Author Topic: Forts in times of distributed defenses  (Read 21203 times)

Offline Kahuna

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Re: Forts in times of distributed defenses
« Reply #75 on: September 10, 2014, 09:46:52 am »
Downside - given time, I can have so many systems with serious defense that the Ai will need far more firepower to actually get to my home world. Last but not least CPAs get stronger over time.
AIP and the Fortresses' enormous upkeep and energy costs will prevent this. Also you need a Zenith Power Generator to really take advantage of Fortresses and they have galactic caps atm.

Yea, having planet capped "mini" versions of galactic capped defenses sounds like a reasonable compromis
No more mini fortresses. And mini HBCs would just be silly..

To be honest, I think it is fine for there to be some defenses that promote single chokepoints; not everything needs to or should be catered to distributed defense. IMO, trying to make the game heavily slant in favor to distributed defense is no better than the game being heavily slanted in favor of single chokepoints. IIRC, the goal is to promote a variety of playstyles.
QTF
Perhaps Fortresses' caps could just be increased instead of made per planet?
« Last Edit: September 10, 2014, 10:13:15 am by Kahuna »
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Offline Cinth

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Re: Forts in times of distributed defenses
« Reply #76 on: September 10, 2014, 10:12:37 am »
Perhaps Fortresses' caps could just be increased instead of made per planet?
As much as I love forts...
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Offline Kahuna

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Re: Forts in times of distributed defenses
« Reply #77 on: September 10, 2014, 10:15:53 am »
Perhaps Fortresses' caps could just be increased instead of made per planet?
As much as I love forts...
Well ye it might make chokepoints too much of a brick wall.
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Offline Hearteater

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Re: Forts in times of distributed defenses
« Reply #78 on: September 10, 2014, 11:12:14 am »
I'm strongly against any additional per-planet caps. I'm actually against the current per-planet turret caps. They may not go away, but I'd really like to see Snipers go back to global caps, and Spiders get changed to the shorter ranged variant. At least that makes defense-in-depth non-trivial.

I would enjoy a change to mini-forts that made them more distinct. Although Lightning Torpedo Forts would be funny, I might go instead with Zenith Bombard Forts. I might consider, either instead or in addition, to giving them a built-in Force Field, so you get 2-per-planet Force Fields. That alone would probably make them worthwhile to unlock.

Offline WingedKagouti

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Re: Forts in times of distributed defenses
« Reply #79 on: September 10, 2014, 12:07:22 pm »
I would enjoy a change to mini-forts that made them more distinct. Although Lightning Torpedo Forts would be funny, I might go instead with Zenith Bombard Forts. I might consider, either instead or in addition, to giving them a built-in Force Field, so you get 2-per-planet Force Fields. That alone would probably make them worthwhile to unlock.
I think 3 different versions with a 1-per-planet cap each (and possibly only 500 K to unlock each) could be an interesting way of doing it.

Offline Nodor

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Re: Forts in times of distributed defenses
« Reply #80 on: September 10, 2014, 05:25:03 pm »
For the record, I hate the new per planet turrets.  The results are terrible.

Playing the 7/7 ignore AIP test game, I find myself setting up chains of planets for reprisal waves/CPAs to plow through.  My defenses are designed to attrition the "nasty teeth" and do so effectively.  I plan to lose about 6-8 planets during each CPA and it takes 45 minutes or so to rebuild them.. but aside from grinding forward, I'm not feeling like the waves pose any threat.. even if they take out a planet or 2,  and this is possible with level 1 turrets and just mini-forts at AIP in excess of 500.
Pardon me, but this part - I cannot comment on the multiplayer part - reads to me as an argument in favour of per-planet caps, not an argument against them.

After all, what you describe certainly sounds like something that can also be done with per-galaxy cap turrets, rebuilding the full set of level 1 turrets as each individual planet in the chain is falling and the reprisal wave/CPA and moves on to the next.

Doing it with per-galaxy caps requires you to save up metal in advance in addition to the substantial metal income you'll have from harvesters and salvage due to paying for the construction of the n planets worth of level 1 turrets over a shorter period of time than you do in the per-planet example, where you might wait until all have fallen, which argues using logistics rather than military stations.

