Author Topic: Thoughts on the salvage mechanic  (Read 7100 times)

Offline LintMan

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Thoughts on the salvage mechanic
« on: March 25, 2014, 12:21:22 am »
I played over the weekend, and overall I liked the new economy changes, including the salvage stuff, and the 7.013 patch looks great and addresses a lot of my concerns (ie: zombies and pillaged player planets giving AI resources) but I think it still needs some tweaking.

To me at least, the AI retaliation feels more punishing than it should be.  Taking a planet with what seemed to me to be relatively light losses invariably provoked retaliation strikes, and for a stretch it seemed that every wave that came at me was a retaliation wave.  (Again, while taking pretty much just relatively minor losses).  (This was in a 4 HW game with ultra-low caps.)

Some thoughts on why:

- I had a ton of enclave starships spewing out streams of drones.  Lots and lots of them - hundreds at a time in a big battle.   And their metal cost isn't that low.  Are all those drones giving salvage?

- Do "disposable" ships give salvage?  Stuff like:
  * Martyrs
  * Shield Bearers
  * Rams
  * Mini-Rams
  * Autobombs
  * Nanoswarms
  * Railpods
  * Scapegoats
If so, that makes me not want to use any of them.  And the spirecraft ones are pretty pricey!  Yikes!

- Do things like Lightning Torpedos, Spire Blades, Hive Wasps, etc give salvage?  Their price shows as relatively cheap, but we're talking hundreds of them per battle.

- Do scouts provide salvage?

- Does self-attrition death provide salvage?

I'm thinking none of these should provide salvage.

I'm also concerned that the salvage mechanic changes the game dynamic in some ways:

- small and cheap, swarmer-type ships suddenly seem even less useful  This is my biggest concern.  Tougher, less-likely-to-die ships won't hand nearly so much salvage to the AI to use against you.

- Neinzul ships largely seem like they're in that same boat.

- Late game, low mark units become less useful.  Late game, mark I and II units that were useful cannon fodder and extra firepower are now converted by the AI into its own mark 3-4-5 ships.  Is it worth even building them now?  For example, sending all 4 of my marks of raid starships against a target on a heavily defended planet, I was almost guaranteed to lose most or all of my mk 1 raid starships.  That's light losses at that stage of the game, but serious resources to be handing the AI.  And normally, I might send a bunch of "chaff" ships along with them to increase the raid starship's survivability, but that's not desirable now.

- Smaller concern: Late game, I sometimes need to send a fleet to "prune back" the threat that builds up on neighboring AI planets.  While this helps manage threat, it also majorly helps game performance once the ship counts start getting really high.  Now it feels like this is handing the AI bonus resources for doing something that is more a chore than a benefit.



Offline TechSY730

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Re: Thoughts on the salvage mechanic
« Reply #1 on: March 25, 2014, 04:45:34 am »
The amount of salvage produced is relative to the cost of the unit. So cheap stuff (especially generated from other ship stuff, like drones), due to their low costs won't generate much scrap. (If drones don't already have < their equivalent neinzul unit cost per unit, then that is probably an oversight and needs to be fixed).
IIRC, this is the justification that Keith gave for not making self-damaging and auto-generated ships immune to the scrap mechanic.

However, the sheer number of these ships you are expected to use (due to their disposable nature) may more than overcome their individual low scrap production. I don't know. That is one of those "metagame" questions that can't really be predicted ahead of time. ;)

Keith did mention that the ratio of base unit cost to scrap produced may need some tweaking, as well as the ratio of scrap consumed by AI to strength added to waves. If this feeling of "too punishing" is shared among players, that is probably a sign that they do indeed need tweaking. (What difficulty are you playing on, the second ratio, the AI specific one, is heavily tied to AI difficulty)


Having "cannon fodder" lower mark ships being a risky stratagy now may be a good thing, arguably. It may help finally to "de-blob" the game noticeably in a natural matter, something that the devs have been trying to do for years now. You now have a reason to use your lower mark ships in a "smarter" way now, rather than throwing them around with the rest of the group. I will admit though that the controls aren't exactly the greatest in terms of fleet management of this sort; the default key binding for ship mark selection filters are strange and behave strangely. So if this is an intended effect, streamling army/selection management may be a good goal to bump up in priority.


