Author Topic: Forts in times of distributed defenses  (Read 21161 times)

Offline Hearteater

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Re: Forts in times of distributed defenses
« Reply #135 on: September 12, 2014, 04:49:30 pm »
Sorry, I meant, strong enough such that relying on that as a long term crutch is not viable at higher difficulties. I'm pretty certain you could not speed up the game to +9 or +!!!, wait an hour or 2 in real time (who knows how many hours of in game time that would be...), and be fine with only occasional fleet reshuffling to where waves coming in while at a negative income for almost that whole time because you have just that much stuff trying to be built. That would not work on 9/9. Waiting for refleets is NOT the kind of time scale I was talking about.
The single most threatening CPA is the first one. After that, I'm not concerned about them. I could wait 6 hours before attacking the AI homeworlds at 9/9 and it won't affect the outcome. I'm not sure where our play style differs, but once I lock down against CPAs they're just threat to be chewed up like any other threat.

So I ask this, how many CPAs on 9/9 should I wait and just +speed past before you'll believe me when I say that CPA escalation is not a valid balance point for economy? And are you going to address the point that the downside of building too many Matter Converters should not be losing the game 4 hours later?

Offline TechSY730

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Re: Forts in times of distributed defenses
« Reply #136 on: September 12, 2014, 05:03:01 pm »
Sorry, I meant, strong enough such that relying on that as a long term crutch is not viable at higher difficulties. I'm pretty certain you could not speed up the game to +9 or +!!!, wait an hour or 2 in real time (who knows how many hours of in game time that would be...), and be fine with only occasional fleet reshuffling to where waves coming in while at a negative income for almost that whole time because you have just that much stuff trying to be built. That would not work on 9/9. Waiting for refleets is NOT the kind of time scale I was talking about.
The single most threatening CPA is the first one. After that, I'm not concerned about them. I could wait 6 hours before attacking the AI homeworlds at 9/9 and it won't affect the outcome. I'm not sure where our play style differs, but once I lock down against CPAs they're just threat to be chewed up like any other threat.

So I ask this, how many CPAs on 9/9 should I wait and just +speed past before you'll believe me when I say that CPA escalation is not a valid balance point for economy? And are you going to address the point that the downside of building too many Matter Converters should not be losing the game 4 hours later?

Sorry, this thread's "topic" is getting kind of thin; it's getting hard for me to keep track of all the points of inquiry flying around. ;)

I would agree that the AIs timeliness of punishing consistent, long-term poor economy by the human is not in a good shape right now. Yea, the AI may punish you "eventually" on higher difficulty levels for that, but "eventually" is not good enough.

The challenge is, how can this be made more timely without violating the "player has the most say over the pace" design objective?

EDIT: This isn't the same as punishing short-term mistakes (like fleet wipes or excessive guard freeing), as the player instigates those against the AI in a direct fashion. This is about punishing something that doesn't touch the AI directly, which is much trickier to do, especially in an asymmetric system like AI War's.

Maybe partially compromise at that objective at higher difficulty levels? Maybe at like 9-10, the ratio is more like "Pace is 60% determined by the player, 40% determined by the AI" or something like that?
Maybe make some of the softer economic limits "harder" (like making your hard cap of energy lower unless you take more planets, which does have a long term, very real cost that can't be defeated by waiting (AIP))

Also, I would like to see if your experiences right now would still hold if sniper and especially spider turrets are brought back into balance, as I think right now they are OP (spiders especially).
If that makes the AIs intended "pressures" to the human back to the intended level of "scariness", maybe further big changes aren't needed.
« Last Edit: September 12, 2014, 05:04:54 pm by TechSY730 »

Offline keith.lamothe

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Re: Forts in times of distributed defenses
« Reply #137 on: September 12, 2014, 05:05:29 pm »
Getting rid of matter converters altogether is probably the simplest solution (to a particular sub-problem), as then you can no longer trade time for energy, but I don't think that would go over very well :)
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Offline TechSY730

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Re: Forts in times of distributed defenses
« Reply #138 on: September 12, 2014, 05:08:58 pm »
Getting rid of matter converters altogether is probably the simplest solution (to a particular sub-problem), as then you can no longer trade time for energy, but I don't think that would go over very well :)

I think a better compromise would be to lower the matter converter/planet cap, and introduce something else to compensate for alt-win conditions where you actually do need that much more energy and can afford it. (fallen spire in particular, but maybe showdown too)

EDIT: Also, check the balance of sniper and spider turrets. They were already on the edge balance wise before the change, and the per-planet cap change may have just put them straight into OP territory.

