Author Topic: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)  (Read 10872 times)

Offline keith.lamothe

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #15 on: February 09, 2010, 04:57:50 pm »
Quote
I haven't checked this out, but assuming the possibility of customizations in the future, like a near-golem-sized-ship (I don't know the size of the ship either), building&upgrading anything you want - upgrading its shields, buying new engines etc... lol that would be cool! Smiley

This game is grand strategy, RTS, 4X, etc, but this addition in particular (customization), brings this game more closer to a 4x (MOO series, SOTS and expansions etc..)
Well, one day at a time, but there is obvious potential for this to be further developed.  It represents a fairly radically different approach to unit construction and there are a lot of challenges in making "unit design" (albeit a fairly limited kind) work in an RTS.  But I'm glad you like it, I'm also really excited about it actually working ;)

As far as the big golem with tons of upgrades, it would probably still be targetted to a particular set of usages (like the Riot can be uber-kill-swarmers-from-range with 4 machine guns and 2 shotguns or better at heavier non-starship craft with 4 lasers and 2 shotguns, or hold its own against light starships with 4 lasers 1 shotgun and a forcefield, etc, but it can't just steamroll a spire or do very well against turrets or forcefields).  But we'll see :)

Edit: by the way, the riot hull itself is immune to munitions boosting like all starships, but the modules are boostable.
« Last Edit: February 09, 2010, 05:01:45 pm by keith.lamothe »
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Offline I-KP

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #16 on: February 09, 2010, 05:23:14 pm »
Oh my goodness...
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Offline Kaptein

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #17 on: February 09, 2010, 05:43:24 pm »
nicely done! :) modular ships = awe
mothership next i hope! (like a modular spire) ... yea i like big ships

Offline orzelek

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #18 on: February 09, 2010, 05:56:39 pm »
Hmm quite late at night... but I got to check this one out...

You have a way of surprising players :D

Maaany thanks for that.

( Please please a modular turrret pleeease  8) Or maybe modular fortress but this riot starship in higher marks could be that as well :D )
« Last Edit: February 09, 2010, 06:01:19 pm by orzelek »

Offline I-KP

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #19 on: February 09, 2010, 06:20:42 pm »
Okay.  Firstly, the Riot star ship is... well, a riot!  As a modular proof of concept it certainly works from what I've seen so far.

Initial thoughts:-

-   Very much liking the modular aspect but the options probably need to be limited in number perhaps reserving the best combinations/quantity for the higher Marks.  A ship with one or two bolt-on extras is probably more than enough per Mark.
-   Most of the weapon types seem to do basically the same thing - there are only so many ways you can attack engines!
-   If you’re going to bolt on Machine Guns you’ll probably stick all four on so I’m not sure if there is a need for four separate hardpoints.
-   The graphical placement of the turret GFX is a little wonky.  (See the light blue arrows on the below image.)
-   The Tazer and Forcefield modules still display the ColorMask layer.  (See the yellow arrow pointing at six vertical green lines, this is the ColorMask layer of the Forcefield turret GFX.)  The Forcefield module also doesn’t actually sit in the centre of the ship, not that this is a major issue.
-   They seem to be flippin’ useless at taking on fixed defences.  Good thing.
-   They're never, ever going to wrack up any vast kill lists because they seem to be almost entirely non-lethal.  Good thing.  Let the other ships clean up.
-   They seem to be supremely handy at wrecking the engines of anything that comes within range (especially the shotgun which is a veritable weapon of engine mass destruction).  Perhaps a bit on the effective side for just 1,000 Knowledge.
-   Noticed that they are super-vulnerable to Vampire Claws; they have no effective defense vs them.  Good thing.  Everything needs a nemesis.
-   24 Speed is probably a bit on the rapid side.  
-   Their health is initially low (Light Starship sized) but once loaded up with (very cheap to build) modules its effective total health increases dramatically. (And probably more so as I'm suspecting that the turret placements are just as tough as the fixed versions - do you really want to make turrets mobile considering how much tougher they are globally?)  Again, probably a bit much for only 1,000 Knowledge (and for a MkI model).