According to the release notes, scout units do NOT contribute to scrap.
Not sure about player-controlled minor factions. I am guessing that non-player controlled minor factions do not count based on the release notes, but player controlled minor factions the release notes are less clear on.

Offline Risa

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Re: Thoughts on the salvage mechanic
« Reply #2 on: March 25, 2014, 08:14:46 am »
In my playstyle (1 HW epic speed normal cap, using almost exclusively starships (including enclaves) and insta-kill immuning heavy fleet ships on offense, beachheading with core turrets and mini forts if possible, heavy micromanagements and frequent pausing), losing drones alone is not very likely to trigger retaliation waves. And those waves it does trigger isn't quite strong, I almost welcome them as extra income.

To reduce AI salvage on offense, you can try to destroy AI commander station first (preferable by snipers) and rush build your own command station with colony ship and a group of high mark engineers. Then you can use cannon fodders like before.

Or just stick fodders in defense.

Offline keith.lamothe

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Re: Thoughts on the salvage mechanic
« Reply #3 on: March 25, 2014, 10:04:33 am »
To me at least, the AI retaliation feels more punishing than it should be.  Taking a planet with what seemed to me to be relatively light losses invariably provoked retaliation strikes, and for a stretch it seemed that every wave that came at me was a retaliation wave.  (Again, while taking pretty much just relatively minor losses).  (This was in a 4 HW game with ultra-low caps.)
I think the key thing there is "4 HW game" as that makes for "normal" waves that are quite substantial.

Salvage-reprisal waves are just normal-sized waves with the salvage tacked on as extra strength.

I'd wanted to have the salvage-reprisal waves be just the salvaged stuff but that would be very underwhelming in one of two ways:

1) Either the timing is kept the same (launches 3 minutes after you start taking losses, as long as there's at least 100 strength worth of salvage to send), and a lot of those reprisal waves are going to be really, really, really stinking weak :)  Like "why did it even bother?" weak.

2) Or it saves up salvage until it has at least as much strength as the last wave.  But that could take several player attacks before enough is built up, and in order to help with the refleet syndrome this response has to happen pretty fast (otherwise you're waiting a long time for the thing that's supposed to help with waiting)

...

On the other hand, you only really get refleet syndrome if you just had a major wipe.  And if your major wipes don't amount to a single AI wave that might say something right there.

So perhaps I could change the salvage-reprisal thing to only use the salvage, and just save it up until it's at least as big as the last wave.

It might need to be tweaked to get a higher percent of salvage, etc, but it'd be worth trying.


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- I had a ton of enclave starships spewing out streams of drones.  Lots and lots of them - hundreds at a time in a big battle.   And their metal cost isn't that low.  Are all those drones giving salvage?
They count, but they should be really cheap.  But their cost wasn't really relevant before and while I did do a sweep through all the object types in the game to catch the egregiously-off metal costs (H/Ks were rather "cheap" before, etc) for units that might conceivably be salvaged, I may have simply missed these.

But just checking in-game, the drones had a substantially lower metal cost than normal younglings (40 vs 200, in that particular save's cap setting).  That doesn't sound too high.

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- Do "disposable" ships give salvage?  Stuff like:
  * Martyrs
  * Shield Bearers
  * Rams
  * Mini-Rams
  * Autobombs
  * Nanoswarms
  * Railpods
  * Scapegoats
Absolutely :)  For the "dock cannon" ones this is actually something of a counter-balance, which I've felt for a while they've needed.  But I still use dock-cannons shamelessly and while I do notice the reprisals they aren't anything like a true deterrent.  On 7.6, anyhow.