Offline Fleet Unity

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Re: Forts in times of distributed defenses
« Reply #139 on: September 12, 2014, 05:11:21 pm »
One thing I do not understand is this if some think that the turrets, like sniper ect are to overpowered why do you unlock them or build so many of them them? If you think they are overpowered only build some or none. Also if you spend all that knowledge on turrets then that's your choice but if you put full caps on every planet you will run out of energy fast and not be able to build mobile ships without MC giving you energy, and those things take a lot of metal to run. So my question is why is this seem to be such a big deal for people?

Offline keith.lamothe

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Re: Forts in times of distributed defenses
« Reply #140 on: September 12, 2014, 05:13:54 pm »
I think even if the cap were 1 converter per planet there'd still be issues from it being purely a trade of time for energy.

One possibility that comes to mind is to play further off the "converters use a really unstable reaction" idea (which is why they can't be paused) is to have their removal by any means (scrapping or being killed) cause +1 AIP.  For kicks that could come with a low-grade warhead effect, though I shudder to think what exploits would follow ;)  Either way, +AIP-on-death generally causes strong allergic reactions, so I'm not rushing off to add it.


@Fleet Unity: while self-restraint from using OP stuff is a possibility, in general if people find it frequently necessary then there's balance problems that need fixing.
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Offline keith.lamothe

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Re: Forts in times of distributed defenses
« Reply #141 on: September 12, 2014, 05:14:36 pm »
And yes, the sniper turrets and spider turrets are over the top usefulness-wise.
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Offline Fleet Unity

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Re: Forts in times of distributed defenses
« Reply #142 on: September 12, 2014, 05:26:57 pm »
I think even if the cap were 1 converter per planet there'd still be issues from it being purely a trade of time for energy.

One possibility that comes to mind is to play further off the "converters use a really unstable reaction" idea (which is why they can't be paused) is to have their removal by any means (scrapping or being killed) cause +1 AIP.  For kicks that could come with a low-grade warhead effect, though I shudder to think what exploits would follow ;)  Either way, +AIP-on-death generally causes strong allergic reactions, so I'm not rushing off to add it.


@Fleet Unity: while self-restraint from using OP stuff is a possibility, in general if people find it frequently necessary then there's balance problems that need fixing.

Ok I see what you mean by that good point one question and I know this would be hard to balance could there be an option to make turrets galaxy cap or per planet in the lobby and maybe alter your score for using one and not the other or something like that then people would have a choice on it, if they want that or not. I mean I have no problem with the per planet rule on turrets and actually like turrets better now but as for putting full caps on every planet you take that's lots of energy if you have over 20+ but if you want to do that go for it, but it would limit the other things you could build. Also even turrets with a galaxy cap if you put mkI from MKII ect on a planet it would be hard for the AI to break the defenses there as well especially if you were playing with 2 or more players and both unlocked a lot of turrets or used fortresses, ect. But I guess everyone plays differently and no one is wright or wrong its just their play style but I do not see how you can balance this because some will think it is balanced and some will not its just on how you like to play.

Offline Toranth

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Re: Forts in times of distributed defenses
« Reply #143 on: September 12, 2014, 06:48:06 pm »
And yes, the sniper turrets and spider turrets are over the top usefulness-wise.
Ok, I did a quick check at the kill lists for a half dozen of my older games.  In those, the 'normal' turrets (Needler, Laser, MLRS, Missile) get kill ratios of 4-5:1, the 'AoE' turrets get about 1:1 or less, the Spider turrets get about 3-4:1, and the Sniper turret gets about 7-8:1.
The Sniper turrets got about 2x the absolute count of kills vs other turret types, on a different scale.  The Spider got only 80%-ish.

