Poll

Pay a higher AIP cost for indestructible capturables?

Yes
7 (31.8%)
No
15 (68.2%)

Total Members Voted: 0

Author Topic: Semi-Poll: Increased AIP for indestructible capturables?  (Read 25048 times)

Offline _K_

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #75 on: April 03, 2013, 12:43:28 am »
I guess my counterclaim is: When is hoarding fun?
Somehow, in your examples i see everything but the things we are discussing in this thread.

When the actual process of obtaining your hoard is quick and simple (which is the case with fabs - you simply divert ships to home), the unfun part becomes minimal, and you still get to use those ships during critical moments, if needed. Isnt that fun?

What the hell is with this general dumb approach of "Hey is this very specific aspect of the game fun?". In some aspects i am not looking for fun, i am looking for challenge. Because fighting and winning against a challenging opponent is fun. If i wanted to get "fun" for every step i make, i'd be playing a cow clicker.

Tedious things, now those are generally bad, yeah. I dont see how anything related to fabs/facs can be considered tedious. Just a bunch of people whining about losing their bonus things forever after losing the system. Well that's the point, if you want a permanent bonus, go capture more ARS'es.

Offline LaughingThesaurus

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #76 on: April 03, 2013, 01:45:34 am »
THe thing is these permanent bonuses aren't even like 100% required to win. People lose them and win. People just don't care about them and win. They don't really need to be indestructible so much as they need some kind of boost so that they are more desirable than superweapons.

Okay, someone who understands will need to rephrase that for me because "more desirable than superweapons" is actually like square rooting negative 1.

Offline _K_

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #77 on: April 03, 2013, 02:39:29 am »
Quote
Okay, someone who understands will need to rephrase that for me because "more desirable than superweapons" is actually like square rooting negative 1.
Well, that just needs some...imagination
THe thing is these permanent bonuses aren't even like 100% required to win. People lose them and win. People just don't care about them and win.
Yeah, but they help. And since you dont 100% need them, it is acceptable for them to be permanently destroyed.

Quote
They don't really need to be indestructible so much as they need some kind of boost so that they are more desirable than superweapons.
Then i suppose they would have to be counterbalanced with something? Dont we already have enough gane-deciding superweapons?
I prefer to have those thing fabs/facs as small bonuses that you have for free as long as you dont lose the system they are in.

Offline contingencyplan

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #78 on: April 03, 2013, 04:36:43 am »
Side note: is there any word on when the forums problems will be fixed?



I guess my counterclaim is: When is hoarding fun?
Somehow, in your examples i see everything but the things we are discussing in this thread.

When the actual process of obtaining your hoard is quick and simple (which is the case with fabs - you simply divert ships to home), the unfun part becomes minimal, and you still get to use those ships during critical moments, if needed. Isnt that fun?

What the hell is with this general dumb approach of "Hey is this very specific aspect of the game fun?". In some aspects i am not looking for fun, i am looking for challenge. Because fighting and winning against a challenging opponent is fun. If i wanted to get "fun" for every step i make, i'd be playing a cow clicker.

Tedious things, now those are generally bad, yeah. I dont see how anything related to fabs/facs can be considered tedious. Just a bunch of people whining about losing their bonus things forever after losing the system. Well that's the point, if you want a permanent bonus, go capture more ARS'es.

I'll agree with your definition of fun --- winning against a challenging opponent. There's not many games that put "it's like chess BUT IN SPACE!" as a selling point. ;)

However, one reason that chess has been so successful is because of its simple interface (apparently the original link is dead? :( ). Obviously this game is MUCH more complicated, but the same principle applies: essentially, the fewer clicks the better.


[Aside: This is why I hate Borderlands' weapons UI (vid is where the line's taken from). It's also why I'm SO glad AIW finally switched to auto-conversion of resources.]


I spend much of my time with respect to my hoard ensuring I don't accidentally send my hoard along with other ships for an action. No small chore.

More importantly, I have to remember I have them and where they are when I need them. This strongly discourages obtaining the cap early.

Most importantly, I must constrain myself when responding to the AI (e.g., waves), because I have a resource that I've paid for (the hoard) that I cannot use.


Any player-level solution to these problems must, by your argument, relate to the high-level strategic implications of the game (i.e., I'm employing a bad strategy) and not just be a bookkeeping exercise. "Draw a smaller selection box," "hoard on a different planet," and "have a better memory" fall in the latter.

Similarly, winning without using the cap --- either because I forgot about them or because they were expended on an earlier, more immediate threat (presuming they weren't essential to that defense) --- goes back to my earlier point that capturables aren't doing their job. If they're not doing their job, then what is their purpose? A bonus that requires more bookkeeping work on my part and detracts from my ability to formulate and execute my strategy?


Watch how many clicks you spend managing your hoard and ask yourself how many of those clicks were truly part of your overall strategy.