Thus the issue you describe doesn't seem to be so much a question about a boring strategy of doing something that is possible because of per-planet caps and wouldn't be possible with per-galaxy caps, but instead it seems a variant of another strategy, both of which would be considered tedious.

Per-galaxy:
+ Since the turrets for the n planets are not active at the same time, the energy overhead is only for one set of turrets, allowing more energy to be spent elsewhere.
+ Less tedious rebuilding when reconquering the chain as you only put the level 1 defences into place at the chains end.
- Need to prepare a certain metal stockpile before a large reprisal wave is triggered or CPA unleashed. (As you control the first and the second comes with a warning well in advance, this is something that should be trivial for you to do, but it is an added consideration.)
- More tedious micromanagement rebuilding along the wave of advance
- The level 1 turrets are not available to defend at your whipping boys while doing it. If you feel your whipping boys with their level 2+ turrets aren't capable of doing the job, you'll need to operate with a longer chain of planets to win more time and have level 1 turrets at the whipping boys when needed. (This seems a low percentage scenario given we are talking about hundreds of AIP by which time higher level turrets should be unlocked in large amounts.)

Per-planet:
+ You can get all the tedious rebuilding ordered in one go after dealing with each wave.
- This requires a substantially larger constant energy investment, since your actual energy expenditures more closely reflects the defence you actually put up. (EDIT: I should perhaps mention that from a game-balance perspective I actually consider this a positive rather than the negative it is for the player, though of course nobody prevents you from circumventing this issue by only building the turrets as needed and effectively turn the per-planet approach into the per-galaxy approach)
++ Fortunately, you can build the higher level turrets per-planet too, which means you don't need to set up as long a chain, which while it may not save you all that much metal or number of clicks to rebuild, means that the whole state of affairs gets resolved in less time.


This might not have been possible to do effectively do with level 1 turrets with per-galaxy caps before salvage was added to the game, but on the other hand, at that time you might very well have performed a MUCH more powerful distributed chain defence than anything you can do with level 1 turrets by using whatever mark V turret controllers you had unlocked. (And in a game running hundreds of AIP, surely that would be at least a few.)

So either way, I have a really hard time seing this sort of tedious defence as being something introduced by per-planet caps on the unlockable turrets.


EDIT2: I realize I made an implicit assumption above, namely that if you are playing a conquest game with hundreds of AIP, you've unlocked mark III engineers to be able to rapidly build/repair wherever you want on very short notice. It seems a safe assumption to me, but I guess it is possible that other players do things differently.


This response and the assumptions in it make ZERO sense to me.  At the time of the CPA wave, ideally all of the turrets are up on all of the planets.  Before I move forward, I will have rebuilt everything on those planets. 

I am not going to be building turrets on planets as planets fall, my focus will be on microing my fleet to minimize my losses. 
I am going to place all of the per planet defenses as I see fit, having them in place to defend, so that I can focus on microing my fleet to minimize my losses.
I am going to have my per Galaxy defenses in place to defend so I can focus on microing my fleet to minimize my losses.

For the record, I almost exclusively use logistic stations so that microing my fleet is more effective as I can respond MUCH faster.  (And the extra scrap is nice)

I don't tend to buy Engineers 3 until I have more resources than I know what to do with...  and given that I usually have planets with extra matter converters on them..  that takes a while.

I strongly disagree with your assessment of the impact upon my play.

In multi-player, we usually end up waiting until everyone's fleet is rebuilt, all of the defenses are back up, and everyone feels ready to go... this is FAR SLOWER than single player, and I would really like to avoid adding to the things that need to be rebuilt because we can now build more of them.

My multi-player Fallen Spire game took over a year, and probably close to 200 hours of play time.  Rebuilding expensive structures for multiple people before forward progress takes a VERY large amount of time.  We had entire evenings where it was rebuilding, defending from Exo, rebuilding, defending from Exo, without ANY offensive progression.   Distributed Forts would recreate this effect.   

Offline Nodor

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Re: Forts in times of distributed defenses
« Reply #81 on: September 10, 2014, 05:29:40 pm »
Wow, okay, so I just actually looking into the mini-forts. I have 12 planets (2 homeworlds), and they're currently costing an unholy 430,000 energy to run. They're my third biggest expense, right after the full caps of spider and sniper turrets on every planet. For reference, 430,000 energy is roughly 11 caps of fleet ships or four modular fortresses.