So, as much as I dislike the idea (my poor snipers!) yeah, they may be over-powered right now.  I suspect a big part of it has to do with the range and instant-hit ability vs the actual damage...

Ask again: Any chance of adding a "Damage Dealt" column to the "Ships by Type" stats page?

Offline Hearteater

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Re: Forts in times of distributed defenses
« Reply #144 on: September 12, 2014, 07:16:36 pm »
I want to add that Sniper turrets are really important vs Raid Starships. The easiest fix for them is make them per-galaxy. But if MCs go away we can try just working with their energy cost. Another possible option is to increase their hitting power without changing their cap DPS via higher reload and lower ship caps. This makes them worse against fleet ships because they'll overkill more. It would require a pretty hefty change, but ship cap 16, reload 20, damage 1411 would work (normal/normal). That barely doesn't kill Mark I triangle ships. I don't know how they'd feel to use though, and the lost DPS to overkill wouldn't be that extreme.

Another option, if we don't mind losing their anti-Raid SS role is to reduce their damage by the speed of the target (kinda hard to snipe a moving target). They do 188 now, and that would probably go up a little to compensate. But against fast ships they'd be pretty useless. So at least they'd have a weakness. Not sure I want to give up such a great anti-raid ss tool though.

If MC get removed obviously energy costs will need tweaking. I know I'm often about 50k short at the start of the game until I take my first system. At lower difficulties I don't need to extra stuff, but it really helps against the first few waves at 9+.

Offline keith.lamothe

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Re: Forts in times of distributed defenses
« Reply #145 on: September 12, 2014, 07:20:30 pm »
Ask again: Any chance of adding a "Damage Dealt" column to the "Ships by Type" stats page?
It's possible, sure.
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Offline Toranth

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Re: Forts in times of distributed defenses
« Reply #146 on: September 12, 2014, 08:20:30 pm »
Ask again: Any chance of adding a "Damage Dealt" column to the "Ships by Type" stats page?
It's possible, sure.
Then let me just say - PLEASE.  It would really help with some of these discussions, and the ship balancing thread as well.

Offline Cinth

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Re: Forts in times of distributed defenses
« Reply #147 on: September 12, 2014, 09:02:15 pm »
And yes, the sniper turrets and spider turrets are over the top usefulness-wise.

Everything that out ranges other ships has been subject to complaints of being overpowered.

Another option, if we don't mind losing their anti-Raid SS role is to reduce their damage by the speed of the target (kinda hard to snipe a moving target). They do 188 now, and that would probably go up a little to compensate. But against fast ships they'd be pretty useless. So at least they'd have a weakness. Not sure I want to give up such a great anti-raid ss tool though.
In my games Raid SS are the major threat.  How would you propose picking off Raids out of Exos if you take away half the available tools to do so (OMD is the other option).
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Offline Hearteater

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Re: Forts in times of distributed defenses
« Reply #148 on: September 12, 2014, 09:53:39 pm »
In my games Raid SS are the major threat.  How would you propose picking off Raids out of Exos if you take away half the available tools to do so (OMD is the other option).
We'd probably need to re-purpose another turret into a Raid SS killer. Because you are correct, Raid SS are a major threat. But given how fast they move I'm not sure what turret besides snipers would fit the bill. It would either need a hefty range or disproportionate multiplier against Raids. Or both.

Offline map66

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Re: Forts in times of distributed defenses
« Reply #149 on: September 12, 2014, 10:11:18 pm »
Sorry for a newby-ish question, but I assume the certain turrets that are galaxy capped already, such as tractor, heavy beam, tachyon etc., are so because they would be too powerful if per-planet?

  If so, it seems an odd selection, as some like tachyon feel like they should be pretty much unlimited, while others like the sniper turret feel way over-powered when one can just control-shift and paint them to the cap around every system, while some like the the heavy beam and tractor feel like maybe they should be available in some limited number in each system but not galaxy capped.