Author Topic: Request for details on "Balance: Another pass on champion modules"  (Read 3970 times)

Offline keith.lamothe

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So, "Balance: Another pass on champion modules" did pretty well in the 6.0 poll.  The numbers are already balanced according to a model so there's not the usual stuff I can do of bringing it all into line.  It's already there, fwiw :)

So the question is: what's wrong with it?

Champions overall too strong?
Champions overall too weak?
Certain individual module types too good?
Certain individual module types too poor?

No module for brewing coffee, or cupholder module? :)
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Offline Nodor

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #1 on: October 04, 2012, 02:36:54 pm »
I think Daizo said it best.  This unit needs to be worth the 20%+ difficulty increase it causes.

It may be there.  If it is not, "difficult" play will necessarily involve eliminating the champion unit as the return is not enough to justify the cost.

This is a VERY fine knife edge to balance on, but in my mind, the entire value of the expansion rests on this unit and the nebulas it enables.   If the champion unit is too weak, no one will ever activate the champion in 8+ games.   If the champion unit is too strong, then champion cheese becomes the norm. 

I can't offer more than that, but being able to justify the risk/cost of champion units is critical. 


Offline chemical_art

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #2 on: October 04, 2012, 02:40:40 pm »
It might help to have a list of the varying modules...

For me, the basic modules (needle, mlrs, laser) feel about right and should be the baseline I think for modules.

Some modules, doom i think? Don't translate well.

Parasites really don't translate well.



I think the largest "big picture" problem for modules is that some are lack luster in fleet combat but devastating in nebulas, and vice versa. You HAVE to be good at nebulas, so the first test every module goes through must pass that test, which is why parasites are a non starter.
« Last Edit: October 04, 2012, 02:46:51 pm by chemical_art »
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Offline Faulty Logic

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #3 on: October 04, 2012, 03:07:12 pm »
Overall, I like the champion where it is: underused, it is not worth it, win every nebula and you gain something from its presence. Though the no-transport nerf takes away a lot of its use. Is it possible to have them work with normal transports but not jumpships?

I find myself unlocking the basic four modules (priority: shield, mlrs, laser, needler) and the plasma siege if available. The others just don't seem to add to the enemy ship/starbase death rate. I also think that the zenith champion needs something to set it apart: I use human for killing fleets, spire for killing structures, and neinzul for odd jobs, but the zenith just does not have an apparent use to me.

<The modules I think need a buff: reason; suggestion>

Drone bays: all of them seem inconsequential compared to the firepower or durability of the other heavy modules.

Paralyzers: don't work in nebulae, ships paralyzed would be dead had you used a different module; more shots, less damage, and consistent spread logic.

Nano-subverters: again, other light modules are far more effective; perhaps make these like 4.0 leeches.

Doom accelerators: yet again, by the time their effect is noticeable, they would be dead from basic light modules; simple damage buff, or a more pronounced bonus at lower target health.

Translocators: see last three; increase number of shots.

Could the new modules come unlocked at mkII? I think that would improve the champion experience system, for the same reason ARSs give mks I and II: to let you try it out without investing.

A coffee module would be excellent.
« Last Edit: October 04, 2012, 03:09:42 pm by Faulty Logic »
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Offline orzelek

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #4 on: October 04, 2012, 03:26:10 pm »
I didn't test many of more exotic modules but Faulty Logic is quite right for at least some of them.
I tried drones and they didn't seem worth it with exception of ability to attack through force fields.

Most of the normal modules I have a bit different problem with. They come with many shots which leads to very spread out damage. And they don't seem to respect focus fire in any way so you end up with them scratching paint and main gun actually killing things. At least until you have really many of them.

Offline keith.lamothe

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #5 on: October 04, 2012, 03:31:25 pm »
@chemical_art: Good point on the list.

For light hardpoints:

Needler
Laser
MLRS
Flak
Acid
Impulse Reaction
Polarizer
Paralyzer
Nanosubverter (reclamation
Insanity Inducer (zombie reclamation)
Doom Accelerator (youngling vulture ability)
Translocator
Rail Cannon


For heavy hardpoints:

Shield
Missile
Heavy Beam (HBC Turret weapon)
Bomber Bay
Slicer Bay
Interceptor Bay
Heat Beam (zenith beam frigate weapon)
Photon Lance (spire beam weapon)
Rail Cluster
Plasma Siege Cannon


I think Daizo said it best.  This unit needs to be worth the 20%+ difficulty increase it causes.