I don't think I can justify unlocking these anymore. Even though the EMP immunity and repairing is nice, the upkeep just exceeds their utility by far too much.

The benefit (for me) of Mini-forts is that I drop a rally beacon by them, and then my ships get repaired quickly when they arrive in system.

Offline Peter Ebbesen

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Re: Forts in times of distributed defenses
« Reply #82 on: September 10, 2014, 06:59:41 pm »
This response and the assumptions in it make ZERO sense to me.  At the time of the CPA wave, ideally all of the turrets are up on all of the planets.  Before I move forward, I will have rebuilt everything on those planets. 

What I pointed out was that when what you were talking about was defending chains of planets for CPAs/Reprisal waves (as you did), i.e. targets that would be hit in sequence, you could obtain the same defensive result if the defences were par-galaxy instead (as they used to be), merely be building them one planet at a time when defences failed - something that would surely be more cumbersome (move in bunch of rebuilders and engineers, then on to next planet), but as effective as a defence.

I was not making the assumption that you were doing this, or that you had ever done this, or that you should do this if all defences reverted to being per-galaxy, I was merely pointing out that it was a (tedious) strategic option.

If I misunderstood you, and you didn't mean the defence of planets in a chain that would be hit in sequence by CPA/Reprisal waves, I guess my answer made little sense to you, but that was what I thought you meant.

Quote
I am not going to be building turrets on planets as planets fall, my focus will be on microing my fleet to minimize my losses. 
I am going to place all of the per planet defenses as I see fit, having them in place to defend, so that I can focus on microing my fleet to minimize my losses.
I am going to have my per Galaxy defenses in place to defend so I can focus on microing my fleet to minimize my losses.
This is absolutely preferable, when it is enough to successfully defend, and nothing I said disagrees with that.

Quote
For the record, I almost exclusively use logistic stations so that microing my fleet is more effective as I can respond MUCH faster.  (And the extra scrap is nice)
Understandable. Logistics stations are wonderful.

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I don't tend to buy Engineers 3 until I have more resources than I know what to do with...  and given that I usually have planets with extra matter converters on them..  that takes a while.
And that is the one assumption that I definitely did get wrong, as I noted in my original edit.

I assumed that people accumulating hundreds of AIP (you were talking 500+ in your example) would find the K to spare to unlock mark III engineers, because I personally find them so darn valuable for their ability to go-anywhere, do-anything, thus vastly expanding both my offensive and defensive strategic options over those available with only mark I and II engineers.

Quote
I strongly disagree with your assessment of the impact upon my play.
I don't think that I assessed the impact on your play, but perhaps I am wrong.

I thought that all I did was point out that I thought that what you considered a downside of per-planet defences was, properly speaking, not a downside introduced by per-planet defences, since the sort of chain defence they enable was something that could also be accomplished back when the defences were per-galaxy - at least after salvage was introduced - and as such the problem presented was really a variant of an old defence rather than a new problem originating with per-planet defences.

Given that, as far as I could see, it could be accomplished with both the old per-galaxy and the new per-planet, and that while both seemed tedious to me, it seemed considerably less cumbersome in the new way, I thought the new way an improvement - one could use them for chain defence or, when not needed and old-style choke points were sufficient, not use them.

Having turrets per-planet rather than per-galaxy certainly makes such a deep chain-defence easier and more attractive to use due to the less overhead (so long as one has the energy for it), but it does not - or at least, does not yet - make it more necessary to use. Though that might change if Keith starts throwing larger hordes at players to breach chain-defences*. Then again, if he does that, one can always reduce the difficulty level one is playing on if one doesn't want to feel forced to use defences in depth.

* Personally I'd prefer seeing AI improvements in finding holes in defences and/or concentrating power when CPAs hit, but that's easier said than done. Still, the developers are tricky guys, so let's see what happens.


Quote
In multi-player, we usually end up waiting until everyone's fleet is rebuilt, all of the defenses are back up, and everyone feels ready to go... this is FAR SLOWER than single player, and I would really like to avoid adding to the things that need to be rebuilt because we can now build more of them.

