Author Topic: Why an artificial combat triangle?  (Read 6958 times)

Offline x4000

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Re: Why an artificial combat triangle?
« Reply #15 on: November 06, 2009, 09:34:07 am »
I'll still argue that one thing that would cut down on the complaints about the arbintaryness would be to have the good/poor against lists be dynamically generated rather than static, and be a bit more complete, so its easier to find useful info out of it(also there are still unit classe that don't have useful info).  Ie, laser mkIII turrets have no info, and laser mkII's only list three units that they beat, and none that they lose to.

Actually, the good/poor lists are dynamically generated in game, insofar as they only include ships that are actually present in the current game.  Not sure if you are meaning something beyond that.  For the turrets specifically, but also other specialized military ships (not the basic ship classes, so things like special forces guard posts, etc), the strong/weak data is definitely less useful for them because there has traditionally not been a tiering system for them that would line up appropriately.  Now there are tiers for turrets, of course, so their strong/weak data is much more useful than it once was.  In the past, when there was simply "lightning turret," having strong/weak for that against (say) teleport raiders was meaningless, because the mark I and mark IV or tele-raiders would do really differently.  Of course, now we have mark I-III of all the main turrets, and so the strong/weak data is (as of 2.0) now actually useful with them regarding the military ship classes.  That said, there may be some gaps in there, I was fighting with that a bit when I introduced them to the simulation for strong/weak, and I'm not sure if that was wholly resolved.  I'll take a look at it.
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Offline x4000

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Re: Why an artificial combat triangle?
« Reply #16 on: November 06, 2009, 09:47:31 am »
An example are fighters and cruisers. In my experience fighters die off much quicker than cruisers, but this is not reflected in the unit stats. (i thin mk1 fighters even have more health than their counterparts)

This is a great example of why a very big change to the ship bonuses would have little effect on transparency.  Most ships do not have bonuses against fighters, for instance, and a few even have penalties to make them more survivable.  Fighters die quickly of natural causes in almost all cases -- i.e., they have a very short range and low shields, and so must get very close to their targets to attack them.  Their targets thus are often able to get off several shots against the fighters before the fighters fire the first shot, and additionally fighters tend to get caught in area-of-effect blasts much more frequently than cruisers.  The longevity of cruisers also largely comes about through natural causes, because generally they are firing from further away and so are not being hit at all.

These are the sorts of natural relationships that the combat bonuses augment, and in a few cases create (interactions of armor and anti-armor, etc).  This is a great example of why moving to a non-bonuses-using system would be less different than people imagine, amongst the host of other counter-arguments I have made over the months.

Dreadnaughts are described as good against forcefields, but a raid starship takes a forcefield down much quicker and wipes out the rest of the defenses in the process. (also Dreadnaught: attack:~1000/s; raid starship ~28000/s)

The dreadnoughts tooltip is an error fixed in the 2.001 prereleases.  It's a holdover from some balance design that got changed before dreadnoughts were fully released, and the tooltip had not been updated appropriately.  My apologies for the confusion there!

You can learn what work well and where, but you cannot find it out before trying...

I would argue that is unavoidable, and even moreso the more "natural" systems you have in place.  As in, if you were to really study the characteristics of the fighter (low shields, low range, etc), I think it would be apparent why they die more frequently on average.  Similarly, the danger of a lightning turret to ships with less health than the lightning turret's attack power should be similarly clear if someone were to study the stats of them (that's another great example of a ship type that has almost NO bonsues -- it has a x5 bonus against armor ships, and then a few penalties, but that's it).  So often the examples that people are most citing are the examples that have the least (or no) "arbitrary bonuses" in place.

Edit:
Or the Spire versis Zinth Starship (not tried any of them yet) Both have same amount of shields speed and range but the spire is more expensive (both in terms of knowledge and resources) takes longer to build, has less health and does less damage:
19800/shot*6 shots/2.7s~43500/s for the spire starhip and
9800/shot*14shots/2.3s~60000/s for the zinth starship

Just looking at these values and neglecting the fact that unlocking the spire lets you field 2 more powerful starships the spire look inferior to the zinth starship on paper at least. I might yet learn the advantages of one starhip vs. the other but it won't be clear (not a bit) before i try.

Here again, there are no ship bonuses at play.  The two have some penalties against turrets, heavy defenses, forcefields, and warheads, but that's literally it, and the bonuses are identical between the two.  Again, having a non-RPS system in place is again irrelevant here, since they already don't employ that sort of thing (no bonuses).

That said, you did bring up a great point, which is that at present the Spire was inferior to the Zenith.  This was the result of some re-balancing a while back, wherein the range of the spires was reduced below useful levels.  Initially, spire starships had the longest range of any starship, and were something of a super-cruiser.  Thanks for bringing this up, and I have made the following change for the next prerelease:

-The range of spire starships has been increased from 3000 to 7000.  The speed of the spire starships has also been increased from 18 to 24.
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Offline Ktoff

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Re: Why an artificial combat triangle?
« Reply #17 on: November 06, 2009, 10:03:45 am »
That said, you did bring up a great point, which is that at present the Spire was inferior to the Zenith.  This was the result of some re-balancing a while back, wherein the range of the spires was reduced below useful levels.  Initially, spire starships had the longest range of any starship, and were something of a super-cruiser.  Thanks for bringing this up, and I have made the following change for the next prerelease:

-The range of spire starships has been increased from 3000 to 7000.  The speed of the spire starships has also been increased from 18 to 24.