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« Last Edit: February 09, 2010, 06:32:26 pm by I-KP »
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Offline orzelek

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #20 on: February 09, 2010, 06:30:16 pm »
*Removed engine damage part.. stupid teleporters are immune to engine damage*

Some graphical strangeness is present but I see how you did the modular thing and it looks like a nice way to code that :D

I've yet to test mine in more open combat so will see how it behaves. It seems to be moping up teleport riders quite nicely when they are trying to hurt my command station.

PS.
Are the modules in permanent group formation with base starship?
« Last Edit: February 09, 2010, 06:32:02 pm by orzelek »

Offline keith.lamothe

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #21 on: February 09, 2010, 07:09:17 pm »
Okay.  Firstly, the Riot star ship is... well, a riot!  As a modular proof of concept it certainly works from what I've seen so far.
:)

Quote
Very much liking the modular aspect but the options probably need to be limited in number perhaps reserving the best combinations/quantity for the higher Marks. A ship with one or two bolt-on extras is probably more than enough per Mark.
You may have a point.  I just prefer lots of guns, but there's not really much additional tactical complexity in having 4 peripheral hardpoints on the Riot MkI than 2 peripheral (keeping the 2 internal).  But I think it looks a bit cooler :)

Quote
Most of the weapon types seem to do basically the same thing - there are only so many ways you can attack engines!
There is less variety than I would like (and we can improve that through changes), but there's probably a bit more variety than you think:


case ForegroundObjectType.RapidFireMachineGunModuleI:
    this.MinHitPercent = 15;
    this.SetAttackBonus( ShipType.Class_Swarmer, 4, 500 );
    this.SetAttackBonus( ShipType.Class_Melee, 4, 250 );
    this.SetAttackBonus( ShipType.Class_Stealth, 4, 0 );
    this.SetAttackBonus( ShipType.Class_UltraLight, 3, 750 );
    this.SetAttackBonus( ShipType.Class_Light, 3, 500 );
    this.SetAttackBonus( ShipType.Class_Medium, 1, 500 );
    this.SetAttackBonus( ShipType.Class_Heavy, 0, 750 );
    this.SetAttackBonus( ShipType.Class_Artillery, 3, 0 );
    this.SetAttackBonus( ShipType.Class_AreaOfEffect, 3, 0 );
    this.SetAttackBonus( ShipType.Class_OtherNonStarshipMilitary, 2, 250 );

    this.SetAttackBonus( ShipType.Starship_All, 0, 500 );
    this.SetAttackBonus( ShipType.Turret_All, 0, 200 );
    this.SetAttackBonus( ShipType.Tractor_Beam, 0, 500 );
    this.SetAttackBonus( ShipType.Heavy_Defense, 0, 200 );
    this.SetAttackBonus( ShipType.Force_Field, 0, 200 );
    this.SetAttackBonus( ShipType.Launched_Missile, 0, 200 );
    this.SetAttackBonus( ShipType.Command_Station, 0, 100 );
    this.SetAttackBonus( ShipType.Command_Post, 0, 100 );

case ForegroundObjectType.LongRangeLazerModuleI:
    this.MinHitPercent = 80; // this means an 80 percent chance of hitting AT ANY RANGE within the 20000 limit
    this.SetAttackBonus( ShipType.Class_Swarmer, 1, 0 );
    this.SetAttackBonus( ShipType.Class_Melee, 1, 0 );
    this.SetAttackBonus( ShipType.Class_Stealth, 1, 250 );
    this.SetAttackBonus( ShipType.Class_UltraLight, 1, 0 );
    this.SetAttackBonus( ShipType.Class_Light, 1, 250 );
    this.SetAttackBonus( ShipType.Class_Medium, 3, 250 );
    this.SetAttackBonus( ShipType.Class_Heavy, 4, 250 );
    this.SetAttackBonus( ShipType.Class_Artillery, 3, 750 );
    this.SetAttackBonus( ShipType.Class_AreaOfEffect, 3, 500 );
    this.SetAttackBonus( ShipType.Class_OtherNonStarshipMilitary, 3, 250 );

    this.SetAttackBonus( ShipType.Starship_All, 1, 000 );
    this.SetAttackBonus( ShipType.Turret_All, 0, 750 );
    this.SetAttackBonus( ShipType.Tractor_Beam, 0, 750 );
    this.SetAttackBonus( ShipType.Heavy_Defense, 1, 0 );
    this.SetAttackBonus( ShipType.Force_Field, 1, 0 );
    this.SetAttackBonus( ShipType.Launched_Missile, 1, 0 );
    this.SetAttackBonus( ShipType.Command_Station, 0, 100 );
    this.SetAttackBonus( ShipType.Command_Post, 0, 100 );
(btw the code isn't laid out quite that way, I left out non-bonus stuff; also, the Class_ ship types are only used for riot balancing right now, most bonuses are set by more specific types which is typically better when you don't actually mean "make this more effective against smaller ships")