My multi-player Fallen Spire game took over a year, and probably close to 200 hours of play time.  Rebuilding expensive structures for multiple people before forward progress takes a VERY large amount of time.  We had entire evenings where it was rebuilding, defending from Exo, rebuilding, defending from Exo, without ANY offensive progression.   Distributed Forts would recreate this effect.
That is an interesting consideration and, as I noted in my answer, I did not address multiplayer issues at all.


In trying to understand your point, it is my understanding that in multiplayer as well as singleplayer, players are encouraged to choose the game setup that provides them the most enjoyment. If the setup you are playing throws the sort of waves at you that you think necessitates excessive downtime rebuilding, to the degree that it cuts down on your fun more than the fun gained from whatever challenge you face, such as that Fallen Spire game might have been, why are you playing with that difficulty level and that resource handicap? Or at least, why do so more than once?

With respect to defences in depth, a player resource advantage would make rebuilding defences faster and defence in depth more attractive, while on the other side a player resource disadvantage would dissuade in-depth defences - and both of these would also have offensive implications. Either of them, or maintaining a neutral resource handicap, can be coupled with changes to the AI difficulty level and AI reinforcement handicap to manipulate the level of AI challenge, which also affects both the level of threat faced and amount of rebuilding required.

I guess my main problem in understanding why you consider distributed defences of turrets or fortresses to be a problem due to rebuilding downtime is that given the many variables there are to tweak upon game creation, surely it should be possible regardless of whether defences are per-galaxy or per-planet to find a setup in player handicap, AI handicap, and AI difficulty, that matches your preferred balance of time required for rebuilding and time spent on progression.


EDIT: Upon rereading my post, I am afraid it may come across as dismissive of your concerns about time expenditure. I certainly don't intend it that way, as they are definitely valid concerns. It is just that if I have understood you right, they seem to be concerns that can already be addressed upon game creation by choosing a setup to give the desired outcome.
« Last Edit: September 10, 2014, 07:17:31 pm by Peter Ebbesen »
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Offline Hearteater

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Re: Forts in times of distributed defenses
« Reply #83 on: September 10, 2014, 10:12:28 pm »
I just checked the metal costs of turrets, and it is impossible to use a rolling defense-in-depth, even with salvage, that compares even remotely to what is possible now. It costs 1.25 million for just Mark I turrets. Full Mark I-IV is 5 million. After the first rebuild you'd need to be killing 50 million worth of ships per planet. That's 5100 Mark IV Bombers per planet. And that assumes you aren't losing the CS too early in defense so you can claim all that salvage. Of course that's also using the current reduced per-planet caps. Using the previous higher per-galaxy caps it would cost twice as much. Not to mention AI attacks often string out across multiple worlds during a huge attack, or attack from multiple points, making it near impossible to get the same level of coverage that is possible now.

Offline Peter Ebbesen

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Re: Forts in times of distributed defenses
« Reply #84 on: September 10, 2014, 11:18:08 pm »
I don't see a rolling defence happening with full marks of all turrets either, Hearteater, at least not for any great depth of a defence chain*, but the case Nordor brought up about doing it with level 1 turrets is considerably easier on the economy, since the cost must be borne by the accumulated metal storage at the start plus what is gathered during the defence, and by the time we are talking those 400-500 AIP (and probably considerably higher total AIP, as it would be unusual to have several hundreds effective AIP without already having taken down some AIP reducers) the metal storage cap is several million, exact value largely depending on economic or logistic stations unlocks. And if anybody actually wanted to use that tedious strategy in the first place, one would assume he'd focus on unlocking stations to help accomplish the goal.

On your point that the defence in breadth that the per-planet caps allows vs. AI attacks from multiple points is much greater than that possible with per-galaxy caps, I am of course entirely in agreement. That was, if I recall correctly, the main impetus for moving turrets to per-planet caps in the first place, to counter the focus on singular or a few choke points, with the improved ease of staging defence in depth being more in the nature of a bonus.

EDIT: Incidentally, that's why I named this thread a thread concerning distributed defences back in June rather than defence in depth or breath, because going to per-planet caps was so very liberating in opening up a wealth of distributed defensive options strategically (balanced by energy costs), not merely something allowing for better defence in breadth (or in depth). As one other obvious example, mass scale deployment of spider turrets (especially when paired with logistics stations) provides a great boost to a strategy of interior lines, should that be the player's preferred approach to defensive strategy.