MWAHAHAHA - I suddenly feel a surge of power as i change the world by sheer willpower :)

Enough of the crazy, yeah, probably i am just underestimating the effect of the range and as the fighters are so damn cheap i do not expect them to survive long in contrast to the cruisers which are quite expensive...

I rather like finding something that works, so for me it is OK and as you correct tooltips and adjust strength of units there is less and less to bicker about.

Keep on the good work, i really enjoy your magnificent game (as i can't stress often enough)
Cheers,
K'Toff

Offline x4000

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Re: Why an artificial combat triangle?
« Reply #18 on: November 06, 2009, 10:20:15 am »
C) Let's also acknowledge that there are some things you can ONLY learn from experience (i.e. T-Raiders die a bloody horrible death to turrets and can't damage turrets worth a flip, T-Stations take out turrets like a knife through butter but get absolutely shredded by special ops stations, etc)

Assuming that you don't want to study the stats (and who does), of course you'll only learn through experience in the main.  In general, anything that goes in the special ops station range will die a horrible death, though.  This applies to all of the ships, and is why cruisers and other long-range ships are best against them.  No bonuses needed here, the special forces guard posts simply have a really really high attack power and a lot of simultaneous shots.  Special Forces command posts have a 90% penalty against tanks, but no other bonuses.  Another case of "RPS" complaints against something that really doesn't have any bonuses.

For the teleport raiders against turrets, I'll grant you that.  That's a case of a very severe penalty, which I almost never put in the game, but which is needed in this specific case because otherwise the teleport raiders were overpowered.  Adjusting the teleport raiders down in general makes them useless, though.  So this is a great example of a case where the bonuses/penalties are used to create an interesting and mostly balanced system, while not leading to completely overpowered units.  The teleport raiders could not easily exist as a useful unit without that sort of thing.  However, their extreme terribleness against turrets deserves a mention in their hover text, for sure.  The next prerelease will have this as their description:  "Fast raiders able to traverse space in an instant.  Terrible against turrets."

D) Can we also acknowledge that the (already somewhat complex, somewhat opaque) system is getting MORE complex with the expansion

I see where your head is at, and in a macro sense that is true when you consider the game as a whole (if you are trying to memorize all of the interrelationships).  However if you take this a campaign at a time, the number of ship classes in play at once has not been increased one iota in the expansion.  So in a single campaign, you'll have literally the exact same cross-unit complexity within that game.  What you do get, however, is more variance between individual campaigns, which I see as a very good thing.  Something that both increases the life of the game in general (for me at least), and which provides a fresher experience in each campaign.

E) Chris has said multiple times that nuanced unit balance isn't important because of the assymetric nature of the system. He's acknowledged that there units that are appreciably weaker then others and that that is part of the skill testing of the game.

This is true, but only to a point.  I explicitly adjust the balance so that nothing is ever completely useless of completely overpowered.  However, having an exact-even balance is very much not my goal, as you say.  Essentially I'm trying to get all of the ships within roughly one standard deviation of one another, and that's it.  I have a StrongWeak.xml export that I use to make sure that all ships have a generally reasonable number of other classes that they are strong/weak against.

F) I also fail to see how a changed system would "break" the game. It would certainly change the relationship of the units but that doesn't have to mean "breaking". And if it's a system that lets me properly guess that I should teleport my 50 strong strike force of Teleport Stations (that have been decimating dense, mixed turret nodes) near a lonely special ops base because that lonely special ops base will CRUSH them (making me cry a little on the inside) then all the better.

You should already be able to guess the above, based on the stats.  For lightning turrets, which were complained about above, the same is true.  The system that is being proposed would have zero effect on these cases.  The system that is proposed would, however, break (for example) teleport raiders as noted above.  It would also make balance between many of the more esoteric ship classes a lot more generic in general, and that's what the "breaking" is about.

Something I have not mentioned before, but perhaps should have: I've actually been down that other road before.  I started out the game with no bonuses whatsoever, since my most recent prior game had been SupCom and I very much liked the idea of their "no RPS" system.  So alpha versions were entirely based around just shield/range interactions, attack power and health interactions, speed differences, reload differences, etc.  I doubt you would see such a robust shield subsystem if I hadn't started with that premise, as an aside.

However, what I ran into was that the variety topped out at aroudn 10-12 ships, where they all started feeling the same after a certain point.  Laser gatlings were either woefully underpowered or completely overpowered based on their nature, and no amount of attack power adjustments could get those perfect -- they ended up being very overpowered in the main.  Parasites also were very hard to get perfectly balanced, and other ships such as armor/anti-armor did not yet exist because the facility for their sorts of interactions were not yet present (the bonuses are imperative for their existence).  Tanks existed, but tended to have balance issues against the other classes as well.

Believe me, I spent a lot of time looking at these issues, as the first 3ish months of alpha were spent in this state.  Every week there was new balance, and every week there was a new exploit along with a new useless ship.  So eventually I adopted a bonus system to solve the problem, despite my original desire not to do so, and from that point on the game blossomed and became a whole lot more interesting in its ship classes in general.

And yes, I know that some people are in favor of an armor-type system, which Revenantus has already done a great job of explaining the complexities of above.  I've also explained in other threads why I feel like that sort of system creates either too much genericisms, or an ultimate return to the same sort of balance you have now, in the end.