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If so, that makes me not want to use any of them.
I submit that this is not a rational nor a wise tactical decision :)  I can still clean mkIV planets with nothing but docks cranking tigers on the other side of the wormhole, and the reprisals get interesting but pose no threat to even modest static defenses.

On the spirecraft, we'll see if their costs cause problems, but I'm guessing not.


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- Do things like Lightning Torpedos, Spire Blades, Hive Wasps, etc give salvage?  Their price shows as relatively cheap, but we're talking hundreds of them per battle.
Yep, they give salvage.  Those related ship types are very, very useful.  The fact that the enemy (if fought in its territory) gets some kind of benefit from you throwing chunks of metal at it... quite intentional :)

But they're not going to amount to much compared to any significant normal-ship casualties.


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- Do scouts provide salvage?
Nope, specifically excluded to avoid scouting causing reprisals.


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- Does self-attrition death provide salvage?
Yep.


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- small and cheap, swarmer-type ships suddenly seem even less useful  This is my biggest concern.  Tougher, less-likely-to-die ships won't hand nearly so much salvage to the AI to use against you.
As I've said before, even throwing swarmers into the grinder as hard as I could (mkI, II, and III tigers vs a mkIV world with a Plasma Eye that was killing dozens of them per second on low caps) didn't cause a problem modest amounts of turrets couldn't solve.  Granted, that was below diff 8, but a serious defense could have handled far more.  And that was actually a 2-human-homeworld game (multiplayer), so we were getting the double waves and such.

And more importantly, those swarmer attacks were still incredibly useful.  I would very probably have taken far worse (and far more costly) casualties taking that planet via traditional means.


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- Late game, low mark units become less useful.  Late game, mark I and II units that were useful cannon fodder and extra firepower are now converted by the AI into its own mark 3-4-5 ships.  Is it worth even building them now?
If you lose a mkI unit on an AI planet, that doesn't give them the same amount of salvage as a mkIII or whatever.  It's all done by metal cost.

If the AI's tech level is up to three, sure, the reprisal waves will be mkIII.  But they're still getting the same amount of reprisal strength as they would have at mkI or mkII.  So if it's buying bombers for the wave it's getting way fewer from salvage at mkIII than if it was still at mkI.


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And normally, I might send a bunch of "chaff" ships along with them to increase the raid starship's survivability, but that's not desirable now.
I disagree, for two main reasons:

1) The reprisal salvage from just a few starships is not going to wreck you or even challenge your turrets.  In fact you'd probably get more metal out of it than you put in (due to it being base waves + salvage).
2) Even if it did, it's very likely that judicious use of chaff ships could significantly reduce the overall amount of metal you hand the AI in the exchange.


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- Smaller concern: Late game, I sometimes need to send a fleet to "prune back" the threat that builds up on neighboring AI planets.  While this helps manage threat, it also majorly helps game performance once the ship counts start getting really high.  Now it feels like this is handing the AI bonus resources for doing something that is more a chore than a benefit.
I doubt that the actual amount the AI would gain in that would be a problem to you.  The trade would still be very much in your favor come next major-attack (or whenever the scales would tip toward that threat actually trying to attack you).


Anyway, thank you for the feedback on the new mechanic.  Iteration is always necessary with such a thing.  But I do think much of your concern is founded on theoretical extrapolation combined with a somewhat skewed experiment (4HWs having much larger waves).

That said, it does seem that not having every salvage-reprisal wave be "a full set of normal waves, PLUS salvage" is probably best.  If that makes it too weak then that can be adjusted in another way.
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Offline Draco18s

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Re: Thoughts on the salvage mechanic
« Reply #4 on: March 25, 2014, 10:53:24 am »
Here's a thought, and it's perfectly acceptable for you to say "no" and not even test it, but...


AI gets full salvage cost,* sends a salvage wave when it gets to be large enough to be "about the same" as a standard wave, player gets salvage as already existing.