That's only those two weapons (the others are in a similar range) but you can see some fairly significant differences in effectiveness.
 
Quote
If you’re going to bolt on Machine Guns you’ll probably stick all four on so I’m not sure if there is a need for four separate hardpoints.
Not necessarily, I'm fond of the 2-and-2 loadout for balanced firepower.  Helps against bulletproofs too.  A 3L-1M has advantages too.

Quote
The graphical placement of the turret GFX is a little wonky.  (See the light blue arrows on the below image.)
Yes, I never was quite able to get them lined up perfectly, hopefully that can be sorted out before long, or at least made better.

Quote
The Tazer and Forcefield modules still display the ColorMask layer.  (See the yellow arrow pointing at six vertical green lines, this is the ColorMask layer of the Forcefield turret GFX.)
Yea, I brutally stole the turret graphics even though they look silly (particularly the tazer), we'll probably go with different graphics altogether for those.

Quote
The Forcefield module also doesn’t actually sit in the centre of the ship, not that this is a major issue.
That's because the flippin' hardpoint ain't in the center of the ship ;)  More seriously, this is particularly noticeable when you mount two forcefields (which is a low-firepower setup, but can have advantages in some cases).

Quote
They seem to be flippin’ useless at taking on fixed defences.  Good thing.
Yes, that was a design goal ;)

Quote
They're never, ever going to wrack up any vast kill lists because they seem to be almost entirely non-lethal.  Good thing.  Let the other ships clean up.
Yea, they do a fair bit of damage with so many guns (particularly if you get close enough that shields aren't a big problem, though the lasers tend to cut through shields pretty well), but they aren't going black-widow on anyone.

Quote
They seem to be supremely handy at wrecking the engines of anything that comes within range (especially the shotgun which is a veritable weapon of engine mass destruction).  Perhaps a bit on the effective side for just 1,000 Knowledge.
Yea, I almost nerfed their engine damage by half before the prerelease, but wanted to see what people thought.

Quote
Noticed that they are super-vulnerable to Vampire Claws; they have no effective defense vs them.  Good thing.  Everything needs a nemesis.
That's actually totally unintentional, I meant for them to be lumped under Class_Melee and shredded with the rest :)  But if it's a good counter to have, perhaps it should stay that way.

Quote
24 Speed is probably a bit on the rapid side.
Probably.  I was going for a fast patrol-boat firefighter sort of thing; perhaps 20?

Quote
Their health is initially low (Light Starship sized) but once loaded up with (very cheap to build) modules its effective total health increases dramatically.
Yes, in effect it does work that way.  One thing to note is that the base ship is still targettable even with all the modules alive and if the base ship is destroyed the modules go away too.

Quote
(And probably more so as I'm suspecting that the turret placements are just as tough as the fixed versions - do you really want to make turrets mobile considering how much tougher they are globally?)
Yea, the turrets were brutally stolen (and significantly buffed, in the RFG's case), but I figured with how much more a Starship costs than the small ships that it could afford to have a few super-small-ships (which turrets basically are) strapped to it.

Quote
Again, probably a bit much for only 1,000 Knowledge (and for a MkI model).
Yea, the balance passes are coming, and feedback is quite welcome and necessary.  We'll probably push the serious coolness into the MkII and MkIII tiers but the MkI should stay a satisfying little boat.

Quote from: orzelek
Are the modules in permanent group formation with base starship?
No, good guess though.  I actually added the concept of "ship attachment points" ("hardpoints" in practice) where whole other ships are actually attached.  Attached ships are then moved with the parent ship, die with it, etc.  Actually not a lot of code had to consider the modules at all.  But the AI and the auto-targetting code will need to consider them at some point as right now they totally don't care that they're modules instead of ships (and it's cool that strictly speaking they don't have to care).