G) The tooltips only help so much. They have limited space showing and often don't indicate the thing that I want to know about. What's better for taking out turrets? Cruisers, Fighters, Bombers or Laser Gatlings? I guess I'll just have to experiment? What turret should I build for a wave of incoming Fighters? It's not MLRS which is what you would have intuitively thought. Turns out it's lasers (I think... hard to remember now).

Turrets are a special case, and their tooltips could stand to be a bit more effective.  This is a very specific sub-issue that I've wrestled with for some time, and it's completely irrelevant to an RPS relationship between the main mobile military units.  I've addressed this more above, and this is something I'm definitely inclined to look at more, but I see it as a completely separate topic from RPS or armor classes or whatever.

Additionally, the fact of the turrets not being all that specialized is another sub-topic that I have previously stated I have some interest in exploring more.  The 2.0 version makes them a little more specialized, but not hugely so.  This is something I'm evaluating, and again I find it to be a separate argument.

I'm not suggesting a change but I think an out of hand rejection (which is more and more what this appears to be) is, perhaps, detrimental.

It's not out of hand rejection.  It's a question that I've resolved to my own satisfaction, having explored it extremely thoroughly 9+ months ago.  It's also something that I have explained my position on time and time again, and which the arguments being raised have taken on a very repetitious tone.  The third time I see the same argument, I tend to reject it "out of hand" as I have already been down that road.  I'll refer people to my past arguments (which, admittedly were scattered through a great many posts until now), but unless there is a new counter-argument that someone wants to make (not a rephrasement of the past counter-arguments, which is mostly what I get), there's really nothing much more for me to do except rephrase my own arguments.  That's not a particularly useful way for me to spend my time.

What it boils down to is that a minority of players have their agenda, they aren't willing to listen to my arguments, and they want to rephrase their own arguments until I yield.  I'm generally happy to discuss game mechanics, but repetition is not conductive to me actually being able to get new development done.  And when people try to bludgeon me with the same argument over and over, it gets on my nerves, as I think it would anyone.  So I think some of my irritation at that, which I do try to keep in check, comes across as a brushoff.

Lastly, and this is probably a question for Rev (since I believe he built the charts), the simulations assume that the units head towards each other from some distance, yes? Are the numbers significantly different if I warp to a wormhole on top of someone (or have a force waiting for them on a wormhole they're coming through)?

I actually build the charts and the simulation that feeds them, but Rev web-ised them (but I can see why that would be confusing).  The simulations basically put all of the ships very close together, so that range differences are not accounted for.  I figured it was better to error on the side of the "worst case" for situations such as coming through wormholes or when you group-move a batch of ships into the middle of a bunch of enemies, etc.  For ships, when you use good tactics to keep them at range, etc, that will make them more effective.  So ships with longer ranges can often be more powerful than their stats would indicate for that reason, given good tactical management (and assuming that small, fast enemy craft don't close range and mitigate that benefit).  That's part of why fighters cut through cruisers so fast when they do manage to close range, is that it is a counter to that sort of relationship.
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Offline Ktoff

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Re: Why an artificial combat triangle?
« Reply #19 on: November 06, 2009, 10:26:44 am »
 In general, anything that goes in the special ops station range will die a horrible death, though.  
Oh Boy, did i learn that the hard way :D

Pro Tip:
If you want to kill a special ops station it is a very bad idea to move you whole fleet on top of it even if your fleet is very large

Offline x4000

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Re: Why an artificial combat triangle?
« Reply #20 on: November 06, 2009, 10:27:07 am »
That said, you did bring up a great point, which is that at present the Spire was inferior to the Zenith.  This was the result of some re-balancing a while back, wherein the range of the spires was reduced below useful levels.  Initially, spire starships had the longest range of any starship, and were something of a super-cruiser.  Thanks for bringing this up, and I have made the following change for the next prerelease:

-The range of spire starships has been increased from 3000 to 7000.  The speed of the spire starships has also been increased from 18 to 24.

MWAHAHAHA - I suddenly feel a surge of power as i change the world by sheer willpower :)

As I've noted in the past, I'm very open to feedback, and players often catch things that I've missed.  There are just a few over-treaded topics where people think they are stumbling upon something that I've missed, but rather they are missing much of the data in their analyss of it (or just not thinking through all of the nth-order effects).  My frustration (not with you here), comes around from when there is a complex system that people look at only a tiny part of and fervently advocate changes for, ignoring my arguments when I point out the larger system effects.  But that's not to say I don't want feedback, and I thank you for raising that spire issue in particular!

I rather like finding something that works, so for me it is OK and as you correct tooltips and adjust strength of units there is less and less to bicker about.

Yep, balance is ongoing, that's for sure.  I think the balance is about 80% or 90% good at the moment, which is pretty great considering how much complexity is at work here.  The expansion is less well balance so far, but that will come with time on development/testing for it.  Really, I think almost no game will ever be more than 95% to 97% or something balanced, even the "most balanced game of all," Starcraft, still does receive some balance tweaks from time to time.

At this stage, expansion aside, I think that most of the balance in AI War is good enough that it behooves me not to "flail," and to instead accumulate data and make changes only based on that accumulated data.  Tricky exploits that people find, or gross misbalancements like the one you found with the spire, are of course the exceptions and need to be addressed even with less total data about them.  Anyway, that's basically my process!

