Author Topic: Power plants and resource drain (1.014V)  (Read 5221 times)

Offline eRe4s3r

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Re: Power plants and resource drain (1.014T)
« Reply #30 on: August 25, 2009, 02:17:32 am »
I am not upset and i know tempers ran and still run high, but i am not happy (yes, thats a difference to upset) because you changed the game balance this drastic and this is not just a price hike, this is DRASTIC, not because i got a rebuttal by you (i should learn to quote ;p)

With 1 shipyard i mean what i can support at the START of the game. 10k Energy for a shipyard thats just insane, a generator MK1 doesn't even cover that. The reason my math is off is because i am playing with 100% boost, and the handicap multiplies the penalty of the power gens, i sometimes forget that it works this way.

Anyhow, Bottom Line, you won't loose me over a silly issue like this, i am just grumpy today i guess, this change and the breaking of my "current" new attempt of a long-term game ticked me off on the wrong foot.

I started with the latest pre-release new and from there i am going to comment on the issues i see...
« Last Edit: August 25, 2009, 02:25:42 am by eRe4s3r »
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Offline x4000

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Re: Power plants and resource drain (1.014T)
« Reply #31 on: August 25, 2009, 02:22:15 am »
It's not really removing any strategy here.  We've had to apply various strategies to stay alive as long as we have.  It's also not been indiscriminate.  We've specifically targeted key locations to reduce the entry-points into our systems.  We're also experimenting with how the AI will react to being completely cut off and surrounded on both fronts.

Fair enough.  I'd say that is just pushing the strategy envelope to its extreme, then, which is actually really cool.  And I think that Haag and eRa have also been pushing the envelope in the other direction, of staying small, only that was a little bit too effective for Haag in particular.

Of course, after loading our 14B game in 14U, the changes (lack of power, steadily declining resources, and the recent AI tactical enhancements) have led to the not entirely unseen destruction of our frontline planets.  D'oh!

Yeah, figures... Hopefully with V that will largely be resolved, though things might be a bit more dicey for a while.

Had we not already put so much time into this game, we'd probably be more open to starting a new one.  I'm sure you can appreciate why we want to finish this game, one way or the other.  Besides, it's provided us with a wealth of corner cases for debugging.  ;D

Oh yeah, I completely understand.  And yeah, the corner cases have definitely been great for debugging. :)  I'd suggest 60 or 80 planets for your next game, though, just to keep the unit counts a bit lower and thus your game moving at a better speed if you are going for that level of completionism.

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Except when it messes with the balance of the core game, which binds all of these offshoots together.

In practice, this is the difficulty.  I don't believe our play style goes against the core values, it just challenges them in a different way.  The game is about the war against AI, after all.  We won't feel like we've succeeded in the war against the AI until every one of those little blighters is a pile of space debris.  :D

Well, that's fair enough.  And I'm sure that this sort of mode actually does provide all sorts of other challenges that make it much harder than your typical difficulty 5 game.  So that's cool and interesting in and of itself.  I don't think you could use the same strategy on difficulty 7 (and my goal is that you not be able to), but as an easier-difficulty-providing-harder-play-options, this one is pretty darn cool.  I don't object to people making the game harder on themselves, or doing whatever other odd strategies, I just object when one of those odd strategies lowers the difficulty of the AI in a way that is destructive to the feeling of balance in the game.  Given the length of your game, I suppose I should have just assumed how hard it had been to balance all of that expansion you have been doing.

I think several balance issues are stemming from the fact that some things are scaling with advancement through the game and some aren't.  People who rush the AI from the start are finding it too easy to do so, so you're increasing the strength of raids and cross-planet attacks (these scale, sometimes disastrously), and introducing more energy restrictions and economic changes (these don't).

Well, in V now these all do scale.  I think it's a good point, though -- now everything scales.  The increased strength of the raids is in response to the increased economic power of the players, moreso than anything else.  The idea there is to basically provide a bit of a faster game, so that players don't have to wait on the production of stuff so much.  Having that feeling of "this is slow as molasses" is what I am trying to solve there, moreso than any balance issue.  Those changes caused balance issues of their own, of course, which now I'm trying to bring back into line.  I think V is getting pretty close, but I'll be interested in what everyone thinks.

Advancement alone increases the AI progress.  In my opinion, AI progress should increase more rapidly for assaults on important planets and especially on those that are closer to the AI home planet(s).  This may mitigate the need for some of the economic changes that have been made over the last series of pre-releases.

I don't think it would mitigate the need for the economic changes, and I think it might just have the side-effect of making players hop over certain AI planets even more than they do now.  The best strategy is already to hop to the AI homes from a planet away, so I don't think more incentive for that is needed.  But increasing the variability in AI Progress increases on planets is something I want to explore, for sure.

