Author Topic: The future of Champions  (Read 7968 times)

Offline Mánagarmr

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Re: The future of Champions
« Reply #15 on: May 23, 2013, 03:15:45 pm »
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Offline Tridus

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Re: The future of Champions
« Reply #16 on: May 23, 2013, 04:13:30 pm »
Ok, so I'm kinda surprised at the level of dogpiling suddenly being directed at champions.  At least, it feels sudden to me but perhaps that's just my perception.  I was aware of concerns people had before, just not like this.

Well, people were probably sitting on it until the subject came up. I know I'd barely used them until recently.

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Anyway, what I think I'm hearing is:

- Most players hate the nebulae.  Too disconnected from the main game, too invariable, too long, etc.

"Hate" is too strong a word, but yes it's not something I care for. I can't focus on what's going on in the main game and what's going on in a nebula at the same time, so I basically stop playing the other game (maybe letting something build) while I'm doing a nebula. I don't really think that's a good thing, because it just makes the game take longer. Nebula length can be really variable, if you get one of those three way wars when you're just in a frigate your ability to influence the outcome is limited to the shield ability and that takes forever. In the stronger ships you can flat out assault things and it's not so variable.

(It also doesn't work that well in MP. If the champion player goes into a nebula and I'm a normal player, the two of us are now playing different games that have no connection to each other until he comes back out.)

I do like the journal entries and storyline bits in the nebulae. They're great. I also like the shorter nebulae more than the longer ones, as they're much less of an interruption.

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- Many players aren't happy with the offensive response to champions (threat/threatfleet nemesis units).  One explanation is that it's too similar to Hybrids in terms of the constant vicious pressure on anything not sturdily defended.

That was no doubt highlighted by the bug that made tons of them appear. But even without that, until you can get past the frigate level the benefit the AI gets for you having champions far outdoes the benefit you get. They require significant effort to ramp up, outside of what you'd typically do in the game.

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- Virtually no one likes to play just a champ-only slot in MP.  This isn't so much a problem with the implementation as with the lobby tooltips, etc: it just needs to make clear that you'll want to also be playing a normal slot, or at least be team-controlling somebody else's units a lot of the time.

- Also stuff like wanting more direct-use abilities, which desire I've known about (it'd be nice, but I don't think it addresses the main concerns here), and wanting more options for the response/rewards.

I'm pretty sure the second one would address the first one here. A champion that's more active in terms of abilities is going to be more fun to play as a solo unit, particularly with fleet sharing enabled where you can use it as a kind of fleet leader. With only one ability it's more of a "is shield down? cast it" type scenario and just doesn't drive enough attention to stand alone as gameplay. Making it a more active unit can help that.


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- Find some way where a champion can earn growth (XP, module unlocks, ability unlocks, hull-race unlocks, hull-mark upgrades) in "normal space".
-- Would need to be:
--- At least balanceable (so it's not just "fly through the whole galaxy zerging special structures with no effective opposition or retaliation").
--- Not grindy (so it's not just "kill every guard post in the game for the XP").
--- Not insanely hard to code (nothing nearly as complex as the nebula scenarios will work here, just too hard to keep the AI and other factions and stuff from just stomping all over the sandcastles such that the champ's involvement is irrelevant).
-- One concrete idea I think would work is: having special structures on AI planets that grant the various kinds of champ growth when killed, but are also defended by nemesis units (and cause more nemesis units to go after you when killed).
-- There's also more complex ways to spin that, like having some of the structures give the benefit when killed, and others spawn an object that you then need to get back to your territory (and then you get the benefit), and others spawn a boss object that you need to kill before it gets back to the AI HW (and you get the benfit when it dies). 
--- Though after all those FS shard recoveries I doubt anyone's looking for more escort missions ;)
-- The minion starships from the nebula factions would simply be not there.
-- The non-human mod forts could be gained in some other way, or perhaps just unlocked by a particular kind of target structure.

