Here's some more food for thought, from a discussion between Keith and myself offline:
Chris,
I've totally left the golem balance stuff
alone since it's very much something to be kept in line with your
philosophy for them. But one thing came to mind:
For 100 AIP, you can take 5 systems. A strategically placed planet on
most map types is connected to at least 3 other planets. so that's 15
other planets that you can get supply on and thus knowledge raid. (5
+ 15) * 2000 = 40,000 knowledge. Is one full-health to 1-hp use of
even a Black Widow or Armored or Artillery golem even roughly
equivalent to the ability to unlock the mk II and mk III versions of 5
base ship types (and mk II of the 6th)? Or Flag + Zenith + Spire +
Raid I + Raid II + Raid III + Leech I + Leech II + Leech III + Dread I
+ Dread II starships?
Granted, there's a lot of dynamics that make this apples and oranges
(clearing to and taking a strategic system, and then knowledge raiding
all neighbors is a non-trivial act, the time consumed = AIP, may
involve destroying some other AIP-causing structures, etc).
Anyway, in my own balancing I tend to primarily focus on knowledge
cost as the only non-renewable resource, though AIP is also
essentially non-renewable and they are in some ways convertible. I'm
curious to know more about the nuts and bolts of how you make balance
decisions, if/when you have time.
Keith
Keith,
You make excellent points there. In my own balance decisions, as far as costs go, I tend to focus on ship caps and knowledge costs as being the only true limiters, same as you. But, when it comes to capturables I also focus heavily on AI Progress cost.
When it comes to smaller ships, of course, I use the results of the simulation to make sure they are balanced acceptably against their peers, but I also use some mental weighting for ships that I want to keep weaker but with specialized functions, or which the simulation is likely to undervalue. It's very much an art, not a science, and I make further adjustments over time based on my own play experiences and those reported by other players.
When it comes to the golems in particular, I can't really use any of that stuff, aside from AI Progress. Thinking of territory in terms of knowledge seems fairly fruitless to me, because you can always trick the system in various ways by doing knowledge raiding on systems adjacent to a highly-connected planet, or things of that nature. I mean, I see where you are coming from, but in terms of golems I think that the data is too restricted to make for meaningful decisions.
When it comes to golems specifically, but also starships, there's really only one main factor I look at, and then I work backwards from there: how much they can destroy. The balance for the golems was based on how I was able to use them in testing, what I was able to accomplish knowing all the ins and outs of them at the time, and knowing when to skirt a planet and when to attack it. In other words, unlike a lot of these other players, I was not trying to use a golem for any purpose beyond just wanton destruction of as many planets as I could. From that perspective, I was able to cut huge swathes through enemy territory with even the worst golem: cursed. My balancing was basically geared at reducing it so that it could only take four or five low level planets -- surprisingly, perhaps, with that mechanic it's a fine line between it being perpetually powerful and it petering out overly quickly.
In all cases, I erred on the side of making the golems less useful, or too expensive in all respects, rather than making them overly useful. I've seen it far too many times before, repeatedly and repeatedly in various alpha and beta and even official versions of this game. Mainly with starships, which were something that took eons to get right. There was a time when spire starships could take out two or three Mark III AI planets with just the three spires clustered. There was then a time when the spires were practically useless, and the Zenith starships could just clobber things. Raid starships were so useful for a while that people were fools to use anything else (or were being "good" and not using the exploit -- or not having yet found it).
So then it was on the wake of all this that I started working on golems. Theoretically entirely possible and plausible, these were an enormous balancing challenge and broke most of the normal conventions I would use. A "super starship" that can eat high-level planets at a time by design is just crazy to make workable. In a normal pvp RTS that is shorter, the designers at least have the luxury of making it so that both players can do this thing, and it can take a crazy long time, and based on the resources used to build it one player can beat the crud out of the other in the meantime. Here, based on the rules of the game and the AI, the AI simply can't respond as a normal human player would if the players get a golem in certain map positions; in others it's fine, of course.
But even in those other games, it led to starship-like scenarios. Know what killed SupCom for me, ultimately? Even playing at 1/3 speed because of sorians AI mod wasn't quite enough to kill it for me. The game died for me when we discovered that if we built a flying saucer experimental, then just kept it hovering over the enemy commander, it would kill him 100% of the time simply by crashing on him and catching him in that explosion. It didn't even have to use its weapons to do it! Thus games that were interesting slogs, close to stalemates, or even heading for a loss, could be won if we simply managed to get that one unit built.
In AI War, given the stuff with the starships, I saw golems as a similar sort of risk. Supposing that the players find and build all three golems -- granted, a single player might have a hard time doing that, but it's no problem for a gang of four -- and then just sent that against the AI home planets? The mass drivers make it so that initial raiding parties have to be sent in to destroy those, at least, but the extreme risk is still there. If "long slog" planets can be easily broken by a single golem, then that breaks the entire flow of the game, and practically eliminates the endgame, allowing for short-circuit victories. Knowledge cost, or any other costs, haven't even entered my head yet at this stage. It's all about what their potential damage path is, and how to make that appropriately costly in the edge cases that are so exploitative. And we'll work backwards from there to the more normal cases, of course, was my thinking.