This is what these questions are asking: does this very specific aspect contribute to your strategy? That's why we're here and not playing cow clickers. :)


As a final question, what if you were limited to building X caps of any unlocked ships? How would that impact your strategy, and what would be the bookkeeping cost of that strategy? At that point --- without falling back to saying that the game is winnable by just the unlockables (every ship "helps") ---, why should the capturable ships be any different?

Offline Kahuna

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #79 on: April 03, 2013, 07:14:10 am »
In some aspects i am not looking for fun, i am looking for challenge.
Ya bro I know right.. I don't enjoy playing AI War because it's not fun but I play it anyway because it's challenging! herp a derp!
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Offline chemical_art

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #80 on: April 03, 2013, 07:16:15 am »

When the actual process of obtaining your hoard is quick and simple (which is the case with fabs - you simply divert ships to home), the unfun part becomes minimal, and you still get to use those ships during critical moments, if needed. Isnt that fun?

What the hell is with this general dumb approach of "Hey is this very specific aspect of the game fun?". In some aspects i am not looking for fun, i am looking for challenge. Because fighting and winning against a challenging opponent is fun. If i wanted to get "fun" for every step i make, i'd be playing a cow clicker.

Tedious things, now those are generally bad, yeah. I dont see how anything related to fabs/facs can be considered tedious. Just a bunch of people whining about losing their bonus things forever after losing the system. Well that's the point, if you want a permanent bonus, go capture more ARS'es.

Aeson put it very eloquently, more then I could.

But to sumarize:

Those special units with their own cost. A bookeeping cost. Making sure they are safe, making sure they are separate when not needed. Gathering them up when needed. Separating them out once mixed. Keeping track of your different units. It's a lot of micro.

If I wanted a click fest, I'd play something more like starcraft. Or a cow clicker.

Clicks + tedium to achieve challenge is simply terrible and not a design goal for AI War.

So then you put the alternative that I should just leave the units at home to the very end?

Which end, AI HW one or two? Remember, there are two homeworlds. Hoarding them for a one shot glory still means I go without using them for one HW. And if I can go without them once, can't I go without them for both?


You bring up ARS's, so I suppose I bring up an alternative:

What if ARS's were like factories, in that they were stuck on the world you found them and could only access their units while they were alive,.  Would it reduce micro, or increase it? Would it streamline the game, or make it take more bookkeeping? Would they strategically expand your options, or constrain them?
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Offline chemical_art

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #81 on: April 03, 2013, 07:37:21 am »
An interesting rabit hole:

What would you prefer, a fabricator or a ARS?

Let's do some math:

In terms of power, from MK I - V you can use a point system. On paper, you can say I - 1 point and V = 5. In practice, marks increase a bit more then that. So, for a bone, I'll throw in an extra 33% bonus for how in practice higher marks are more effective.

So, in terms of power

ARS gives ([1 + 2] * 1) = 3
Fab gives ( 5 *1.33) = 6.66

Let's not forget cost. II's cost twice as much as I's, and V's cost 8 times as many.

ARS cost (1 + 2) = 3 per cap
Fab cost 8 per cap.

So to analyze, fabs cap wise give around 2.22 times the power, at 2.66 times the cost.

So...not very overwhelming advantage.


But then there is the other baggage:
ARS's are permanent, factories are not.
ARS's allow hacking to have more control over your unit choices.
ARS units, if desirable, can be further expanded via research.
Fab units come with the typcial MK V immunities.

So...if I had to choose between an ARS or a fab...I would take the ars...everytime
« Last Edit: April 03, 2013, 07:39:14 am by chemical_art »
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Offline _K_

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #82 on: April 03, 2013, 07:58:11 am »
Those special units with their own cost. A bookeeping cost. Making sure they are safe, making sure they are separate when not needed. Gathering them up when needed. Separating them out once mixed. Keeping track of your different units. It's a lot of micro.

If I wanted a click fest, I'd play something more like starcraft. Or a cow clicker.
Clicks + tedium to achieve challenge is simply terrible and not a design goal for AI War.
I guess i wont understand this part at all. I mean, all you need is set those "special" ships in control group whatever (i think its ctrl-3 for me), and thats pretty much it.
I have never ever felt any strain or discomfort over having to manage those units.

And yeah, i do have quite alot of experience with starcraft, that might have helped. Though i agree starcraft is way too micro-heavy.


Quote
So then you put the alternative that I should just leave the units at home to the very end?
Yeah, they are a bonus you get at no cost. Nobody complains about zenith reserves, and these actually come at AIP cost.
The cost for having units from a destroyed fab is...having to control them? No, i cannot comprehend that.

Quote
You bring up ARS's, so I suppose I bring up an alternative:
....

What would you prefer, a fabricator or a ARS?

Yeah, ARSes are supposed to be way more important, and such they are, as can be clearly noticed by the way CSG-A network works.

The ARSes serve as a way to expand your fleet ship type options. So as result they give a permanent bonus, in which you can further invest by spending knowledge.
Capturing an ARSs is an important milestone on your way to the endgame. Capturing a fab is just a thing that happens sometimes.