Maybe it should be something like hacking - the AI has shadow relics in systems to study, and you need to get your champion next to whatever building has those relics and leave it there for X amount of time to steal the relics. Once they're on your ship, you get some unlocks. There could also be a periodic event of the AI moving relics between systems and you get a chance to intercept the convoy.

Either way I think it should require a champion unit to do it, rather than just blowing the building up type scenario. A fleet is going to be helpful of course, but that's generally true anyway. Some of those could actually take place in a nebula, if it was more of a 5-15 minute scenario instead of a 30-45 minute one. (The multi way war ones should probably not happen until you're in a destroyer or even a cruiser or higher, because in those ships you're a lot more able to attack and not just shield AI ships.)

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--- Also, those sound like it would motivate you to have a fleet to back your champ up, which runs counter to the champ design goal of "give you something to do when you're waiting for your fleet to rebuild".  Even the "just pop the structure to get the benefit" mechanic would seem to encounter that to some degree, though perhaps not a bad one.

I guess the question here is - should that be the design goal? It can take me 45 minutes to do some of the nebulae, and TBH if it takes me 45 minutes to rebuild my fleet then I really did something wrong. Now if we're talking about 5-15 minutes while I rebuild or get a Zenith Power Generator up? Sure, that's reasonable.


I certainly think that the relic caches are a good addition to the game in the AI's hands, and it plays in with the idea that the AI is trying to develop the technology (Nemesis units are partially developed shadow ships after all). Combined with a nebula rebalance and adding some shorter scenarios for low level ships so you don't get caught in one that takes forever because you're not strong enough to do anything in it, and that might be enough to address the issue without drastic measures. (And the options to control the AI response of course. We can do that with almost everything else in the game like Golems or Spirecraft, Champions should have similar response levels.)
« Last Edit: May 23, 2013, 04:18:28 pm by Tridus »

Offline ZaneWolfe

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Re: The future of Champions
« Reply #17 on: May 23, 2013, 08:09:28 pm »
I like the Champions and Nebulae a lot.  I think there could be tweaking, but that's usually true  :P

Most of the ideas you listed that would give more variety would be the prime improvement.  Different ways to get XP or unlocks, different types of missions, more scenarios - all would be great.  One of the more frequent ideas I'm fond of would be to reduce the randomness of unlocks, perhaps through XP purchases of hull types and sizes.

Ideas, like the Relic Caches, that change the fundamental play of the Champions trigger my "I dunno about that..." reaction.  As an addition to Nebulae, Relic Caches sound interesting.  As a replacement, I would be disappointed.
I would be in favor of ideas that removed nebulae from their current state only if they were to be enhanced somehow.  For example, there was a suggestion a few months back about linking the nebulae into a kind of alternate galaxy, with only limited connections back to the main reality. 

My complaint about using Champions has to do with the Nemesis units.  To wit - they aren't a counter to the Champions.  They're just a horde of powerful units that run around. 

Unfortunately, I have no friends, so I've never done Multiplayer with or without Champions.  I can imagine that being Champion only would wear after a while, especially when the Nebulae are all played out.

I'm with Toranth here. I actually LIKE the nebula, but in many ways they are too grindy. I know the idea about the speed decrease and the range nerf in nebula is to make it more micro intensive, but I feel that is part of the issue with them. Maybe get rid of that part of the nebula entirely. So that everything inside runs at its full speed and has its full range. It might help eliminate the grindiness a bit. I would keep the range on the bases the same, but allow the champion its full range and speed.

Like Toranth said, addition to Nebulae, Relic Caches sound really great. But as a complete replacement? No.

All in all, I think adding in the Relic Caches as another thing for the champs in addition to removing the debuff the nebula puts on you might go LONG way to helping even things out. Relic Caches should only allow for XP and Modules, which you can get in addition to the normal unlocks for the nebula. That way you still need to do nebula missions to upgrade hull sizes.