It remains to be seen whether the energy costs of the Turrets need to be further adjusted or whether the current costs, based as they are on the old costs for per-galaxy use pre-salvage, are fine as is, since the effective limitation on their use is now the strength of the economy.


* Well, theoretically possible deep in a Fallen Spire game with huge reserves of metal before the wave hit due to the greatly expanded metal limits, I guess, but that's a special case - you don't have anywhere near as high metal storage or salvage capacity in a  normal high AIP game.
« Last Edit: September 10, 2014, 11:52:12 pm by Peter Ebbesen »
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Offline TechSY730

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Re: Forts in times of distributed defenses
« Reply #85 on: September 10, 2014, 11:37:16 pm »
TL;DR: I can see four things going on (not in the order presented in the paragraphs below):
1. Some turrets may be just plain-ol' overpowered right now (Sniper turret is the most likely candidate)
2. All aspects of the human economy relevant to maintaining defensive strength can be worked around by waiting long enough, which is often practical due to the human having the most say in the pace of the game. (The "Netflix effect"), and most aspects of regaining defensive strength too (those that can't usually are solvable through micro, some important for balance, some just tedious)
3. AIs have a permanent loss upon losing defensive structures and planets; humans do not
4. Average human defensive cost efficiency per planet may be too great compared to average AI defensive "cost efficiency" (mostly in terms of opportunity costs for the AI, what could of it seeded instead and where) per planet (or in other words, are the tradeoffs for our defense in depth too low compared to the AI's tradeoffs for its defense in depth?)

These things conspire to make the game lose the pressure to "hold the line" in many (but not all) cases, which the game had more of previously. Whether that is a good or bad thing, and whether the turret changes reduced that pressure too much, are still under debate.




The per-planet turret caps give a nice new symmetry to the game. The AI has a "defense in depth" by virtue of having a "psuedo" per-planet cap for their defensive structures (due to the nature of the map gen process) and guards. Now the humans can do something similar too (For this point I am about to make, the fact that humans can usually place them more optimally, and do a better job of ensuring they use their max per planet cap where it counts, is not relevant). Thus, for either the AI or the human to make progress, you have to trudge through several defended planets to reach your goal (the other players' homeworld ultimately), instead of breaking through 1 or 2 planets and having "smooth sailing" from there.

One huge thing throwing a monkey wrench into this new symmetry though is the fact the AI does not rebuild any of their defensive structures or command stations. If they lose one of those, it is a permanent loss for them (barring Zenith trader shenanigans). Humans can. This means that the AI is taking a real risk with its strategy. Yes, they are not putting all of their defensive might into one planet and risking it all on that one planet holding (AI core worlds and homeworlds excluded), but in return, it is easier to take out any one planet, which is a permanent loss to them. Similar thing for humans, but without the permanent loss. Thus, the human has effectively no tradeoff for this new system; a single fully "defensed" planet now being a bit more vulnerable to being attacked is of no permanent consequence, thus not really a tradeoff except for time.

Yea, energy is almost enough to be a good tradeoff, but there is the existence of matter converters, which again, turn what could be a fundamental tradeoff into a tradeoff of time (weakened economy is temporary). And, as has been demonstrated in the past, trading off time rarely matters in this game for the human, as the humans control the tempo mostly (yea, there is a bit of a window where you are weaker and the AI can make progress killing you faster than you rebuild, but the AI, again, by design, rarely takes proactive steps to take advantage of that). This is somewhat jokingly referred to sometimes as "Netflix time" (having AI War in the background, Netflix in the foreground, just waiting for your stuff to rebuild, with Netflix help "deal" with the time tradeoffs).

Thus, turrets have no effective cost that can't be worked around by "waiting longer".
IMPORTANT CAVEAT: This applies mostly to the late to end game. In the later stages of the early game to the mid game, often you can't afford to just "wait" after a big loss, as the AI is strong enough compared to your defenses that even mostly periodic and reactive attacks by the AI can pose a serious threat to a weakened, still building/rebuilding defensive setup.


