships have trouble vs other targets.  In some cases ships cant even hurt their design targets if the design targets are high enough mark. Only ships with huge damage or large armor penetration are reasonably effective against non-design targets.  Fleet starships can basically ignore most enemies by virtue of their tough armor.
« Last Edit: November 15, 2010, 07:22:11 am by TheDeadlyShoe »

Offline x4000

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Re: Fleet Ship vs Starship general balance discussion
« Reply #11 on: November 15, 2010, 08:30:31 am »
Well... Without getting too mired in the emotions here, let me just say:

1. The balance is definitely not final, but it also won't be a focus until next week as much, and then it's practically the sole focus. See the November dev schedule sticky for why. That said, we're trying to hit he most egregious cases as they come up. I don't think there's anything super egregious here, based on the spread of comments.

2. The goal is to have players using fleet ships and starships to survive, with failure to use either one resulting in loss or at least a difficulty spike. It seems that is largely what is happening.

3. The dps of the fleet ships probably needs some work for the higher mark levels. This is not a new issue, but recent changes to the game, especially the cost structure for the higher-level fleet ships meanthat I rally need to redo the progression of the lower-level fleet ships to their hiher-level counterparts. The root of this issue goes back to 1.0 or before, and it's somethig I intent to tackle early next week so that there is then still time to balance it.

4. It's true that the guardians might be a little too anti-fleet ship at the moment. Some need to specialize more at larger targets, to balance it out more. But overall they're working as intended.

5. In short, I'm generally feeling like the balance of mark I fleet ships is generally good (not perfect, but not horribly off either), but by the time you get to mark iv the roi for those ships is presently not great.

6. And, shifting starship times out to slower isn't a good solution. It harms the fun for newer players while not slowing down advanced players much, anyway -- they'll just use more engineers to get the time back to the same.

I think a lot of times emotions run high because people think we don't want to make changes. that's demonstrably not the case. There's some good feedback in this thread, but I agree with lance and ozy that overall it's not horribly out of whack at the moment. In the history of ai war, getting he starship vs fleet ship balance right has been a never-ending battle. I actually feel like that part is closer now than it's ever been. But there's definitely more to do.
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Offline keith.lamothe

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Re: Fleet Ship vs Starship general balance discussion
« Reply #12 on: November 15, 2010, 09:44:03 am »
Thanks for getting this discussion going.  I've been hearing tons of stuff in irc over this but what I need is actionable requests with some kind of consensus behind them, or failing that a discussion that works towards said :)  FYI, machine, I did read the entire post ;)

As Chris said, we don't have much time to throw at this this week, but next week is different.  So keep hammering on it so we can get started in earnest when the LotS feature-complete mark is reached.

From what I've seen/heard I do personally believe that there needs to be more reason to use fleet ships, as it is actually possible at this stage to take down an AI homeworld using nothing but starships (this is with none of the LotS stuff).  Not particularly easy, but quite possible.  I find that disturbing ;)  And I love starships.

But I think that the majority of the solution isn't really in changing the stats (aside from making higher mark fleet ships worth their recent cost increase), but rather having the AI react more appropriately to starships like with having the AI Eye count them for more than 1, etc.  That has it's own problems, so can't just rush off and do it yet.

One more thing before I have to get back to other stuff: a lot is being said about the Siege Starship.  Please remember that the Siege was "added" (out of the dust of the incinerated Dreadnought) quite recently, and has had several wide-swinging balance changes and is probably not done.  While I'm happy to hear balance concerns about them, I think it's skewing the general fleet vs starship discussion more than it should.

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Offline Lancefighter

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Re: Fleet Ship vs Starship general balance discussion
« Reply #13 on: November 15, 2010, 11:54:21 am »
Of potentially devastating note, exasperated by the guardian's heavy firepower:

Quote from: x4000
I just realized what this is: it's for multi-shot ships, as soon as any shot misses their timer gets reset. This is making multi-shot ships vastly overpowered right now, for example with this. I'll have to make it so that it's percentage based or something along those lines.

Could this mean that guardians were doing incredible amounts of damage because one of their shots 'missed'? Quite possibly.
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Offline superking

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Re: Fleet Ship vs Starship general balance discussion
« Reply #14 on: November 15, 2010, 12:22:56 pm »
Of potentially devastating note, exasperated by the guardian's heavy firepower:

Quote from: x4000
I just realized what this is: it's for multi-shot ships, as soon as any shot misses their timer gets reset. This is making multi-shot ships vastly overpowered right now, for example with this. I'll have to make it so that it's percentage based or something along those lines.

Could this mean that guardians were doing incredible amounts of damage because one of their shots 'missed'? Quite possibly.


rapidfiring artillery gaurdians haunt my dreeeaaammmsssssss