Personally, I thought the too-many-producer penalty made sense; however, if removing this helps balance the changes, I'm all for it.  My only concern with the continual consumption of resources by the reactors is that they will always be at odds with expansion.

Well, those are at odds with expansion, you are quite correct, but the new non-diminishing harvesters supports it.  So that way you should always be able to break even plus a little as you expand.  And since those outer planets also provide cover to your inner planets, I think that makes for a net imperative to expand, which is the goal.  As Haagenti demonstrated in 1.013 and prior, the most economic imperative was to stay small and raid, which was counter to what most people seem to want to do, and which was exploitatively easy.  So this is really mostly geared toward fixing some balance issues at the other end of the spectrum from where you've been playing.  Hopefully it does not subsequently unbalance your end of things, as U obviously did.

Perhaps by having energy limited by resources, unit caps may no longer be necessary.

The unit caps are to keep players forced into building varied fleets and using their lower-level units.  Another key innovation of this game that adds to the strategy (a number of reviewers have commented on this, actually).  Originally there was no unit cap in the game at all, but my alpha testers just spammed their favorite unit and that was that.  Or maybe a pair of units at best.  And, like in other RTS games, everyone always just built the highest-mark they were able to, which also reduces strategy somewhat.  So adding in those per-type-per-mark caps was one of the best things to come about during late alpha, actually, as it added so much strategy to the game.

I apologize for taking so long to post this.  Solaryn and I were discussing this all for some time before finding 13 14 more posts we needed to factor in and respond to, following this line.

Yeah, no worries.  I wasn't expecting anyone to rush to the keyboard and dash off a response. :)

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Kal -- for your save, I see that your teammate (Solaryn) has a ridiculous number more reactors than he needs.  As in, he had a net energy balance of 1.8 million even in the new higher-energy mode, I'm not kidding.

We were more interested in getting out of the negative energy balance than doing the math necessary to realize we were building too many.  It just so happens that he didn't lose as many planets during the raids as I did.

Gotcha.  Makes sense.

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With your civ, I see you have a 100k balance of energy at the start in version V, and negative metal/crystal balances.  I think that, in this particular game, that is mostly due to Solaryn taking way more than his fair share of the metal/crystal harvesters.  He has an incredible amount of extra resources, whereas you have far too few.  He has 76 each of metal and crystal harvesters, while you have just 55 and 53, respectively.

Actually, he did no such thing.  I had slightly more than him until eight of my planets were swept away during our rush to build energy reactors.  We didn't have a chance to trade any because we were still trying to dispatch all of the attacking ships.

Also makes good sense.

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Oh, and I discovered that your metal manufactories were also still running, which is why your metal balance was negative.

Sure they weren't my crystal manufactories?  I know I used those.

Sorry, I said the wrong word.  :-[  I meant crystal manufactories.

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So, just looking at Kal's game alone, it's looking like V is very balanced.  My own savegames were all balanced just fine in U or V, but I tend to play right in the "sweet spot" of where this is being balanced towards, anyway.

Thanks! We'll let you know how it turns out.

You bet!  Thanks for the responses!

We're going to start out from the end of last week's save, though.

Makes sense to me. :)

As a suggestion to help alleviate some of eRe4s3r's concerns, perhaps it would be good to reduce energy usage when constructors are paused or not producing.

The only problem with having temporary energy reductions is that then if you re-enable them they can send things negative -- or the game has to prevent them from being disabled, either way.  But, I suppose that does make sense as a quick way to restore a energy balance, so I'll add that to my list: paused ships to not cost energy.  I think that may help, at least.
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Offline x4000

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Re: Power plants and resource drain (1.014T)
« Reply #32 on: August 25, 2009, 02:30:37 am »
I am not upset and i know tempers ran and still run high, but i am not happy (yes, thats a difference to upset) because you changed the game balance this drastic and this is not just a price hike, this is DRASTIC, not because i got a rebuttal by you (i should learn to quote ;p)

With 1 shipyard i mean what i can support at the START of the game. 10k Energy for a shipyard thats just insane, a generator MK1 doesn't even cover that. The reason my math is off is because i am playing with 100% boost, and the handicap multiplies the penalty of the power gens, i sometimes forget that it works this way.

Good to hear you are not too upset, though I'm sorry you are still not happy.  This is a very drastic change, I agree, but no more so than giving the players 130% more resources earlier in 1.014.  At the start of the game you can quickly build a Mark II reactor, which allows for another 4 docks or another two docks plus 200 ships.  If you then throw in just a single Mark III reactor, then you've got another 800 ships handled right there, or substitute one dock for 100 ships.