So, are turrets are nearly too strong at cap given you can now have them near everywhere (again, for no effective cost)? I don't know. I will agree that the current incarnation of the spider turret is likely OP. (Hey, that deserves a new thread too; are spider turrets so OP right now that they trivialize the game in un-fun ways?). If fixing that (likely by making spider turrets have a non-infinite range) is not enough, maybe sniper turrets and maybe spider turrets should go back to being galactic capped? Is infinite range too strong to be placed at cap everywhere? Or can nerfing the sniper turrets' damage enough? Or is the sniper turret fine as is? Or maybe human economy needs more tweaking to make it such that not all aspects of it can be worked around by simply waiting long enough, no matter the situation?

Maybe the solution is to approach things from the other direction. Maybe introduce ways for the AI to rebuild some of its stuff (in a way that wouldn't force more AIP) and retake planets (again, in a way that wouldn't force the normal AIP increasing effects of taking it back down)? Maybe make the AI smarter about using its already existing defensive tools (like guarding ships)? This would also allow the AI to give a more punishing way to use its small victories (retaking a planet) like you can do with your (taking a conquered planet), giving back some of that pressure to "hold the line" the current system can sometimes marginalize (in some cases, to degrees detrimental to the health of the balance).


I would oppose any sort of system that tries to reestablish symmetry by making humans have a permanent loss upon losing a planet (homeworlds excluded, of course). That would just encourage save scumming, which there is already plenty in the game that already does that.

Offline Kahuna

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Re: Forts in times of distributed defenses
« Reply #86 on: September 10, 2014, 11:58:21 pm »
Wow, okay, so I just actually looking into the mini-forts. I have 12 planets (2 homeworlds), and they're currently costing an unholy 430,000 energy to run. They're my third biggest expense, right after the full caps of spider and sniper turrets on every planet. For reference, 430,000 energy is roughly 11 caps of fleet ships or four modular fortresses.

I don't think I can justify unlocking these anymore. Even though the EMP immunity and repairing is nice, the upkeep just exceeds their utility by far too much.


The benefit (for me) of Mini-forts is that I drop a rally beacon by them, and then my ships get repaired quickly when they arrive in system.
Just set planets to auto build Engineers and all your ships will be repaired.
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Offline Peter Ebbesen

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Re: Forts in times of distributed defenses
« Reply #87 on: September 11, 2014, 12:17:33 am »
One huge thing throwing a monkey wrench into this new symmetry though is the fact the AI does not rebuild any of their defensive structures or command stations. If they lose one of those, it is a permanent loss for them (barring Zenith trader shenanigans). Humans can. This means that the AI is taking a real risk with its strategy. Yes, they are not putting all of their defensive might into one planet and risking it all on that one planet holding (AI core worlds and homeworlds excluded), but in return, it is easier to take out any one planet, which is a permanent loss to them. Similar thing for humans, but without the permanent loss. Thus, the human has effectively no tradeoff for this new system; a single fully "defensed" planet now being a bit more vulnerable to being attacked is of no permanent consequence, thus not really a tradeoff except for time.

Yea, energy is almost enough to be a good tradeoff, but there is the existence of matter converters, which again, turn what could be a fundamental tradeoff into a tradeoff of time (weakened economy is temporary). And, as has been demonstrated in the past, trading off time rarely matters in this game for the human, as the humans control the tempo mostly (yea, there is a bit of a window where you are weaker and the AI can make progress killing you faster than you rebuild, but the AI, again, by design, rarely takes proactive steps to take advantage of that). This is somewhat jokingly referred to sometimes as "Netflix time" (having AI War in the background, Netflix in the foreground, just waiting for your stuff to rebuild, with Netflix help "deal" with the time tradeoffs).