So essentially if you fleet-bomb, the AI sends those dead ships back at you, and you get 25% of your own losses as salvage (roughly speaking).

*Excepting certain units.  One-shots, especially spirecraft, and drones should probably be worth significantly less.  On the former because losing 15 spire rams would be really expensive and the player really didn't fleet-wipe in any meaningful way and that's just how those units operate: in order to attack they must die. The latter because drones cost the player nothing, so drones would essentially be free income for the player if used in the right way.

Offline keith.lamothe

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Re: Thoughts on the salvage mechanic
« Reply #5 on: March 25, 2014, 10:59:50 am »
AI gets full salvage cost,* sends a salvage wave when it gets to be large enough to be "about the same" as a standard wave, player gets salvage as already existing.
That's basically what I was saying I'm intending to do, though I wasn't going to alter what % of salvage the AI got this time around unless it seemed to really need it.  FYI it already gets full salvage on diff 10, scaling down to about 1/3rd on Diff 7 iirc.

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*Excepting certain units.  One-shots, especially spirecraft, and drones should probably be worth significantly less.  On the former because losing 15 spire rams would be really expensive and the player really didn't fleet-wipe in any meaningful way and that's just how those units operate: in order to attack they must die.
I'm still not thinking it's going to be all that big a deal if those do give salvage to the AI.  If it is, in experience, a big deal that they do so after it's changed to just salvage-strength (instead of base-wave-strength+salvage) then I'll be happy to revisit that.

There are a few exceptions in the game already.  Basically just the Ion Cannons, I think.  You'd have to fairly deliberately contort yourself into a situation where an AI could salvage one of your Ion Cannons, but if I didn't have the "scraps inefficiently" math apply to the salvage amount too, then losing a mkV ion cannon that way might be gg ;)

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The latter because drones cost the player nothing, so drones would essentially be free income for the player if used in the right way.
That would be a horrendously inefficient use of time (both game time and real time) by the player.  There are much easier ways to get more resources :)
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Offline Draco18s

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Re: Thoughts on the salvage mechanic
« Reply #6 on: March 25, 2014, 11:01:53 am »
There are a few exceptions in the game already.  Basically just the Ion Cannons, I think.  You'd have to fairly deliberately contort yourself into a situation where an AI could salvage one of your Ion Cannons, but if I didn't have the "scraps inefficiently" math apply to the salvage amount too, then losing a mkV ion cannon that way might be gg ;)

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The latter because drones cost the player nothing, so drones would essentially be free income for the player if used in the right way.
That would be a horrendously inefficient use of time (both game time and real time) by the player.  There are much easier ways to get more resources :)

Was just thoughts.
I do agree about Mk5 ion cannons though.  Those things cost freaking billions.

Offline TechSY730

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Re: Thoughts on the salvage mechanic
« Reply #7 on: March 25, 2014, 02:01:44 pm »
How about when the AI sends a salvage wave, the restriction that "must be at least a big as a normal wave" be removed for the scaling based on time since the last wave. This way, the AI gets no extra (in the long run) other than the salvage, but waves can still have some "teeth" even if the bare minimum of the scrap needed to trigger it has been met. There would need to be a cutoff since "last time wave has been sent by that AI" before a salvage wave can happen though, or else it would become too easy to manipulate really small salvage waves.

Offline LintMan

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Re: Thoughts on the salvage mechanic
« Reply #8 on: March 25, 2014, 05:32:15 pm »
I think the key thing there is "4 HW game" as that makes for "normal" waves that are quite substantial.

True, and I expect them to be quite substantial.

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Salvage-reprisal waves are just normal-sized waves with the salvage tacked on as extra strength.

The "punishing"-ness I was thinking about was that some of the waves seemed to be at times about 3-5x "normal" size.  Is that the level intended?  Again, with no fleet wipes or anything of that sort involved.  But admittedly, I wasn't very scientific about noting the wave sizes, so I could be very mistaken.