Offline Kahuna

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #83 on: April 03, 2013, 07:58:33 am »
I might take Fabricator with MarkV Snipers, Sentinel Frigate, Munitions Boosters, Spire Tractor Platform over Advanced Factory in some situation.
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Offline Kahuna

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Offline Kahuna

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #85 on: April 03, 2013, 08:09:56 am »
The cost for having units from a destroyed fab is...having to control them?
If you captured the planet because of the Fabricator it's a minimum of +20 AIP.
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Offline Diazo

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #86 on: April 03, 2013, 10:54:19 am »
One thing to keep in mind here, Adv Facs and Fabs are part of the base game.

In a game with exo-waves disabled I have very little problems keeping them alive.

If you have exo-waves incoming, you also have some sort of super-weapon enabled that is more powerful then anything the fac/fab can give you.

So that raises the question of what are we trying to accomplish here?

Are we talking about a no exo-wave game where a fac/fab is a significant chunk of firepower?

Are we talking about a game with exo-waves where a fac/fab is still some firepower, but a lot less firepower (relatively) then a game with no super-weapons enabled?

In a no exo-wave game, I don't have too many difficulties keeping any fac/fab I capture alive. (I'm not 100% successful, but I do good enough that I plan on any fac/fab I capture to survive until the end of the game.) I think the current situation is reasonable for this, if you lose a fac/fab with exo-waves off, you have (most likely) made a mistake that allowed the AI to destroy it so I am okay with it being permanently destroyed.

In a game with exo-waves on however, you can't expect the fac/fab to survive until the end of the game, so it is a lot less valuable. Add that because you have super-weapons enabled, the fac/fab is a lot less desirable because it is a much smaller firepower contribution to your fleet then when those super-weapons are not there. Also because you have the super-weapons, you are almost certainly going to have a game that you did not need that fac/fab to win because the super-weapons pick up the slack.

Having said that, my current thoughts on this are rather then add AIP, add a couple limitations to rebuilding.

First, when destroyed the fac/fab leaves remains, however those remains have a 20 minute self-attrition timer on them. If you can't get back to the system in 20 minutes you lose the fac/fab permanently.

Second, the rebuilding can not be engineer assisted and is set at 60 minutes. (The cost would stay low so that your economy would not be affected by the rebuild cost.)

This means that if you can't defend the fac/fab, you lose it for a little over an hour and so that imposes an actual cost to losing it that is not permanent (in an AIP sense).

In a non-superweapon game this hurts as you have lost a noticeable chunk of firepower, in a super-weapon game it makes the fac/fab more attractive as you always get the fab back, but there is no AIP cost to the fac/fab so the fact that you don't need the fac/fab to win (thanks to the super-weapons) does not keep you from capturing the fac/fab.

D.

Offline Vyndicu

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #87 on: April 03, 2013, 11:23:30 am »
*snip*

So...if I had to choose between an ARS or a fab...I would take the ars...everytime

I believe the whole point of changing fab/adv. fab/ASC is to make them more useful beyond "hoarding" for a one-shot that might or not might work out to your advantage.

Let me try a hypothetical situation: If fab were changed into ARS and the old ARS remain the same. Which would you use over each other? MKV research only vs MK 1 to MK 3 research plus MK 4 from adv. Fab.

Is it still always the old ARS over the new ARS? If yes then we certainly have a problem that may need adjusting.

Offline chemical_art

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #88 on: April 03, 2013, 11:40:22 am »

Let me try a hypothetical situation: If fab were changed into ARS and the old ARS remain the same. Which would you use over each other? MKV research only vs MK 1 to MK 3 research plus MK 4 from adv. Fab.


I pursue the MK V only ARS's about as much as the current ARS, meaning I would make a great effort to acquire them.
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Offline Kahuna

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Re: Semi-Poll: Increased AIP for indestructible capturables?
« Reply #89 on: April 03, 2013, 12:07:01 pm »
If you have exo-waves incoming, you also have some sort of super-weapon enabled that is more powerful then anything the fac/fab can give you.
Golems don't do anything vs Exos. See for yourself how a Golem does vs 400 Mark II fleet ships, 5 Mark IVs of all starships, a couple of beam and core starships, about 5 of Mark IV Spirecraft Shield Bearers (that also have weapons unlike the human versions) and Spirecraft Siege Towers and possibly a Golem or Mark II Hunter/Killer. Attack those with an Armored Golem and it will get 1 shot LOL. The biggest "problem" with exos is the insane amount of Starships. I'd rather rake a Hunter/Killer than dozens and dozens of Starships.

BUT.. now that the gravity turrets, effects and immunities have been changed.. exos are no longer immune to Gravity effects.. which is great (no sarcasm(that wasn't sarcasm either)). So defending stuff will be easier. Before it was retardedly hard to figure out which ship was the "leader" of the exo and snipe it with Spirecraft Penetrators (everyone in the exo attack force were immune to gravity effects as long as the "leader" was alive).

Hmm.. I really wanna test some stuff now.. can't wait till the 6.016 patch is out.
« Last Edit: April 03, 2013, 12:08:41 pm by Kahuna »
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