I think that's pretty fair, honestly.  Most players are going to be taking their first planet within 20-40 minutes with that setup, and then you can easily double your energy as well as increase your other resources by a commensurate amount.  And if you take a third planet within another 40 minutes or so after that, then you've increased it by a total of around 3x.

By that stage you can support a whole bunch of docks, tons of ships and other special stuff, plus you've got more buffer between your home and the enemy, which will help keep you alive and make the raids less painful in general.

Honestly I worry a bit that the imperative to expand is still a bit too low, but I don't want to do anything more drastic than what has already been done at this stage (or anytime soon).  The balance is very different from before insofar as what you can do with a small number of planets, but this was the point of the balance shifts.  I know that's not going to be popular with those people who preferred to not really take many planets at the start, but that's the nature of the shift. 

Just because you need 3-4 planets to start with doesn't mean you have to keep taking them, though.  Once you get yourself comfortably established, you can still stay small and be a raider.  It just requires more than one planet now, which honestly is going to make you safer anyway since you'll have more protection for your home planet.

These are my goals, anyway...
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Offline Haagenti

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Re: Power plants and resource drain (1.014T)
« Reply #33 on: August 25, 2009, 08:04:17 am »
Fair enough.  I'd say that is just pushing the strategy envelope to its extreme, then, which is actually really cool.  And I think that Haag and eRa have also been pushing the envelope in the other direction, of staying small, only that was a little bit too effective for Haag in particular.

OH! IT'S GONNA BE LIKE THAT! WHEN THINGS GO WRONG YOU STICK ME WITH THE BLAME !?!??!?  ;D

More seriously: the small-is-beautiful strategy claws at the basics of the game: it is easy to execute and almost an auto-win. Therefore the balance needs to be adjusted.

X is releasing a few of his proposed mods and is asking for community feedback. He is not attempting to make these mods backwards compatible with all strategies in all save-games. He is trying to make a better game. I might make different choices, but that is life: he has  to do the programming.

Sometimes, when I see a particular patch coming along, I don't upgrade because it will break my current game. I finish my game, upgrade and see what the new possibilities are. I've paid my $15 (yeah...I got it from an earlier Impulse discount weekend) for I think version 1.04, which was plenty playable, and all the other patches are freebies. I (and this is a big thing for a Dutchman to admit) may actually have gotten my moneys worth.

I am very happy with the process even though I'm not equally happy with *all* of the products (about a 100 or so patches) that result from it. But I don't need to be.

 


« Last Edit: August 25, 2009, 08:06:31 am by Haagenti »
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Offline x4000

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Re: Power plants and resource drain (1.014T)
« Reply #34 on: August 25, 2009, 10:27:44 am »
Fair enough.  I'd say that is just pushing the strategy envelope to its extreme, then, which is actually really cool.  And I think that Haag and eRa have also been pushing the envelope in the other direction, of staying small, only that was a little bit too effective for Haag in particular.

OH! IT'S GONNA BE LIKE THAT! WHEN THINGS GO WRONG YOU STICK ME WITH THE BLAME !?!??!?  ;D

Yeah, I found my scapegoat. Awesome! ;)

More seriously: the small-is-beautiful strategy claws at the basics of the game: it is easy to execute and almost an auto-win. Therefore the balance needs to be adjusted.

Couldn't agree more.

X is releasing a few of his proposed mods and is asking for community feedback. He is not attempting to make these mods backwards compatible with all strategies in all save-games. He is trying to make a better game. I might make different choices, but that is life: he has  to do the programming.

Sometimes, when I see a particular patch coming along, I don't upgrade because it will break my current game. I finish my game, upgrade and see what the new possibilities are. I've paid my $15 (yeah...I got it from an earlier Impulse discount weekend) for I think version 1.04, which was plenty playable, and all the other patches are freebies. I (and this is a big thing for a Dutchman to admit) may actually have gotten my moneys worth.

I am very happy with the process even though I'm not equally happy with *all* of the products (about a 100 or so patches) that result from it. But I don't need to be.

Thanks for that, I think that's a really reasonable way of looking at it.  It's the same on my end with dealing with all the many (sometimes conflicting) suggestions.  Some I just have to pass on, and others might be the wishes of the community and I am okay with the change, but not totally thrilled about it.  I always try to keep the game as something that everyone will enjoy playing, but at times I have to make changes that are for the good of the core game but will not please every player (including myself, at times -- I was never for having higher-level engineers, although I came around to them after they were implemented, for example).

Anyway, thanks for the post, I really appreciate that.
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