Keep on the good work, i really enjoy your magnificent game (as i can't stress often enough)

Thanks!  Glad you're enjoying it so much. :)
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Offline Ktoff

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Re: Why an artificial combat triangle?
« Reply #21 on: November 06, 2009, 10:50:29 am »
You are very open to feedback, but i am still not used so much to the idea that a developer of a game reacts to <I>my</I> input, which are two different things (at least it is from the perspective of a gamer :) ). But i love it!

Are any boni of the units written somewhere? (like now 'immune to sniper' or similar) and if not, would it clutter the interface to much to add this (i.e. electric tower '5x vs armor' or something to that effect)?

Cheers,
K'Toff

Offline x4000

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Re: Why an artificial combat triangle?
« Reply #22 on: November 06, 2009, 10:57:51 am »
You are very open to feedback, but i am still not used so much to the idea that a developer of a game reacts to <I>my</I> input, which are two different things (at least it is from the perspective of a gamer :) ). But i love it!

I can understand that. :)

Are any boni of the units written somewhere? (like now 'immune to sniper' or similar) and if not, would it clutter the interface to much to add this (i.e. electric tower '5x vs armor' or something to that effect)?

This is available in excel xml exports, which people have posted a few times in the past here.  You can export it from the game yourself at any time by starting a new game, hitting F3, and then hitting Ctrl+Shift+F8.  That will then export the files to a Data folder under the game directory.  That includes all of the bonuses, where there are any, as well as the strong/weak rollups for units, and all of the various other stats for all of the units.  This stuff is what I use when fine-tuning the balance of new units myself, and it's freely available to anyone -- feel free to dissect it, post it on the forums, whatever.

Displaying that sort of information in the game itself would be counter-productive, I think.  Before I came upon the current strong/weak interface method, that is actually what I used to do, and it was making alpha testers do a lot of mental math before making any decisions.  In general, the strong/weak data gives a much more useful view of it and would otherwise be somewhat duplicative, so that's what I show in game.  There's only so much screen real estate...
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Offline Ktoff

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Re: Why an artificial combat triangle?
« Reply #23 on: November 06, 2009, 11:00:16 am »
Thanks for the Info.

Yeah, i am not so sure about the actual usefulness of such data, but i enjoy looking over the data even if in the end i go for trial and error approach out of lazyness. But that way i have a feeling i know why...

Cheers,
K'Toff

Offline x4000

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Re: Why an artificial combat triangle?
« Reply #24 on: November 06, 2009, 11:03:00 am »
Also, as a clarification -- when you do the export, to see the bonuses you want to look int he ShipDataFull.xml file, column U, which is the Bonuses column.  If there isn't data for a row, then that ship type doesn't have any bonuses/penalties, and that's true for a lot of rows.
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Offline laxrulz777

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Re: Why an artificial combat triangle?
« Reply #25 on: November 06, 2009, 11:22:16 am »
Assuming that you don't want to study the stats (and who does), of course you'll only learn through experience in the main.  In general, anything that goes in the special ops station range will die a horrible death, though.  This applies to all of the ships, and is why cruisers and other long-range ships are best against them. No bonuses needed here, the special forces guard posts simply have a really really high attack power and a lot of simultaneous shots.  Special Forces command posts have a 90% penalty against tanks, but no other bonuses.  Another case of "RPS" complaints against something that really doesn't have any bonuses.

For the teleport raiders against turrets, I'll grant you that.  That's a case of a very severe penalty, which I almost never put in the game, but which is needed in this specific case because otherwise the teleport raiders were overpowered.  Adjusting the teleport raiders down in general makes them useless, though.  So this is a great example of a case where the bonuses/penalties are used to create an interesting and mostly balanced system, while not leading to completely overpowered units.  The teleport raiders could not easily exist as a useful unit without that sort of thing.  However, their extreme terribleness against turrets deserves a mention in their hover text, for sure.  The next prerelease will have this as their description:  "Fast raiders able to traverse space in an instant.  Terrible against turrets."

These aren't separate issues though. If there's lots of little secret bonuses then it makes you unclear about how the mechanics work when there AREN'T bonuses. In my case, I was mentally thinking of the teleport stations as beefier versions of the raiders. When the stations worked well against the turrets, I thought they'd also work proportionally better against the spec stations. I found out I was wrong. There was no hint that T-Raiders had a penalty against turrets, they functioned similarly poorly against special forces, so I thought that was the norm. Then I find that T-Stations were great against turrets and even worse then T-Raiders against spec forces. So I assume it was a penalty on T-Stations. Granted, I could have done the math but I was busy getting clobbered at the time.

Conversely, Etherjets work really, well against spec forces stations despite doing less damage and the reason is a very crucial extra 500 on their range (a somewhat small and easily overlooked difference).

D) Can we also acknowledge that the (already somewhat complex, somewhat opaque) system is getting MORE complex with the expansion

I see where your head is at, and in a macro sense that is true when you consider the game as a whole (if you are trying to memorize all of the interrelationships).  However if you take this a campaign at a time, the number of ship classes in play at once has not been increased one iota in the expansion.  So in a single campaign, you'll have literally the exact same cross-unit complexity within that game.  What you do get, however, is more variance between individual campaigns, which I see as a very good thing.  Something that both increases the life of the game in general (for me at least), and which provides a fresher experience in each campaign.