It may be there.
It may be, or beyond, as I have gotten some feedback that the larger hulls are simply OP outside the nebulas (and the BB even inside). 

Quote
If it is not, "difficult" play will necessarily involve eliminating the champion unit as the return is not enough to justify the cost.
Not really; people play Golems - Hard instead of Golems - Easy, or turn on hybrids, or whatever even on 10/10 games.  Not that they necessarily win.  Those options make the game harder, but they also make it different in an interesting way.  I imagine many players would sometimes use champions just for that reason.

That said, yes, it's supposed to be balanced such that what you get is not way more or less powerful than what the AI gets in return.

Quote
This is a VERY fine knife edge to balance on, but in my mind, the entire value of the expansion rests on this unit and the nebulas it enables.
I think 9 bonus unit types (which are actually more "new ground" than I thought they would be, and some of which are pretty hilarious like the tackle drone launcher), the modular fortress, 2 AI types, 2 map types, 3 new core guard posts, the dark spire minor faction, and the new music is well worth $5 :)  I'd say that's worth $10, even without the champion stuff.  But historical data from us and other sources indicates we'll make more money at the $5 unit price, and it does help make it really unlikely that anyone will feel they didn't get their money's worth   

Some modules, doom i think? Don't translate well.
I've heard from some players getting really good mileage (no pun intended) out of the doom accelerator, actually.

Quote
Parasites really don't translate well.
They're balanced against the parasite fleet ship (but with a cap of 18 instead of 46 or whatever it is) instead of the leech starship, and the leech starship was way higher but was brought back down to a reasonable level in 5.074.

Anyway, I've heard good things about the Insanity Inducer, but it may be that the normal parasite one needs a buff.

Quote
I think the largest "big picture" problem for modules is that some are lack luster in fleet combat but devastating in nebulas, and vice versa. You HAVE to be good at nebulas, so the first test every module goes through must pass that test, which is why parasites are a non starter.
I totally disagree that every module has to be useful in a nebula, the two roles are separate and you get enough unlock points over time (from the feedback I've seen, since unlock costs were made more generous) to put into both.  Some modules are good at both, and I think all of them are at least decent outside nebulas, but for them all to be good in nebulas would exclude any mechanic that isn't allowable against large ships.

Though the no-transport nerf takes away a lot of its use. Is it possible to have them work with normal transports but not jumpships?
It would be a major pain in the code to differentiate the two.  And how much slower is the champion than the transport, actually?

Quote
I find myself unlocking the basic four modules (priority: shield, mlrs, laser, needler) and the plasma siege if available. The others just don't seem to add to the enemy ship/starbase death rate.
You might find the polarizer/IRE useful as a light-module augment to starbase destruction.  Other than that, yea, it's a matter of what mechanics you want to bolt onto the thing.  If all you care about is dps, the original set (+missiles) will certainly do ok.

Quote
I also think that the zenith champion needs something to set it apart: I use human for killing fleets, spire for killing structures, and neinzul for odd jobs, but the zenith just does not have an apparent use to me.
Their main gun is pretty different and they get more heavy hardpoints than a human; less than a spire, but they can use drone bays where the spire cannot.  The zenith and human also get different modules; the heat beam and the heavy beam are rather different, etc.

Quote
Drone bays: all of them seem inconsequential compared to the firepower or durability of the other heavy modules.
You might be surprised what a bunch of bomber bays can generate if you keep the drones protected (or they otherwise aren't dying early).  I've seen a significant amount of feedback indicating that bomber and/or slicer bays could actually be OP.  Providing extra targets is also important in some cases.

Quote
Paralyzers: don't work in nebulae, ships paralyzed would be dead had you used a different module; more shots, less damage, and consistent spread logic.
I had heard they weren't spreading out the shots properly, which seems odd.  I think if they do they'll be pretty effective.  But yea, maybe more shots to compensate for the fact that the champion could just be killing the things instead, most of the time.

Quote
Nano-subverters: again, other light modules are far more effective; perhaps make these like 4.0 leeches.
It depends on whether you want to reclaim or not, but yea, possibly needs a buff.