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But just checking in-game, the drones had a substantially lower metal cost than normal younglings (40 vs 200, in that particular save's cap setting).  That doesn't sound too high.

But there can be many hundreds active at once.  I don't know the churn rate for them dying and being replaced, but it seemed like it could be in the thousands, all told.

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If the AI's tech level is up to three, sure, the reprisal waves will be mkIII.  But they're still getting the same amount of reprisal strength as they would have at mkI or mkII.  So if it's buying bombers for the wave it's getting way fewer from salvage at mkIII than if it was still at mkI.

Yeah, I got that.  It just seemed to me that my caps of Mk 1 ships being turned into even 1/4 caps of AI Mk 3's was a losing deal.  Maybe not, though.

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That said, it does seem that not having every salvage-reprisal wave be "a full set of normal waves, PLUS salvage" is probably best.  If that makes it too weak then that can be adjusted in another way.

fair enough.

Overall, point taken on your responses.   I'll have to play more with the new patches and see how it feels.  Maybe I was just being wimpy about it.   :)

Offline keith.lamothe

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Re: Thoughts on the salvage mechanic
« Reply #9 on: March 25, 2014, 06:13:45 pm »
The "punishing"-ness I was thinking about was that some of the waves seemed to be at times about 3-5x "normal" size.  Is that the level intended?  Again, with no fleet wipes or anything of that sort involved.  But admittedly, I wasn't very scientific about noting the wave sizes, so I could be very mistaken.
That does sound quite higher than I would expect.  In the test I mentioned (where I was quite literally "feeding" the AI tigers as fast as it could kill them with a Plasma Eye) I saw maybe a 1.5x or 2x (of normal waves) response.

If you have Advanced Logging on you can get the wave logs from the RuntimeData directory.  It won't give much detail on where the salvage came from, but it will tell you how much of the wave's strength came from salvage and how much total strength it had.  Posting a log of one of those salvage waves (and one of a non-salvage wave from the same situaiton, for reference) would be helpful for investigation :)
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Offline Toranth

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Re: Thoughts on the salvage mechanic
« Reply #10 on: March 25, 2014, 06:22:51 pm »
Started a new game with Salvage to get a better feel for things, since my previous game was already in progress when the patch was released.

Had some brutal reprisals at the start of the game, when my Mk I-II triangle ships fleetwiped.  We're talking 1,000+ fighters in an incoming wave at 10 minutes into the game, AIP 10.  Much larger than I had expected, especially for that early in the game.  But even after killing that wave, I didn't actually get very much salvage.

So I decided to do a little digging to figure out why - only to discovered there are some built-in discount rates in the salvage process.

First off, as listed in the patch notes, is the difficulty.  At diff 7, the AI only gets 35% of your fleet to add to a wave.  At diff 9, the AI still only gets 70%.  100% only happens at diff 10.
Next is the Command Station discount.  Home gets the best (and only in my experiments) rate at 50%.  The others get 5-10% for the most part, with only higher mark Log stations getting significantly better.

So, in my experiment game, I was diff 9 and defending on my Home system.  Rate = 0.7 * 0.5 = 0.35, or 35% of the incoming wave's metal cost given to me.
But this wasn't as much credit towards rebuilding the original fleet as I had expected.  And when I took a look into the strength vs costs of units, it became obvoius why.  And it is because the bomber is one of the least efficient converters of metal to strength.

The Bomber Mk I is Strength 2, and costs 1600 metal.  That's a 1:800 Strength:Metal ratio.
The average Mk I fleetship is about a 1:350 Strength:Metal ratio.
The average of all fleetships is about a 1:400 ratio.

This means there's another hidden 50% or more discount.  In the case of an EyeBot, it can be as high as a 90% discount - for Neinzul, it can get to 98%.