Thus, turrets have no effective cost that can't be worked around by "waiting longer".
One point to add to this analysis is that should the human player desire a permanent consequence to the expenditure of time, this is already easily accomplished in the current game by enabling a value of automatic AIP Progress over time that is greater than zero during game setup, thus turning time into AIP.
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Offline motai

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Re: Forts in times of distributed defenses
« Reply #88 on: September 11, 2014, 05:50:57 am »
There is alot of mention of the no forward progress issues of defense in depth and chokepoint being shatter cause the ai has to. i want to mention a few observation that i may very well have wrong but have proven true in my dif 8 experiences. i do tend to do complete conquering of the map and enter final phase at the 600-900 aip level.

first, i tend to only build turret defenses for chokepoint at chokepoints or in response to breeches.
second, i love fortresses but even when i unlock then i tend to never build more than 1 or 2 in a system. this isnt normaly cause of energy or cost.
third, they ai changes to not suicide as much mean that chokepoint will summon and maintain roaming threat at higher levels making it harder to push forward thru them. this is very linked to point 2.
 so basically it is a learned behavior that i want minimal defenses so that the  ai doesnt stop my forward pushes by maintaining threat fleets that i have to supress.
making fortresses a per planet cap very much encourages and counterproductive behavior. also because defenses are not given a full valuation of strength in many cases the ai will still find excuses to suicide and feed the salvage engine but they are better about running now.

a side effect that is probably incorrect but is what i am noticing is that the support/special forces fleet tends to be about 3 times the size of the threat fleet for whatever reason. so the effect of over defending chokepoints definetly in my experience leads to stalemated games where you cant make progress.

all this being said, the turret changes do make alot less micro for me because a break in the front line tends not to be as fatal. Exo waves however will still crush and flatten me regularly 2-3 systems deep on the front lines. even if i had fortresses for every system i find the the strategic points/buildings i need to keep are better defended by concentrating my galaxy cap over trying to do it everywhere. exo waves will ignore those buildings and cruise thru so it is a matter of learning how to defend vs what types of waves and doing what you can to prevent full sweeps that roaming threat do. i also tend to have to defend those front line system because irreplaceables. this is also why its important to maintain multiple fronts to prevent the romaing threat from concentrating.
the only fort i hear anyone saying needs to be punched up is the minifort. i am in favor of this but i actually find it is a very useful fort myself but never for the firepower mostly for the repair aura. i do think it should have a bit more survivability if its meant to be repair. i also think if that isnt what its there for it could use more teeth instead.

lastly i dont really think much change needs to be done on these things they currently form real and important strategic decisions in the face of too many things looking at tactics instead of strategy so far this thread. also i am fully in support of the suggestion that the ai needs a new thread in the semblance of beachheads that allow it to retake systems and rebuild defensive structures over time.
« Last Edit: September 11, 2014, 05:52:43 am by motai »

Offline Peter Ebbesen

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Re: Forts in times of distributed defenses
« Reply #89 on: September 11, 2014, 07:22:49 am »
There is alot of mention of the no forward progress issues of defense in depth and chokepoint being shatter cause the ai has to. i want to mention a few observation that i may very well have wrong but have proven true in my dif 8 experiences. i do tend to do complete conquering of the map and enter final phase at the 600-900 aip level.

first, i tend to only build turret defenses for chokepoint at chokepoints or in response to breeches.
second, i love fortresses but even when i unlock then i tend to never build more than 1 or 2 in a system. this isnt normaly cause of energy or cost.
third, they ai changes to not suicide as much mean that chokepoint will summon and maintain roaming threat at higher levels making it harder to push forward thru them. this is very linked to point 2.
 so basically it is a learned behavior that i want minimal defenses so that the  ai doesnt stop my forward pushes by maintaining threat fleets that i have to supress.
making fortresses a per planet cap very much encourages and counterproductive behavior. also because defenses are not given a full valuation of strength
in many cases the ai will still find excuses to suicide and feed the salvage engine but they are better about running now.
Regardless of whether forts have per-galaxy caps or per-planet caps, those whose preferred strategies include using few fortresses regardless of whether their economy could easily support more (like you do) can choose to do so, and you aren't encouraged to build more by the mere availability of more forts unless you choose to change your strategy to one where more forts are a benefit.

This is just like how the current ability to build all turrets at all places, if the economy can support it, certainly does not encourage the player to actually do so in any way that is counterproductive to his strategy, or to build as many as the economy can support - it encourages the player to build those he can afford within the budget to support his chosen strategy of turret use and overall use of the energy/metal budget, whether that be based on defence in breadth, depth, interior lines, or otherwise.