Think about it like this. Nebula too far away? Go after some Relic Caches for extra mods & XP it boost up your strength to survive going after them. Nebula not giving you any good mods? Have the Relic Cache give you options like an ARS does. You get to pick one of 3 randomly chosen mods. Have it assign the options AFTER the cache is delt with and always draw from options you don't already have. As an added bonus, somewhat of a way to control things, have the Relic Caches be immune to everything BUT the Champion, and the pool it draws from has to come from those mods useable by the hull type that dealt with the cache. That way you have options of dealing with things even if the nebula themselves are not giving you good options.

As for the nemesis ships being annoying, I still feel the best way would be to have them specifically target the champions. They are supposed to be the AI solution to the Shadow Ship. But they don't really try and hunt down your champion, rather they just poke and harass your planets. By making them specifically try and target and hunt the champions, it would greatly differentiate them from Hybrids. While the champion is in human space, they roam AI territory, maybe going from nebula wormhole to nebula wormhole, similar to Astro Trains going from station to station. Once a Champion is in AI space, they go after it. While roaming they should try avoiding human space, but once the champion is in AI space they should take the fastest route to try and kill it. BUT, to prevent too much cheese, they will only do this if the the AI world the champ is on can still connect back to AI space. This way you cant keep a backwater AI world surrounded by human worlds and lure the nemesis fleet into your choke by moving the champ into the backwater.

These changes would go a lot more to improving champions and the response to them rather than simply removing nebula and the nemesis fleets. At least IMO.

Offline Tridus

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Re: The future of Champions
« Reply #18 on: May 23, 2013, 08:17:39 pm »
Those are some great suggestions. That might be worth trying before doing something more drastic.

Offline Kraiz

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Re: The future of Champions
« Reply #19 on: May 23, 2013, 08:26:15 pm »
I like the idea for Relic Caches.  However, (I'm not sure about others) I tend to find that as a Champion-Only player, what I can go grab is limited to what the Human players want to deal with.  I could go around killing a LOT of guard posts early game to get XP, but I'd alert the planets and cause the Human players a whole world of hurt down the line.

This is the same Reward Vs. Risk concept as any other capturable in the game, but it doesn't directly benefit Human players.  Why woud I go 4-5 hops in the opposite direction of my main direction I'm working towards to sieze something that doesn't benefit me in a significant way?

So, The Relic Caches are awesome, but I think they also need to give the Human Players something as well to help them justify assisting the Champion to go get them.

Again, I'm speaking from a fairly limited perspective, as I've only recently started tinkering with these.

Offline Lancefighter

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Re: The future of Champions
« Reply #20 on: May 23, 2013, 08:41:45 pm »
primarily i am posting here so this thread shows up on my new replies to posts feed..

But other than that - I feel like removing nebulas altogether would completely destroy all the work you went through in the first place to implement them.

On that note, I feel like you could make them worthwhile to do.. sometime.. but not make them required? Like the champion enters a system with a nebula in it, and the player gets notified with a journal popup that says something like 'hey, we are the neinzul mourners, and we want your help. We have recently uncovered secrets of spire modular fortresses, would we would share with you for your assistance'.

The theory behind that particular message is that it establishes what scenario you are about to be doing (read: gives you time to fit properly before you bring a spire lance ship to a devourer fight..), it gives greater understanding of the reward (very explicit rewards, and also a big deal), but finally, allows for you to ignore the scenario if you do not want to/cant do it at the time.

I think this would be a good way to still keep nebulas relevant, and to some extent keep players interested in the nebula plot line, but not require them to do it.

Of course, this would have to go alongside some other method of advancing the champion players, but at the moment I have no speculation on the best way to do that.
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Offline Eternaly_Lost

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Re: The future of Champions
« Reply #21 on: May 23, 2013, 11:38:46 pm »
What I would really like to see, is Champions control and design a lot more streamlining and made quicker. I spend a lot of time just refiting the whole thing, and unlike Fallen Spire, I can't just make one or two load outs, save them and be done. I have to do them every game.