So in my example, my Great Mk I + II Triangle Ship Fleet was 921,600 metal (6 Mk I Bomber caps of metal).  That translates to 6 * 96 * 2 * 0.7 (Diff 9) = 806 strength added to the next wave.
That strength was added to the base wave strength of 94, for a total of 900 strength.  It converted to Mk I Fighters, at 2 Strength each (plus a few Mk II Fighters a 4 each), base 428 Mk I + 12 Mk II.
This was then multiplied by the wave factors and resulted in a final wave size of 771 Mk I and 11 Mk II Fighters.
793 Fighter Mk I resource equivalents = 793 * 400 = 317,200 metal.  Of which, my Home Command Station (50% efficiency) could recover 158,600, or 17.2%.
A Mk I Military Command Station (4% efficiency) would have recovered 12,688 Metal, or 1.4%.





HOWEVER.  Yes, there's always a 'however'.

Counterbalancing this is the fact that the initial Strength from Salvage being added to the wave is added before the UsefulnessInAIWaveMultiplier and Mark-based multiplier are computed.  In one of my experiments, this turned 950 StrengthFromSalvage into 1700 Strength of actual ships - so you're likely to see more ships than you would expect from the size of the salvage you gave up.
In the example above, the Salvage strength was 90% of the wave's total strength.  That was AIP 10, sure, but even at AIP 300, it would have been 40% of the wave strength.

And, since the Bomber ratio is 1:800, that means the AI is getting the almost worst possible ratio to convert your salvage to additional ships.  As it stands, losing a Mk I basic starship (100,000 Metal) converts to 62.5 Mk Bombers worth of Strength = 125 points.  If the ratio was for Mk I Fighters, you'd see 500 Strength being added to the next wave.


Should there be changes?  I dunno.  Making it more efficient for the human to recover resources would be nice, but that'd require larger waves - and I already think they're too large for the early game.  Given your starting resources, a 1000 Fighter wave is enough to ruin anyone that hasn't gone heavily defensive.

Should the conversion ratio be dropped?  Perhaps, but then there's even less resources being returned to the player on a successful defense.

There might be the possibility of a time multiplier applied to AI salvage... for the first hour, it gets only 5% of what it would, then 25%, then more and more, etc, up to 100% of the expected salvage applied to reprisal.



PS:  Minor factions and salvage.  While not letting the AI get Reprisal bonuses for suicidal Dyson Gatlings or Resistance troopers, it is pretty annoying not to get anything for fighting off constant attacks by Mauraders and Perservation Wardens or Wandering Enclaves.

PPS:  H/K Mk I - 2,000,000 Metal.  Armored Golem: 20,000,000 Metal.  Dire Raider Guardian:  800,000 Metal, despite being as nasty or nastier than the others.

Offline keith.lamothe

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Re: Thoughts on the salvage mechanic
« Reply #11 on: March 25, 2014, 06:53:55 pm »
So, in my experiment game, I was diff 9 and defending on my Home system.  Rate = 0.7 * 0.5 = 0.35, or 35% of the incoming wave's metal cost given to me.
If by "incoming wave" you mean the fleet you threw at the AI, that would be in the right direction.  But if by "incoming wave" you mean the reprisal sent by the AI, then you'd be getting 50% of its metal cost, as the 0.7 multiplier happened earlier (when the AI was given salvage).

And I think the strength numbers of stuff are fairly well adjusted for things like enclave drones, from back when they were making the Dark Spire go nuts.

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But this wasn't as much credit towards rebuilding the original fleet as I had expected.  And when I took a look into the strength vs costs of units, it became obvoius why.  And it is because the bomber is one of the least efficient converters of metal to strength.

The Bomber Mk I is Strength 2, and costs 1600 metal.  That's a 1:800 Strength:Metal ratio.
The average Mk I fleetship is about a 1:350 Strength:Metal ratio.
The average of all fleetships is about a 1:400 ratio.
I'm happy to change it to either a different Strength:Metal ratio or just convert from "dying unit's strength" straight to "salvage strength" (after applying the diff-based multiplier) for the AI (for the human I imagine it would continue to go off actual metal cost, though I guess we're getting into issues there).