It kind of forces me to relearn the game each time I play (Not necessarily a bad thing). And I find myself flailing about at first trying to relearn a system that has a lot of nuances without a solid framework to fall back on.

The tooltips don't handle everything either. They're lacking against starships and turrets (starships indicate they're strong vs fighters but the fighter tooltip says they're good against starships... How many Fighter I's Does it take to take down a Starship? I don't know but the tooltip makes me think that the number is far north of 35... Perhaps Starships deserve their own, separate, strong/weak methodology and display?). They don't take into account things like range (as you point out below). So I've still got to remember that Cruisers say they're bad against Cutlasses but actually have nothing to worry about from Cutlasses unless they're sitting on top of them. And I've got to remember the corner cases when they come up (Things like the aforementioned T-Raiders vs. Turrets = Bad). This is probably more an argument for reviewing the tooltips then anything.

F) I also fail to see how a changed system would "break" the game. It would certainly change the relationship of the units but that doesn't have to mean "breaking". And if it's a system that lets me properly guess that I shouldn't teleport my 50 strong strike force of Teleport Stations (that have been decimating dense, mixed turret nodes) near a lonely special ops base because that lonely special ops base will CRUSH them (making me cry a little on the inside) then all the better.

You should already be able to guess the above, based on the stats.  For lightning turrets, which were complained about above, the same is true.  The system that is being proposed would have zero effect on these cases.  The system that is proposed would, however, break (for example) teleport raiders as noted above.  It would also make balance between many of the more esoteric ship classes a lot more generic in general, and that's what the "breaking" is about.

I'm not suggesting the removal of bonuses and penalties. Far from it. I like a system that very nearly recreates what you've already done. However, the bonuses and penalties (again, this is my suggestion) should be named and codified and based on tags for the units. So turrets have the "Turret Tag" and Teleport Raiders have the "Bad Against Turrets" property that reduces their damage against turrets by 50%. Any other unit that you want to attach the "Bad Against Turrets" property to gets the same tag. Then you just make the tooltip show all the tags. In this way, you could avoid things like the above mentioned secret (but soon not to be;) teleport raider stealth defect. This does two things for you as well.
1) It makes adding 80 new ships a heck of a lot easier (any new ship with "missiles" is going to either have to have a penalty vs. eye bots or eye bots gets a bonus against it... ditto Bulletproof, Deflector Drone, etc.). I imagine some of this has already been done (ala "immunity from tractors")
2) I've got no problem with one off adjustments. Laser Gatlings too strong and you want them to be weaker vs. Cruisers? Give them the "Prone to Missiles" property. This may inspire you to add new ships that flesh out some of these one off properties.

Side Note: Etherjets can't damage Eye Bots (per the chart)? Do Etherjets fire missiles? The graphic doesn't really look like a missile.

It's not out of hand rejection.  
I apologize, I wasn't trying to imply that it was being rejected out of hand. I was trying to point out the potential appearance of that to new players who are unwilling to search the forums. Given the growth trajectory of the game so far, appearance is going to be as important (or even more important) then substance on some of these issues.

What it boils down to is that a minority of players have their agenda, they aren't willing to listen to my arguments, and they want to rephrase their own arguments until I yield.  
I think if they got into the mechanics of it what they'd REALLY have a problem with (the thing I find the most-counterintuitive) is that shields diminish range rather than damage. That was my singular point of confusion with T-Stations and Spec Forces and I need to pay more attention to it. It does result in some weird things as you increase Mk levels on ships. Bulletproofs scale up range and damage whereas Autocannons range remains the same (except for MkIII which is surely a typo?).

I like games with different mechanics so it doesn't bother me but it is a pretty critical knowledge hurdle to make for the system to be "grokkable".
« Last Edit: November 06, 2009, 11:24:08 am by laxrulz777 »

Offline x4000

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Re: Why an artificial combat triangle?
« Reply #26 on: November 06, 2009, 12:41:36 pm »
I really need to stop and actually get some work done, so I'm just going to respond to a few of the points here, but I'm sure that the discussion may continue without me for a while.  I've now spent approximately 3-4 hours responding to these various threads this week alone, which means a 10% loss of coding time to just this one conversation.  This is the reason I tend not to want to reiterate my past arguments in general, is that getting mired in the weeds for too long is damaging to development of the game itself.

It kind of forces me to relearn the game each time I play (Not necessarily a bad thing). And I find myself flailing about at first trying to relearn a system that has a lot of nuances without a solid framework to fall back on.

The flailing is not intended, but having to "relearn" it every single game very much is.  A primary complaint for me with most RTS games is that basically I can learn a build pattern and what works best, and then apply that to all future games.  Then it's just a matter of optimizing that pattern I've come up with, and getting as fast as possible, and using that to win.  That's fun for a while, but it gets old and then the game is pretty much dead to me past a certain point.

So with AI War, having the ship mix be so radically different in each campaign makes it almost like a fresh game each time, where you have to both anticipate what might work well, test your hypotheses, and then observe the results and react accordingly.  I think this is very similar to how a real commander might have to observe the various effects of a given platoon or a given enemy, looking for the "hidden bonsues" of those various groups (especially veteran or motivated soldiers, lack of supplies or factors that make them more poor than average, or other issues). 