Okay, so if we have this huge weapon that can do all that, then the AI needs to be able to react, and quickly. The huge AI costs are one thing, and are important -- that way you have to really mean it to use one of these golems, and if you use it to quickly kill one AI, the other AI is likely to be so entrenched as to not be assailable with them, thus restoring the game to balance. But that still doesn't solve cases where players swarm both AI home planets at once -- there are more golems than home planets, after all. So in order to handle that, I needed to make it so that at least the AI home planets would be able to respond more quickly.
But really, that same logic holds true for all high level planets, doesn't it? Another exploit is if the players locate a golem early, and then immediately rush for it and build it. Then all of the AI planets are weaker, not having had time to reinforce. And now the player has this weapon of doom far beyond what they should be able to muster at that point in the game. Thus the player then rampages out and sunders all the mark IV and/or mark III planets that they need for ARS/factory/etc purposes with a minimum of fuss, and then goes back later and actually collects those prizes. Even if the golem dies, they have still managed to exert enormous benefit by rushing to the golem and using it to catch the AI off guard.
I combated this in two ways: firstly, by making the AI send larger reinforcements, and send reinforcements immediately, when the golem arrives. Secondly, I also made the golems really expensive in resources (thus slow to build), and really expensive in energy (thus impossible to build until the game has progressed to a point where the player has a certain number of planets and thus the AI has a certain amount of reinforcement points and has had a good amount of time to actually do reinforcing. This limits the amount of "attacks of opportunity" that can be made much as SupCom or other games makes it so that their big guns can only be built in the last segment of the game.
Thus with this design, it covers all the bases of the fatal exploits that I have seen and have used myself, and that I can think of. With that, the golems were still able to do a lot of damage in my tests, but nothing that was game breaking. Did it make the golems to weak? Yes. By far, yes, as it turned out. But given that I was never really that excited about using them in real games myself anyway, I didn't find this out first hand too well. And most of the scattered reports from a few players who were having trouble with them were clearly misusing them, or using them in nonoptimal ways. And there weren't that many reports, not compared to how many people bought the expansion. I think that was due to the sheer volume of stuff in the expansion making it so that most players had plenty to do without golems, and since they -- like me -- are averse to anything that high risk, they tended not to find out how underpowered they were, either. At any rate, I think that's why golems were able to persist in such an underpowered state for so long.
And, it's all these exploits that make me so wary of making too many changes at once. You know what? This is a really good conversation, and filled with info that I'm sure would be useful to the other players who are suggesting various rebalancements and complaining about even the buffed golems. I understand their points -- and yours -- but the opposition of your points just breaks the golems. Opposition of mine is more likely to break the entire game. I'm still coming around to more that direction, but it's going to take a lot of testing and gradual shifts, and some outside-the-box thinking on all parts, to really get an ideal solution. Many of the proposed changes involve taking out the safeguards that keep the golems from being game-breaking. But, those same safeguards are what make it so darn hard to make golems worthwhile in the first place.
It's a really challenging thing to balance, and honestly I think it's beyond the power of any one designer to do; I've never seen it successfully done in another game, and many players seem to agree with me on that. But, I believe that it can be done, and with the accumulated brainpower of all the grognards in a community like this, I think that the crucial bits can be figured out. I think the recent changes were a step in the right direction. But, I also feel like more testing time needs to be given to these, just to see if players are able to come up with anything exploitative, and to also give people the time to come up with increasingly inventive solutions (as happens). And I'm still hoping that something that magically fixes it all will occur to me, as well, which happens from time to time.
In short, I'm not in a rush. I'm not happy with the balance of the golems at present, but I am happy that they aren't destroying the game. And I'm also not willing to take them out even if an ultimate good solution is never found, because -- hey, they exist, and they are fun in some situations, and I am still quite sure that if used in really creative / borderline-abusive ways, they are well worth the cost. The problem is, players have been playing really clean with these, for some reason, which is curious. Usually with a ship like parasites or something, they figure out all sorts of exploits. I guess the extreme cost of the golems is a deterrent to to much experimentation, but that also means that by the time we get them "in balance" in normal circumstances, then a rash of exploits will come along. I'm proceeding slowly in hopes of making it so that we can hit a true point of balance without having that series of exploits, which I fear will end the interest in the game for a number of innocent players (many of whom no doubt are not active on the forums) if it happens. Starships that can too easily take out a Mark III or even IV planet were one thing, but golems are a magnitude worse.
Anyway, that is my thinking. This was a really useful discussion, so I'm going to log this to the forums, too -- your notes and my response.
Chris