Quote
Doom accelerators: yet again, by the time their effect is noticeable, they would be dead from basic light modules; simple damage buff, or a more pronounced bonus at lower target health.
These are mainly for the really high-hp stuff, where they outstrip basically everything else on the latter phase.  But I could look at the math again.

Quote
Could the new modules come unlocked at mkII? I think that would improve the champion experience system, for the same reason ARSs give mks I and II: to let you try it out without investing.
I'm not sure that would be good in that it would make players reach the point earlier that they don't have anything they really want to spend the points on, but I'll think about it.

Most of the normal modules I have a bit different problem with. They come with many shots which leads to very spread out damage. And they don't seem to respect focus fire in any way so you end up with them scratching paint and main gun actually killing things. At least until you have really many of them.
When I right click a target, all modules (in range) fire on it.  If you have a save where they're not doing that please send it my way.

Anyway, thanks all for the feedback :)
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Offline Faulty Logic

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #6 on: October 04, 2012, 04:01:46 pm »
Quote
It would be a major pain in the code to differentiate the two.  And how much slower is the champion than the transport, actually?

The speed difference is not the issue; it was the ability to get a champion into a nebula a few hops away without having to neuter the planets first.
« Last Edit: October 04, 2012, 04:06:16 pm by Faulty Logic »
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Offline Lancefighter

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #7 on: October 04, 2012, 04:32:22 pm »
Its odd that you say paralyzers not working in a nebula is their main fault - I actually seem to think they are one of the best general use modules atm. They deal good damage to basically everything (20%? greater than mrls in dps, ignoring bonuses), and ahve the side effect of paralyzing what they dont kill.
Because ships are immune to the paralysis effect instead of paralysis damage at all, it means they can fire on anything without issue, making them an incredibly strong 'general use' module I feel.

The problem is that not very many other modules seem to actually be good enough to follow this. I think I noted somewhere that polarizers actually have better damage at about 250 armor? id need to do the math again, but theyre really good it seems. IRE I believe are one of the strongest general use, because of highish energy uses in nebulas/guardians.

Flak/acid/reclaim/insanity/doom/translocator/railcannon are ones I am not really sure id ever actually fit on my ship? Like I dont really approve of reclaim/zombie damage at all, doom damage seems situational, flak/acid are situational, but mainly outside of nebulas, and translocation is a bad mechanic. That leaves railcannons, which I believe are the only actual other choice, with the minor problem that I am not sure they are useful enough outside of nebulas.

The heavy hardpoints have really strong shields. Theyre really good. HBC/Railcluster/plasmasiege seem to be the other better choices here, although I believe missiles hold up well if your plan is to stay at range.
Inside of a nebula, the champion should be first very durable (transporting to nebula missions can be a pain later on), and second deal many dps. This means that every additional dps is competing with another 15m+ hp regenerating shield(or way stronger, later).

I feel a lot of my situational problems with nebula stuff could easily be solved by allowing your ally's main station provide repair/build of some description, meaning that I would not need to worry so much about going into the dyson gatling mission with full polarizers (gatlings have no armor). (i think actually just a build beam would be enough, meaning i couldnt actually repair hull damage, just rebuild modules.. shields )
Similarly, this would allow me to not worry so much about durability beyond a point.. Each shield currently adds again your base hp, more than doubling your effective health (due to regen). If I could go into a nebula mission with a single shield, and the rest of the heavy slots full missiles, I would feel a lot better about actually staying in range to let those missiles deal damage, because I could rebuild the shield (repairing half of my health)

And then I realize I've written about 500 words on basically minor issues I have with a very small part of the game ... And to further add perspective, I havent even gotten past the destroyer in a real game. Take that as you will.
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Offline chemical_art

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #8 on: October 04, 2012, 04:32:40 pm »
Maybe I'm playing a different game, but I generally get enough experience to keep 3 - 4 modules upgraded on pace with its hull.

If I pick a module that isn't effective in a nebula, I'm forced to pick up a less researched module or to just tough it out.

In contrast if I just pick out two modules that work in every situation I am always effective. 

Faulty Logic helps illustrate the point: The "edge case modules" don't shine brightly enough in their narrow situations to make them worthwhile compared to the goodness of the more dps oriented modules.