In other words, in real life a commander has a certain amount of general knowledge about what to do in advance, but then has to make the vast majority of his decisions on the fly, in the field.  The more experienced the commander, the better they are at doing that, but they still have to think on their feet.  Otherwise, mathematicians would run the strategies of wars, and just phone in pre-built strategies from home.  Of course that sounds ludicrous, but that is essentially the sort of situation you start getting into too much meta-gaming with many strategy games.

With AI War, you aren't supposed to have a full understanding of everything that is going on.  You aren't supposed to able to anticipate every single interaction and what its result will be.  That's Chess.  And while Chess was certainly an inspiration for me in certain ways, I was really more intent on creating something that simulates the effects of a battlefield and how a commander would really have to manage that, rather than focusing on having a simple, memorable meta-game.

At lot of the calls for simplicity in this or that way are at odds with this, though I try not to make things too opaque.  Of course, loosing a troop of 300 guys to a lightning turret or a special forces guard post is not too damaging in the overall game sense, and there really aren't that many traps of that sort to fall into.  The tooltips, in general, do a pretty reasonable job of explaining those things, but there are a few rough patches that still need to be worked out.  I don't plan on doing a massively new system of tooltips for starships or turrets mainly because I can't think of a better way to handle that based on the data that is currently there, but I will probably explore that more at some point.

They don't take into account things like range (as you point out below). So I've still got to remember that Cruisers say they're bad against Cutlasses but actually have nothing to worry about from Cutlasses unless they're sitting on top of them. And I've got to remember the corner cases when they come up (Things like the aforementioned T-Raiders vs. Turrets = Bad). This is probably more an argument for reviewing the tooltips then anything.

The problem is, everyone imagines there is a magical solution to this, when I think our recent stock market crash has demonstrated that there is not.  The magical solution that tells you everything you need to know is that giant spreadsheet export, which is hard to consume because it is too much information.  My challenge has been to reduce all the interactions between two complex ships into a single general guide number, and I've experimented with four or five different methods of doing this in the past (most during alpha, but it has adapted some over the course of post-release work).  That's incredibly more challenging than I think most people realize (most people didn't seem to understand what was wrong with reducing "financial risk" to a single number, either).

So really, my point is that there is always going to be something wrong with any single number system that can be come up with, and always corner cases or things not really reflected properly, etc.  There's simply no way around it, I'm pretty positive.  Meanwhile, the system that I devised and that is currently in use has been refined over a long period of time, discarding less-workable alternatives, and the current result has been arrived at.  It will continue to be refined over time, I'm sure -- turrets and starships do need some tuning, I'll be the first to admit -- but I don't plan on making a wholesale swap-out of the system unless some sort of magical solution is found (and I suppose that could happen, but nothing anyone has proposed so far comes even close).

I'm not suggesting the removal of bonuses and penalties. Far from it.

I know.  But there are a ton of varying opinions in this thread, and a lot of it boils down to removing bonuses and/or moving to an armor-based system.  I'm trying to address as many of the people per post as possible, so some of the commentary like that was not really directed at you -- apologies for any confusion.

I like a system that very nearly recreates what you've already done. However, the bonuses and penalties (again, this is my suggestion) should be named and codified and based on tags for the units. So turrets have the "Turret Tag" and Teleport Raiders have the "Bad Against Turrets" property that reduces their damage against turrets by 50%. Any other unit that you want to attach the "Bad Against Turrets" property to gets the same tag. Then you just make the tooltip show all the tags. In this way, you could avoid things like the above mentioned secret (but soon not to be;) teleport raider stealth defect. This does two things for you as well.
1) It makes adding 80 new ships a heck of a lot easier (any new ship with "missiles" is going to either have to have a penalty vs. eye bots or eye bots gets a bonus against it... ditto Bulletproof, Deflector Drone, etc.). I imagine some of this has already been done (ala "immunity from tractors")
2) I've got no problem with one off adjustments. Laser Gatlings too strong and you want them to be weaker vs. Cruisers? Give them the "Prone to Missiles" property. This may inspire you to add new ships that flesh out some of these one off properties.

The main problem with something like that is that it is extremly rigid.  In your example, if you make laser gatlings "prone to missiles," then that's not only affecting how they interact with cruisers, but also 30% of the other missile-based ships in the game.  Again, that certainly drives towards simplicity in some respects, but it also really effs with the balance of the game to a minor or a major degree, and makes individual balance tweaks harder.  Also, for some of the more esoteric ships they do have something like 10-20 different penalties per thing, and that's tuned to a very fine degree.  I'd need hundreds of tags to duplicate that sort of system if I tried to expose that through the interface.

Obvious, huge penalties such as the fact that tele-raiders are SO terrible against turrets are something I will highlight through description text, as I have been doing.  But I think that going tag-crazy is going to just obscure other, more vital parts of the interface while also just adding to the information overload through the interface in general.  To some extent this game is about cautious exploration.  See some new ship that you aren't really sure about?  Maybe send a smaller test force against it and see what happens before you commit your entire fleet.  This, again, is something that you have to do as a real commander I think.  You need to feel out the enemy and see what their capabilities are compared to yours.  The outcome is not perfectly known in advance, and so if things go poorly you need to be ready to quickly retreat or change tactics.  Those sorts of cautious-probing advances are common in many other genres (in RPGs, FPSes, etc, you run into a new enemy all the time and have to size them up on the fly and make a decision using the tools you have at hand).