I really don't see how it is counterproductive or how people are encouraged to make things worse for themselves, unless you assume that players build based on availability rather than based on what, of that which is available, will support their chosen strategy.

As an example, my chosen strategy is to generally create as high a threshold for the threatfleet to attack across common borders as I can afford within my budget, with lanes of interior defences set up to handle incursions and allow my fleet good use of my interior lines for the few times it is needed on the defence, selectively leaving weaker holes in defences in selected locations whenever I want to funnel the threatfleet into a prepared defence.

(Holes either left open most of the time, or more commonly generated by deliberate action by scrapping parts of defences, when I want to sucker in the threatfleet - my fleet on standby in the interior to rush to the rescue. The result is that a high buildup of the threatfleet really isn't something that causes major downtime - it merely allows me to better control the situation, before destroying the threatfleet via trap or warheads. What this strategy does encourage is greater risk-taking, since errors of execution can have more severe repercussions when threatfleets are greater. But that too is a strategic choice, the tradeoff between risk and time spent on dealing with the issue. I am not claiming this is a better strategy than yours, but it certainly is a different one, and both would seem to accomplish their goals.)

So it would definitely not be counterproductive for my strategy to have more forts available in large scale conquest games, because my strategy is not based on your learned behaviour, just like your strategy is not based on mine - it would make my strategic choices of where and how to spend my energy budget more interesting. In games with lower AIP, I don't spend the knowledge on unlocking them all in the first place, and when I do unlock forts, I likewise build those that are essential to the strategy within the energy budget, no more, no less.

I guess what I am saying is that there are many ways to deal with the threatfleet, depending on game setup and the defensive approaches chosen, and battering ram to the face is just one of then. :)



As for your point regarding the AI and its evaluation of the strength of fixed defences, assuming for the sake of argument that the AI makes bad estimates about the value of fixed defences, that is surely an AI issue to address, not an issue of availability of defence issue.

Quote
a side effect that is probably incorrect but is what i am noticing is that the support/special forces fleet tends to be about 3 times the size of the threat fleet for whatever reason. so the effect of over defending chokepoints definetly in my experience leads to stalemated games where you cant make progress.
The special forces run their own little game. :)

The have a cap that they works towards, which is specialForcesStrengthCap = baseSizeFactor * difficultyFactor * effectiveAIP * aiTypeMultiplier * nonAIPlanetCountMultiplier. The size of the threat fleet doesn't figure in.

Here's an example from shortly after game start:
Code: [Select]
Skipping Special Forces Spawn Due To Still Paying Down Strength Debt; Game Time: 0:02:06
baseSizeFactor = 30
specialDifficultyFactor = Game.Instance.Options.TotalSpecialDifficultyModifier (based on difficulty, homeworld count, handicap) = 1.75
effectiveAIP = 10
aiTypeMultiplier = (1 + 2 per Special Forces Captain AI) = 1
nonAIPlanetCountMultiplier = Mat.One + ( FInt.FromParts( 0, 020 ) * numberOfSpecialForcesPostsInNonAITerritory ) = 1.02
specialForcesStrengthCap = baseSizeFactor * difficultyFactor * effectiveAIP * aiTypeMultiplier * nonAIPlanetCountMultiplier = 535.31
strengthMissing = specialForcesStrengthCap - totalExistingSpecialForcesStrength = 439.31
percentMissing = strengthMissing / specialForcesStrengthCap = 0.82
maxNumberOfSecondsToSpawn196Strength = ( ( 196 * 300 ) / specialForcesStrengthCap ) * 60 = 6590.6
actualNumberOfSecondsToSpawn196Strength = maxNumberOfSecondsToSpawn196Strength - ( ( maxNumberOfSecondsToSpawn196Strength / 2 ) * percentMissing ) = 3886.62
strengthToSpawn = (FInt)( secondsPerSpawnCheck * 196 ) / actualNumberOfSecondsToSpawn196Strength = 3.18
CurrentStrengthDebt is 68.25 so reducing strengthToSpawn to zero and CurrentStrengthDebt to 65.08.
« Last Edit: September 11, 2014, 07:28:06 am by Peter Ebbesen »
Ride the Lightning - a newbie Fallen Spire AAR - the AAR of my second serious AI War game. Now completed.