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Counterbalancing this is the fact that the initial Strength from Salvage being added to the wave is added before the UsefulnessInAIWaveMultiplier and Mark-based multiplier are computed.
I tried to move the mark-based multiplier to an earlier step during this latest rewrite of the wave code.  I may try again if only for this reason.

On the usefulness multiplier, bear in mind that only applies to a few ship types.  But of course the Fighter (1.2) and the Bomber (0.8 ) and the Missile Frigate (1.2) are among them.  Other than that, the only things to get it are younglings (1.5) and the Decoy Drone (rare, 0.25).


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Given your starting resources, a 1000 Fighter wave is enough to ruin anyone that hasn't gone heavily defensive.
1000 Fighters?  I'd figure a few MkI forcefields would hold them off for, oh, 10 years ;)

But 600+ Bombers, that'll wreck you if you're not prepared.


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There might be the possibility of a time multiplier applied to AI salvage... for the first hour, it gets only 5% of what it would, then 25%, then more and more, etc, up to 100% of the expected salvage applied to reprisal.
Sure, that's a possibility.  Probably also scaling a bit by difficulty, so that you only get about an hour of grace period on Diff 10, 2 hours on Diff 9, 3 on Diff 8, 4 on Diff 7.  Basically linearly scale from 5% up to 100% from second-0 to second-last.  Anyway, will think about it.


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PS:  Minor factions and salvage.  While not letting the AI get Reprisal bonuses for suicidal Dyson Gatlings or Resistance troopers, it is pretty annoying not to get anything for fighting off constant attacks by Mauraders and Perservation Wardens or Wandering Enclaves.
I can let the human player get salvage from minor faction stuff if that's seen as reasonable.  But yea, if the AI got it that would go places real bad real fast.


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PPS:  H/K Mk I - 2,000,000 Metal.  Armored Golem: 20,000,000 Metal.  Dire Raider Guardian:  800,000 Metal, despite being as nasty or nastier than the others.
Suggestions on metal costs are quite welcome, as a lot of these units are quite new to those costs meaning anything at all.  I tried to deal with the things that looked obviously off (like the H/K costing 100k, or the Ion V costing somewhere north of MAX_INT... ok not quite that bad)
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Offline keith.lamothe

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Re: Thoughts on the salvage mechanic
« Reply #12 on: March 25, 2014, 06:58:56 pm »
Btw, on the issue of how much salvage the human gets, do bear in mind you're getting that salvage from _all_ waves (that you defeat on your planets, anyhow) and whatever else you kill inside your territory.

Of course, the salvage you get specifically from the reprisal is the main help you get towards the refleet, but anything that's hit since you started the expedition would presumably also help.  Unless you've been stuck at the resource-cap, of course, which is hopefully more avoidable now.
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Offline TechSY730

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Re: Thoughts on the salvage mechanic
« Reply #13 on: March 25, 2014, 07:49:08 pm »
About the minor faction stuff.

I think that if the AI does not get scrap for non-human direct controlled minor faction stuff, neither should the human get scrap for non-AI direct controlled minor faction stuff.
Similar thing for direct human/ai controlled minor faction stuff.

Offline Toranth

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Re: Thoughts on the salvage mechanic
« Reply #14 on: March 25, 2014, 08:37:51 pm »
Btw, on the issue of how much salvage the human gets, do bear in mind you're getting that salvage from _all_ waves (that you defeat on your planets, anyhow) and whatever else you kill inside your territory.

Of course, the salvage you get specifically from the reprisal is the main help you get towards the refleet, but anything that's hit since you started the expedition would presumably also help.  Unless you've been stuck at the resource-cap, of course, which is hopefully more avoidable now.
Oh yes, salvage is probably a net human advantage unless the human does something really foolish.  As I posted in the 7.011 release thread, during the end stages of the Fallen Spire campaign, when the Golem-filled exos were coming fast and furious, I was raking in over 200,000 Metal per second.  And none of that was reprisal based.