I know that you are not specifically arguing against that sort of thing, I get that, but the secondary effects of what you are advocating are to either a) reduce game complexity in general, or b) clutter the interface to a huge degree, or c) make games more predictable in general, once you have been playing for a suitable amount of time.  C in particular is the exact opposite of what I want to do, because that's the point at which the game dies for most hardcore players (or at least me).  That's a huge difference in design goals compared to most other RTS games, I get that as well, but I think it's a valid thing to explore and that largely is what results in such a rich game environment here.

Side Note: Etherjets can't damage Eye Bots (per the chart)? Do Etherjets fire missiles? The graphic doesn't really look like a missile.

Yes, they fire the same graphic of missiles as anti-armor.  If you pause it mid-flight, you should be able to see the graphics better I imagine.  I'm not aware of any glitchiness with it, anyway.

I apologize, I wasn't trying to imply that it was being rejected out of hand. I was trying to point out the potential appearance of that to new players who are unwilling to search the forums. Given the growth trajectory of the game so far, appearance is going to be as important (or even more important) then substance on some of these issues.

I gotcha -- yes, out of hand rejection, or the appearance thereof, would be deadly.  That's why this is such a challenge for me, as I could spend all my time simply re-explaining myself and never getting any real work done (look at how long I've gone on in yet another post).  My hope is that by referring new players here, they can read my existing arguments and I won't have to reiterate them.  If they want to make a new argument, they can do so, but it's going to have to be something really startlingly new to get much of a positive response from me, because in my opinion this issue has been beat to death over a wide range of possibilities.

I think if they got into the mechanics of it what they'd REALLY have a problem with (the thing I find the most-counterintuitive) is that shields diminish range rather than damage. That was my singular point of confusion with T-Stations and Spec Forces and I need to pay more attention to it.

Well, it makes sense if you think about it, and is consistent with certain other sci-fi franchises (not games).  It wouldn't say that it reduces range, per se, but rather that ships with higher range are also having a faster firing rate, and so firing from closer range has a better chance of penetrating shields.

It does result in some weird things as you increase Mk levels on ships. Bulletproofs scale up range and damage whereas Autocannons range remains the same (except for MkIII which is surely a typo?).

What MarkIII are you referring to?  I don't see anything that looks out of place with Bulletproof or Autocannons, but I might just be looking right through it or something.

I like games with different mechanics so it doesn't bother me but it is a pretty critical knowledge hurdle to make for the system to be "grokkable".

To be really good at AI War, an encyclopedic knowledge of all of the ships and the underlying mechanics is not required nor encouraged.  This alone is a huge departure from most (all?) other strategy titles.  Instead, it emphasizes a knowledge of the fundamentals, whatever you consider those to be (I'm sure opinions on that would vary), paired with a certain style of thinking -- lots of observation and being able to put to use what you observe in any given game.

Part of me is tempted to give randomized minor invisible bonuses to ship types in every game, just to remove any semblance of people being able to memorize interactions between one game and another, but that's not something I think would really be particularly beneficial.  It would frustrate me, even, because I do have a general feel for how the various ships work at this point, and I wouldn't want that to change every game.  The point is general feel, though, and in many cases how a specific ship mix works in one situation is different from another.

One inspiration for this sort of flow, I think, is Magic: The Gathering.  There's a game with a lot of rules, and a lot of complexity, and nigh infinite possible combinations of cards (assuming infinite budget, since it's collectible), but you wind up with any individual game using a tiny subset of that whole.  Dominions, a boardgame I love, also does the same thing.  It makes it so that you have to think on your feet every time, and a primary goal of further expansions to both of those games is to increase the card set to provide more opportunities for both customization and unexpected combinations.  I prefer the Dominions model of fixed-size expansions rather than nickel-and-dime collectible model, of course, and so that's what I'm using with AI War, but that's the general idea.

I'm a pretty decent Magic: The Gathering player, but I don't know most of the cards (especially not now, since I mostly haven't played since high school, and mostly I played in middle school), but that's okay because I can look at each as it comes up, examine what seems to be possible and what actually turns out to be possible, and then react based on that.  Even if you knew all the cards in magic, you'd never know exactly what is in your opponents hand, or deck, unless you keep playing the same decks against each other over and over (and even then, the hand is always unknown).  So there are "invisible modifiers" that can drastically change the game at any given time there, and part of your job as a magic player is to account for that uncertainty, watch for cues in your opponent, and react to the ever-changing situation by whipping out hidden cards of your own.

AI War is not M:TG, but that sort of mindset I think is something that should hold true, especially as expansions are added and the potential piece set becomes ever-larger.  The problems come in when people want to meta-game too much, to try to come in and understand and remember every last facet about the inner workings of every unit, and leverage that into success in battle.  When instead, all you have to do is send out a small probing force, observe the results, and go from there.  Meta-gaming is fine for people who can do it and want to do it -- I'm not here to tell people how to play or enjoy this or any other game -- but it's not something I'm designing the game around overmuch.

Again, lazrulz, a lot of that is not really directed at your specific comments, but I feel I need to go on and write my comments and design goals out clearly and all together here on this thread, or this is going to just keep on being a time sink for me.  Now, I really need to go get back to coding.
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Offline laxrulz777

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Re: Why an artificial combat triangle?
« Reply #27 on: November 06, 2009, 01:31:32 pm »
Wait... what... You're trolling the forums instead of improving the game! Stop reading and start working man!