Module flexibility is most important in champions then on any other craft for the very different roles they play. They have to be able to function alone and yet be a significant help in a fleet fight for maximal effectiveness. Parasites, for example, don't hit hard enough to allow enough reclamation in a fleetfight unless you have other parasites as well. Drones do well in a fleetfight but suffer if fighting alone. Doom modules require some micro to use in a fleetfight. Paralyizers don't scale well at all due to them hitting the same targets and not doing their paralyize role better per mark. All these modules are great at most 50% of the time while the other times they are ineffective.

In contrast, the straight up dps modules are very good 90% of the time.
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Offline TechSY730

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #9 on: October 04, 2012, 04:38:46 pm »
I think lots of special purpose modular usefulness, especially in nebulas, would be strengthened if the nebula "main base" had a weak assist beam or something, that could rebuild modules and repair your champion. Of course, the enemy primary base (if they have one) should also get a repair beam to keep things at least a little more even. ;)

Not my idea, but I can't find the person who first proposed it.

Offline keith.lamothe

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #10 on: October 04, 2012, 04:42:57 pm »
I feel a lot of my situational problems with nebula stuff could easily be solved by allowing your ally's main station provide repair/build of some description, meaning that I would not need to worry so much about going into the dyson gatling mission with full polarizers (gatlings have no armor). (i think actually just a build beam would be enough, meaning i couldnt actually repair hull damage, just rebuild modules.. shields )
Have a minor faction unit assist the build queue of a player unit?

I think the code would bodily jump out of visual studio, pull a kool-aid-man through my screen, and strangle me ;)

But it might work.

It would make all the scenarios significantly easier, though, partly due to being able to switch modules quickly, but mostly due to being able to rebuild shields mid-nebula.
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Offline Lancefighter

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #11 on: October 04, 2012, 04:47:59 pm »
Well.. Yes. However, at the moment, the difficulty is "wait until full shadow energy and shields refilled, then follow bombers around". Most of the time. Ill admit the mourner nebula is a little bit more than that (and possibly could stand to not have the repair thing)

I guess if you remove the threat of damage to your ship, itll just be a lot of 'go shoot the bases until youre almost dead, repair, repeat'.

I dunno. I just feel like at least allowing the construction of forcefields will do a lot towards keeping the player doing stuff, instead of making him wait for full shadow charge, and make sure the forcefields dont die?
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Offline keith.lamothe

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #12 on: October 04, 2012, 04:52:13 pm »
I kind of like "shields down" being a pretty big deal, but I may be in the minority ;)
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Offline Lancefighter

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #13 on: October 04, 2012, 05:06:50 pm »
Well, I never said their rebuilding inside the nebulas would be fast... I'm sure you could make the falling of shields a big deal, while still retaining their ability to be rebuilt inside a nebula event.

As I said, I think stopping 'repair' and only allowing 'build' in the nebulas would mean that while the shields might be down, hull damage is still permanent.. I'm not really sure where that would end up balancewise, if its a good idea or whatnot.

I just really dont like the idea that in any sort of civilized land, I would just bring a cloaker starship with engineer support immediately outside of the nebula anyway.. rendering the point of not allowing rebuilding in the nebula *slightly* pointless.
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Offline TechSY730

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Re: Request for details on "Balance: Another pass on champion modules"
« Reply #14 on: October 04, 2012, 05:20:44 pm »
I just really dont like the idea that in any sort of civilized land, I would just bring a cloaker starship with engineer support immediately outside of the nebula anyway.. rendering the point of not allowing rebuilding in the nebula *slightly* pointless.

This. With just a bit of micro, you can get really quick repair and rebuild of modules anyways.

The only thing is that many times, the primary allied starbase is a good distance away from the wormhole, meaning that sometimes, even if you have engineers parked right outside the wormhole, it could take a moderate amount of time to do this, during which the battle will continue.


Another thing I suggested was to allow the champion to build/rebuild non-forcefield, non-durability aid modules, but keep forcefield or other durability aiding modules (of which there are no alternate types of, yet) only able to be built by actual engineers.
Not sure how to pull that off though. Give champion forcefields a 1/1 resource cost?
« Last Edit: October 04, 2012, 05:51:43 pm by TechSY730 »