Author Topic: Feedback Requested: Spirecraft/Golem Balance (General, Not Specific Units)  (Read 958 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
So.  We're running down on time, and I still have a lot of features to implement.  It will all work out in the end, but this means I could use more help than usual with balance.  So far with the new spire ships and the spirecraft themselves, I haven't even really gotten to the balance yet, but my hope is to be able to start tackling that on Wednesday.  Then the Thanksgiving holiday hits here in the US, and Keith and I won't be around for Thursday or Friday.  And then we have all next week before we're likely needing to have this fully balanced and ready to go out the door.

Most of the specific stuff about individual spirecraft ships or spire ships or any other ships isn't something we want in a mega-topic like this -- please don't post that stuff here, and please put a link to any discussions in Mantis with your recommendations if you have specific ones (as people have already been doing -- we're very grateful).

This post is about the largest balance challenge that currently remains to me, namely the spirecraft.  But, it's hard to talk about the spirecraft without also talking about Golems.  So here we are.  I'm looking for generalized thoughts and ideas about the ship classes, not discussion of any specific ships inside the classes, to keep this topic undiluted.

Golems
These have always been underused, but largely because of their having AIP costs, etc.  Those are gone now and won't be coming back -- again, please don't dilute this discussion with suggesting AIP increases for Golems or Spirecraft, it won't be considered (people are too strategically conservative, and that's been covered in a different topic).

Right now the golem disadvantages are:
1. They are probably weaker than they should be.
2. They cost a ton of resources to repair, and even more in terms of energy to run them.
3. There are only 3 per map.
4. They only have supply when they are within 1 hop of an enemy warp gate (if there's a bug with this, please ignore that for purposes of this discussion, too -- this isn't a bug reporting discussion and that's already in mantis anyhow).
5. They cause stronger waves from the AI at the planets they are on, and they beef up reinforcements when on AI planets, and they cause extra reinforcements when they enter a planet.

My thoughts:
1. They probably need to be beefed up some.
2. They probably also need to cost a lot less energy to run.
3. This may still not be enough to really make them attractive.  What do others think?
4. Beefing them up too much has two risks: First that players would use them to create an unbeatable bottleneck.  Second that players would use them to just rush the AI Command stations and win with ease.  Possibly the addition of the hunter/killers would allow the bottlenecks to be appropriately countered (bottleneck-breaking being the sole hunter/killer function), and possibly making golems unable to hit command hull types might help the other SOME, but that might make them feel kind of lame in a different way.

Spirecraft
These are new, and my two main concerns are making sure that they feel distinct from golems, while also feeling awesome but not game-breakingly so.  Same with the golems, actually.  There needs to be an "equal and opposite reaction" for every major superweapon players get, as this is a strategy game and not some RPG where you get the superweapon and then one-hit the final boss.  The latter is fun, but not exactly strategic because then everyone just rushes for the superweapon.

Right now the spirecraft disadvantages are:
1. There are 5 marks of each kind, and only the highest marks are anywhere near golem level or higher.  The lower marks tend to be more like starships-plus-some, which is great.
2. These take a large amount of resources to build, especially at the highest tiers, though not that much energy.
3. They are limited by the number of asteroids that players find, which makes the top tiers very limited and the lower ones not as much.
4. They are very vulnerable while being built, so the AI ships can keep them from being finished if the players are not careful.
5. They can't be repaired (unlike golems), and they don't have regen, so they are gone once they are used.

My thoughts:
1. I'm worried there aren't enough disadvantages, especially if players turtle, hoard the spirecraft, and then use them all in one big raid.  This becomes a sort of superweapon they can create from many parts -- an unbeatable fleet, anyway.
2. Some of the upcoming spirecraft, which have a bit more awesome abilities, are the ones I'm most worried about.  So, again, don't focus too much on the specific spirecraft already in place.
3. Again, I'm focused on equal-and-opposite reactions, to an extent.  Perhaps having some sort of special waves against the planet of the spirecraft while they are being constructed would be a good thing.  That would make them harder to get, but that would also potentially make them more annoying to get.
4. Perhaps instead of #3, giving the AI some sort of big ship (again, equal and opposite) when the spirecraft are successfully created by the players.  But that seems a bit cheap, and would likely not play out all that well, anyway.
5. Beyond these, at the moment I'm still spinning my wheels a bit, and I'm feeling the time pressure a lot (with still so many ships to create, and so little time).  Hence this post, I'm looking for better ideas here in particular.