I swear the graphic was different on the Etherjets but maybe I've just never looked at the Anti-Armor graphic zoomed in (and I spend a lot of time on the Etherjet graphic zoomed in)...

I'd love the idea of random variables in each game but you'd want to have a way to communicate that (which I know you're struggling with with the tooltips and I totally understand.)

Your view of shields is radically different then mine (and here I'm talking about the generic "shield" concept). A missile's range is determined by it's fuel, a laser's range is determined by the coherence of the beam and/or the matter in between. A bullet's range is determined by friction (which is 0) and so, more realistically, it's speed of the bullet given the ability of the target to evade. A shield mechanic that cares about all three of those things equally is non-intuitive (from a genre, believability, immersion perspective).

Again, from a mechanical standpoint, it works fine. I just think that, for MOST people, it's not what they would have guessed.

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I wouldn't say that it reduces range, per se.
Maybe I don't understand the mechanic (and I've read the FAQ and forums so I thought I did). A ship with 6,000 range will be unable to hit a ship with 2,000 shields from anything beyond 4,000 right? (I know there's a randomizing factor in there but that's the gist of it right?)

So 2,000 shields is, in essence, reducing the range by 2,000. If a ship has shields in excess of it's attackers range it is all but immune (ala my T-Stations vs. the Special Forces station).

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What MarkIII are you referring to?  I don't see anything that looks out of place with Bulletproof or Autocannons, but I might just be looking right through it or something.
The parenthetical was probably poorly spaced. I was making a comment in general about how different things scale up different attributes (not a bad thing). Bulletproofs get more and more effective against shielded opponents because they scale up range. Autocannons scale up attack and so become more and more affective against things that rely on armor for defense.

The parenthetical was a reference to the entry for Autocannon in the table here:
http://arcengames.com/communitywiki/index.php?title=Unit_Types_and_Tactics#Autocannon_Minipod

Mk III Autocannons have 1700 range (all others have 1500) they have higher damage than the mark iv as well as more armor. It looks like the Mk III is way better then the Mk IV.



Offline x4000

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Re: Why an artificial combat triangle?
« Reply #28 on: November 06, 2009, 01:40:17 pm »
Wait... what... You're trolling the forums instead of improving the game! Stop reading and start working man!

Well, both are sort of my job, you know?  If I just ignore users and let them go frustrated, that's as Bad A Thing as not making more games.  Some stuff works itself out without me or with the help of other staff, but with major "design issues" that people raise, there's not anyone else who can really respond fully in depth but me.

Your view of shields is radically different then mine (and here I'm talking about the generic "shield" concept). A missile's range is determined by it's fuel, a laser's range is determined by the coherence of the beam and/or the matter in between. A bullet's range is determined by friction (which is 0) and so, more realistically, it's speed of the bullet given the ability of the target to evade. A shield mechanic that cares about all three of those things equally is non-intuitive (from a genre, believability, immersion perspective).

Again, from a mechanical standpoint, it works fine. I just think that, for MOST people, it's not what they would have guessed.

Well, to a certain extent, there's just a certain point past which extra complexity is not a good idea.  My goal is not to make the game un-understandable.  It's simply to make it complex enough to have replay value and a sense of exploration even for experts, and to avoid those killer "best paths," but otherwise my goal is to be as accessible as possible.  Competing, conflicting goals?  You bet!

Also:  I had just read the first four Dune books for the first time ever not long before I was working on this.  I imagine that had some effect.

Quote
I wouldn't say that it reduces range, per se.
Maybe I don't understand the mechanic (and I've read the FAQ and forums so I thought I did). A ship with 6,000 range will be unable to hit a ship with 2,000 shields from anything beyond 4,000 right? (I know there's a randomizing factor in there but that's the gist of it right?)

So 2,000 shields is, in essence, reducing the range by 2,000. If a ship has shields in excess of it's attackers range it is all but immune (ala my T-Stations vs. the Special Forces station).

All true.  It's reducing the effective range.  But really -- and this is just semantics, pedantry of the worst kind -- you can still shot at shielded ship that is outside your effective range, as long as it is still within your actual range.  The shields will just block it when the shot gets there.

Mk III Autocannons have 1700 range (all others have 1500) they have higher damage than the mark iv as well as more armor. It looks like the Mk III is way better then the Mk IV.

Interesting, apparently there is a glitch in that chart.  I'm looking at the raw values for this in the game code itself, and they are correctly set up.  They appear to be entirely backwards on that chart.  Revenantus, is that my glitch or yours with the exports?
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Offline geggis

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Re: Why an artificial combat triangle?
« Reply #29 on: November 06, 2009, 02:36:02 pm »
I was going to post this earlier on before Chris hit the hull where it hurts ;)

The thing that I've noticed from various posts and of course the game itself is that there is no optimal way of playing. It encourages exploration, experimentation and making the most of what you've got. This is something that really, really ticks me off with most RTSs, especially when playing human players, is that once a well versed player has memorised various attack combos, entire research trees and all the stats associated with them it's nigh on impossible to gain an edge without having to do the same yourself.

It's becoming very clear why AI War is so different to other games in this genre and so far the game's nipped a number of irritating issues right in the bud (intensive micro-ing and babysitting units, over emphasis on memorising optimal routes and poor AI). Forward thinking ftw! :o