Thanks for the feedback, everyone, I'm glad that this change is more popular than the 3.028 munitions boost changes ;)
Keith
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Offline orzelek

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #22 on: February 09, 2010, 07:20:00 pm »
Thanks for the feedback, everyone, I'm glad that this change is more popular than the 3.028 munitions boost changes ;)
Keith

I knew that you were trying to hide something here ;)

I noted that light starships are giving nice and uniform 1.4x attack bonus but since they are protecting my home from certain risks.. they did not met any enemies to verify if the bonus works but I'm assuming that it does :D

Offline Buttons840

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #23 on: February 09, 2010, 09:03:24 pm »
Exciting update but it has a more beta feel to it than many updates do.

One example is the mk 1 riot starship only.  No mrk 2 or mrk 3?  Maybe it has something to do with it being a modular ship?

Love the updates as always.  I'll be sticking with 3.028 through the remainder of my current game (I don't update during campaigns.)

Offline quickstix

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #24 on: February 09, 2010, 09:52:30 pm »
Exciting update but it has a more beta feel to it than many updates do.

Well, it is a pre-release and listed under the beta updates tab in-game. The last official update was 3.016,  everything since then has been pre-releases.

Offline keith.lamothe

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #25 on: February 09, 2010, 09:52:58 pm »
One example is the mk 1 riot starship only.  No mrk 2 or mrk 3?  Maybe it has something to do with it being a modular ship?
Yes, that is very much a beta thing.
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Offline vonduus

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #26 on: February 09, 2010, 11:06:03 pm »
Great ship! I like the whole idea of a virtually non-lethal crowd control ship, and I like the 'low-tech' modular way of just bolting different turrets on top of mobile ships. I am certainly looking forward to offensive modular ships also. The whole concept reminds me of one of my first favorites, Pax Imperia. I suspect the Riot Starship will be one of the ships that I will always choose to build, unless it is nerfed beyond recognition. I agree it might be a bit too effective for its cost, though. I didn't meet any Vampire Claws, it gave it just a short try, so thanks for the warning.

PS When I tried to open the game, it was in trial version, and I couldn't find my key to open the expansion. Then I realised that it was because I never payed for the expansion :-[. I simply forgot, as I have been very busy playing and loosing the basic game. But I had to try this new ship, so you guys just earned some bucks.

Btw, your pricing policy is almost grotesque, I had to pay only 8.50 euro, VAT included. I am used to paying 50 or more for a full game and 20 or 30 for an expansion. Keep up the good work, and by all means make more expansions, at this price I can afford quite a few. And I must say, that you have made it very easy to do business: I actually just payed for a string of numbers. If you provided this string with an anchor (in the emailed receipt) so that a mouse click would open and register the game for me without me having to copy/paste anything, you would have provided near-perfect user friendliness ;D.
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Offline keith.lamothe

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #27 on: February 09, 2010, 11:40:31 pm »
PS When I tried to open the game, it was in trial version, and I couldn't find my key to open the expansion. Then I realised that it was because I never payed for the expansion :-[. I simply forgot, as I have been very busy playing and loosing the basic game. But I had to try this new ship, so you guys just earned some bucks.
Well, we appreciate the sale, but the Riot Starship is available with just the base game :)
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Offline RCIX

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #28 on: February 09, 2010, 11:45:46 pm »
Huh, Things really do change! When i joined, fleets were king, munitions boosting was boring, modular ships were never going to happen, and the expansion was a long way off...
Avid League player and apparently back from the dead!

If we weren't going for your money, you wouldn't have gotten as much value for it!

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Offline vonduus

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Re: Prerelease 3.030 (Riot Starship, Munitions Boosting Updates)
« Reply #29 on: February 09, 2010, 11:47:00 pm »
Well, we appreciate the sale, but the Riot Starship is available with just the base game :)

Are you sure? It said 'no information available in the prerelease version' or something in the pop-up. Hang on, I go check.

edit: Still says so, but now the game is registered. But I am confusing prerelease with unregistered I guess.
« Last Edit: February 10, 2010, 12:00:45 am by vonduus »
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