Half the reason for my previous post was to work out what was happening, and how it was different from what I thought was happening.  I was expecting more income from a reprisal wave and when it didn't come, I just wanted to know why.  And then I posted, to talk about and make sure I understood.
Aside from the potential very large size of the early game reprisal waves, I haven't identified anything I actual have a problem with right now.  Sorry if I sounded like I was complaining.


So, in my experiment game, I was diff 9 and defending on my Home system.  Rate = 0.7 * 0.5 = 0.35, or 35% of the incoming wave's metal cost given to me.
If by "incoming wave" you mean the fleet you threw at the AI, that would be in the right direction.  But if by "incoming wave" you mean the reprisal sent by the AI, then you'd be getting 50% of its metal cost, as the 0.7 multiplier happened earlier (when the AI was given salvage).
You are correct, I meant "the reprisal part of the incoming wave", aka the remains of the remains of your fleet.


The Bomber Mk I is Strength 2, and costs 1600 metal.  That's a 1:800 Strength:Metal ratio.
The average Mk I fleetship is about a 1:350 Strength:Metal ratio.
The average of all fleetships is about a 1:400 ratio.
I'm happy to change it to either a different Strength:Metal ratio or just convert from "dying unit's strength" straight to "salvage strength" (after applying the diff-based multiplier) for the AI (for the human I imagine it would continue to go off actual metal cost, though I guess we're getting into issues there).
Changing the conversion ratio means "More Metal-More AI Ships" or "Less Metal-Fewer AI Ships".  Right now, using the Bomber as a basis, you get the 2nd worst (meaning fewest AI ships) of all fleetship conversions.  Only the TDL gets a worse ratio.  But that also means the AI gets the 2nd fewest possible ships out of a reprisal.  Since my only real concern so far is the added strength of the reprisal waves, I'm not yet in favor of upping that even for a mometary reward.  (Also, it looks like changing this ratio is the same as changing the Difficulty-based x% modifier.)

On the other hand, changing to a straight strength-to-strength conversion has the reverse problem, potentially.  Flooding Neinzul into an AI system could convert them to much higher Metal valued ships of equal Strength, resulting in a Metal upgrade.  While there are usually easier ways to get resources, if you were building a Superfortress and discovered that spending 200 metal/sec sending Neinzul at the AI resulted in a return of 8,000/sec or more?  Run it for an hour or two, and rake in the cash.  It might make building Ion Cannons practical, if your defenses were strong enough.

Part of the problem I see at the moment is that Metal costs are balanced with an eye to the Human player's economic cost to create the units.  If metal is going to be used even in part in determining the AI's strength, it might need a rebalance review of the costs of all the units.  The previous post's comment about H/Ks vs Golems vs Dires reflects that.  (I think all those should be in the 20,000,000 or more range, BTW).


About the minor faction stuff.

I think that if the AI does not get scrap for non-human direct controlled minor faction stuff, neither should the human get scrap for non-AI direct controlled minor faction stuff.
Similar thing for direct human/ai controlled minor faction stuff.
I think I'd prefer it that everything gives salvage, unless it breaks the game.  Dyson Gatlings are amazingly suicidal and uncontrollable, so shouldn't give the AI salvage.  Zombies are the same.  But Roaming Enclaves tend to help their side and protect themselves - letting those give salvage to either enemy shouldn't break things.  Marauders and Resistance probably shouldn't, Zenith Miners shouldn't, Dark Spire shouldn't, Minor Faction Nebula Units shouldn't.
Hmm.  Sounds like I almost agree with you.  Probably simpler to say that no minor faction does, rather than saying that just Roaming Enclaves and Preservation Wardens do but nothing else does.

I'd also suggest that Warheads and normal suicide units (Autobomb, Nanoswarm, Spire Ram, MiniRam) don't give Salvage to anyone, either.