Thanks, all!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Feedback Requested: Spirecraft/Golem Balance (General, Not Specific Units)
« Reply #1 on: November 22, 2010, 01:54:48 pm »
Golems most certainly DO NOT cost tons of resources to repair... proofs here
On golems, I cant really comment on most of them excepting the hive.. which didn't seem suitably powerful, but thats probably because its wasps arent exactly amazing compared to 2k mk3 ships.
I can comment on AI golem balance slightly, I've been hit with enough.. The armored golem should probably have fewer, more powerful shots, because of the new armor mechanic. Otherwise, its just losing a lot of damage on armor..

Otherwise, I felt the spirecraft i built were mostly balanced.. except mixed feelings about the shield one..:

The rams should probably get more hp, 200k ish is absolutely NOTHING (i lost like 20 to a similar number of teleport battle stations virtually instantly). I tried to use them vs a bunch of hybrids, but they just ended up decimated before they got in range :\ (i think i killed 1 hybrid out of 10 rams..). You may want to consider a bonus vs structural, to make them most useful vs forcefields

the martyr seems fairly balanced for usefulness, but I'm worried it infringes on the lightning warhead a bit - after you go ~2 jumps out from your homeworld, you suddenly have enough martyrs to break pretty much any reinforced world. (i assume, i havent had the chance to use them on offense.. )

the shield bearer I've only managed to use once offensively, protecting the survey ship in a 4 jump deep shardraid. Other than that.. not really sure what they are useful for :\

edit
Apparently I missed the giant point on the subject.. the 'general' bit. So uh. Basically, I think golems need to live longer. I think mk4 bomber starships have more hp than most of them, in the ai's hands.. and I feel the current spirecraft work well.
« Last Edit: November 22, 2010, 02:22:14 pm by Lancefighter »
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline mecharm

  • Newbie Mark II
  • *
  • Posts: 20
Re: Feedback Requested: Spirecraft/Golem Balance (General, Not Specific Units)
« Reply #2 on: November 22, 2010, 03:20:16 pm »
I agree with Lance, Golems do need some blood transfusion so they can live longer, but I also think that they cost way too much energy...for smaller galaxies they are simply not a viable option.

As for the Spirecrafts, here are my thoughts:

- I haven't really used the Rams yet so I don't know if they are useful or not,

- The Martyrs I think should get a hit from the nerf hammer, as they are absolutely deadly. Cross-planet attacks, Waves, Raiding, etc, they are good for everything and cannot really be countered (paralyzation and engine busting are the only things stopped them so far). Once I took out 1001 mark I fighters with one mark II Martyr. I think they should only damage crafts which the tractors have caught,

- The Shield Bearer is the least useful now (I'm using them to defend closely packed turrets by the way). As been mentioned the shield radius could be increased, and I think it would really seal the deal if the shield radius wouldn't decrease as the craft takes damage...this would really make it unique.

EDIT: I kinda missed the general ideas too, so:

I think that sending waves against the Spirecrafts under construction (regardless of size) wouldn't really be a good idea. What I really love about them right now is that they all have distinct unique roles, so they are something special, something that stands above the other "common" ships, yet I don't have to unite heaven and hell to get them.

Maybe some sort of empire-wide negative effect could be activated as they are being built. Something along the lines of your resource gathering stops while a Spirecraft is being built, or shields stop working on the planet a ship is being built on. So basically something which won't necessary and immediately put you in danger (I'm looking at you Spire story arch...), but can really hit you on the face if you are not careful.
« Last Edit: November 22, 2010, 03:31:30 pm by mecharm »

Offline lovekawakawaii

  • Newbie Mark III
  • *
  • Posts: 33
Re: Feedback Requested: Spirecraft/Golem Balance (General, Not Specific Units)
« Reply #3 on: November 22, 2010, 03:25:54 pm »
In the Zenith Remnant, the AI was given a huge quantity of new defensive capabilities (Orbital Mass Drivers, Armor Boosters, Radar Jammers, etc), but the AI's power hasn't grown in this expansion. Keep in mind that massing high level Spire ships requires the defeat of many high level AI planets and thus requires AI progress and alerted worlds. The tendency to conserve your resources for a long term gain is the problem here. If the AI could get to the Spirecraft when the player is vulnerable or force them to be used in a defensive posture, it would make the incentive to use them earlier on a lot stronger. When you add more features to make AI progress "scarier" and go on the offensive (hunter killers) I think the problem will at least partially take care of itself.
More music. More monsters. More to explore. More AI War.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Feedback Requested: Spirecraft/Golem Balance (General, Not Specific Units)
« Reply #4 on: November 22, 2010, 03:51:09 pm »
Okay, I'm going to lock this topic for a bit: I plan to radically rebalance both golems and spirecraft and make them both into minor factions.  These will really change how both feel and both play out, and I think it will very much be for the better in both cases.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!