I rather like the whole one hull, unlock tree idea, if you could then move into more automatic refit. Champions are rather micro heavy, and get even more so when you get into the Nebulas themselves. Some micro is good, but I think they are bit on the very micro heavy.

One good example would be if you have two Champions. You should be able to just set one up and clone it trivially to the other at the very least. Yet you have to do them both individully. There is no linking of designs or patterns. No stick the highest rank module of this kind in this slot sort of thing.


Offline Cinth

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Re: The future of Champions
« Reply #22 on: May 23, 2013, 11:44:47 pm »
The thing about multiple champs is going to be iffy... you can bring up each champ differently with its unlocks.  Now if you wanted to forgo that aspect and use one set of unlocks across all your champs then a unified control scheme can work pretty well (no odd crap happening because one champ had a mod the other didn't).
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Offline LaughingThesaurus

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Re: The future of Champions
« Reply #23 on: May 24, 2013, 12:03:57 am »
I'm curious, why do you even have the option to install modules that are straight downgrades to what are available? If you've got two missile modules that are the same size, and one is a mark below the other, the lower level mark one should just disappear. I don't see why it should be there, and it'd make the menu navigation a bit quicker.

Offline keith.lamothe

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Re: The future of Champions
« Reply #24 on: May 24, 2013, 12:06:03 am »
I'm curious, why do you even have the option to install modules that are straight downgrades to what are available? If you've got two missile modules that are the same size, and one is a mark below the other, the lower level mark one should just disappear. I don't see why it should be there, and it'd make the menu navigation a bit quicker.
Iirc the ship design screen doesn't show the lower marks.  Does it?
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Offline Hearteater

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Re: The future of Champions
« Reply #25 on: May 24, 2013, 12:08:47 am »
On Nebula, I feel these should be a Minor Faction, instead of "always on" for Champions.  So Champions should be balanced assuming Nebula aren't in, and having Nebula gives addition advantage at the cost of having to defeat them.

Offline Cinth

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Re: The future of Champions
« Reply #26 on: May 24, 2013, 12:10:50 am »
Iirc the ship design screen doesn't show the lower marks.  Does it?
You would be recalling correctly.  The only way to mount a lower MK module is in the planet view build cue (which shows all available modules).
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Offline Zeyurn

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Re: The future of Champions
« Reply #27 on: May 24, 2013, 12:19:23 am »
I really like the idea of the nebulae a lot.  I think they suffer from being way way way too much of the same hull types of enemy (it's ALL heavy / ultra-heavy basically).  The same upgrades (Laser/Missle/Bomber Bay/Shield) get you through all of them.

So I'd really rather see tweaks to nebula scenarios and maybe de-emphasize them rather than eliminate them if you must.

That said, here's my main complaints:

- Impossible to reliably get unlocks you want makes Champions either amazing or sucky until you get said unlocks
- Not giving EXP in multiplayer to non-present champions leads to micromanaging at the start ("Okay: Everyone get your champion here so I can pop the AI station") and mild frustrations throughout the game.
- Champions are all the same hull type, variance would be good.

I like the idea of more stuff seeded in the main game (and perhaps replenishing itself) for a constant source of EXP / unlocks.

Offline LaughingThesaurus

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Re: The future of Champions
« Reply #28 on: May 24, 2013, 12:25:17 am »
I thought it did. I um..
oh.
Cool, maybe I'm remembering outdated info?

Offline Kahuna

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Re: The future of Champions
« Reply #29 on: May 24, 2013, 12:52:48 am »
Yes get rid of the damn nebulas and make all mod forts available even if I'm not playing with Champions. If you do both of those.. or something similar.. it wouldn't make sense to have a mod fort for each "race". Instead there could be Modular Fortress with a cap of 3 or 4 or whatever.
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