Fractal Softworks Forum

Starsector => General Discussion => Topic started by: TrashMan on November 28, 2018, 01:45:41 AM

Title: Balance, skills and general musings
Post by: TrashMan on November 28, 2018, 01:45:41 AM
So I ran into several Starsecotr discussion on various boards...here are a few interesting quotes


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Problem is the game is balanced around you not instantly having lvl 100. I don't want it to be easy and i don't want my ships to magically have stronger guns, faster bullets and faster engines than 90% of the AI ships in the game, but i also don't want my bullets to be magically slower than a random other ship i run into.

Rather all ships and weapons just have their stats set, with no skill ***. AI commanders should only improve through their AI, maybe as they level up giving them less errors per minute, and you pick whether to increase aggression, defensiveness, etc each level up.

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The trees should be tracked independently so you aren't forced to give up one tree for another.  You could get combat xp based on how much you fight while in control of a ship, logistics from commanding or doing *** with the fleet, science from fighting remnants and surveying ruins, and production from trading, salvaging, and managing colonies.

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the skill system is a pile of hot steamy garbage that pollutes the rest of the game. No rerolling, optimal choices, and gating gameplay with skills… combat skills that make the game easy in the short term, but that you should ignore in the long term if you plan to scale up your operation, plus a hard cap instead of a soft cap in a system that is already way less flexible than mount and blade. Instead of encouraging player knowledge of the different ships capabilities, you have the same ships with wildly different capabilities depending on the random skills you or npcs have, and finding the best way to cheese everything though abuse of those skills. Instead of the freedom to decide "im bored of this profession, it's time to do something else in my 40 hour playthough" you're told "nah restart if you don't want those skills anymore and want to try something else", it's lazy game design to try to draw out your playtime. Spaceship games with flexible fleet compositions should always be skillpoint free or have respecs.

The game was better before they added that ***. Why do devs always have to ruin their game with pointless garbage.

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The game really needs an "Era" system where the main factions fight eachother for a while and then after consolidate start expanding to the random generated planet systems, colonizing also needs to be waaay more expensive, you can set up a money machine very early and get 300k+ per month with no risk at all. Honestly I won`t be doing more runs with my own faction anymore it makes the game too easy

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Why is this game so… boring? I was excited at the idea of colonies and AI ships not always conforming to two-three loadouts but the colony management is flash game tier and you're still going to see the same few ships again, and again and again. The diplomacy is non existent, the ai still can't take over a system from what I've seen and there's absolutely no life to the world. No comm chatter, no nothing. Just the same few snippets that pop up every now and then (((muh diggle reference Xd))). But the broken ***? Dear God. Trade in your own colony and pay tariffs, take resources from said colonies and pay 50x their value come end of month. Have said colonies absolutely decked out in every way possible and their fleets still use ramshackle *** instead of those supposedly hard earned unlocked ships. The hell?

DISCUSS

Title: Re: Balance, skills and general musings
Post by: Thaago on November 28, 2018, 01:52:55 AM
Sounds like the internet, ie a bunch of people with very strong opinions but not much actual knowledge or skill.

The one thing that has a ring of truth is that we end up seeing the same ships over and over. In particular the high tech ship set is only used by one faction and they have never been aggressive towards me, so I've never fought any of their ships.
Title: Re: Balance, skills and general musings
Post by: TaLaR on November 28, 2018, 01:59:46 AM
The one thing that has a ring of truth is that we end up seeing the same ships over and over. In particular the high tech ship set is only used by one faction and they have never been aggressive towards me, so I've never fought any of their ships.

What about TT deserter bounties? They may be not super common (and shouldn't be), but clearly not the point where I have a play-through without fighting them.
Title: Re: Balance, skills and general musings
Post by: Reinhark on November 28, 2018, 07:38:40 AM

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Problem is the game is balanced around you not instantly having lvl 100. I don't want it to be easy and i don't want my ships to magically have stronger guns, faster bullets and faster engines than 90% of the AI ships in the game, but i also don't want my bullets to be magically slower than a random other ship i run into.

Rather all ships and weapons just have their stats set, with no skill ***. AI commanders should only improve through their AI, maybe as they level up giving them less errors per minute, and you pick whether to increase aggression, defensiveness, etc each level up.
I would recommend this person to learn how to mod. Then maybe he could finally design alpha level AI we need for what he suggests.

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The trees should be tracked independently so you aren't forced to give up one tree for another.  You could get combat xp based on how much you fight while in control of a ship, logistics from commanding or doing *** with the fleet, science from fighting remnants and surveying ruins, and production from trading, salvaging, and managing colonies.
This wounds good in theory, until you think about it for 4 seconds. So let us assume this system is in place. You still have to choose a skill in - say, logistics tree. But wait, if you choose a single skill then you are "forced to give up" one skill for another. So how detailed do we have to go for this. Skyrim-like skill system where individual skill tree is leveled by use? Or some sort of super hard core JRPG style skill system where every action(combat/logistics), item(weapon mastery), skill(passives I guess) and subset of skill(every sword swing variant).

The dept of the skill people want is arbitrary and will *** off anyone with any skill system. This person should perhaps talk to a person who want every ship, weapon, every mount slots, fighters and weapon mounts on fighters to have individual EXP bars. So moving on.


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the skill system is a pile of hot steamy garbage that pollutes the rest of the game. No rerolling, optimal choices, and gating gameplay with skills… combat skills that make the game easy in the short term, but that you should ignore in the long term if you plan to scale up your operation, plus a hard cap instead of a soft cap in a system that is already way less flexible than mount and blade. Instead of encouraging player knowledge of the different ships capabilities, you have the same ships with wildly different capabilities depending on the random skills you or npcs have, and finding the best way to cheese everything though abuse of those skills. Instead of the freedom to decide "im bored of this profession, it's time to do something else in my 40 hour playthough" you're told "nah restart if you don't want those skills anymore and want to try something else", it's lazy game design to try to draw out your playtime. Spaceship games with flexible fleet compositions should always be skillpoint free or have respecs.

The game was better before they added that ***. Why do devs always have to ruin their game with pointless garbage.
This is somewhat true, although some people will argue otherwise.(presumably really hardcore original D2 and Path of Exile players)
But even those games have limited respecs, and as long as they are ridiculously expensive I would not mind.

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The game really needs an "Era" system where the main factions fight eachother for a while and then after consolidate start expanding to the random generated planet systems, colonizing also needs to be waaay more expensive, you can set up a money machine very early and get 300k+ per month with no risk at all. Honestly I won`t be doing more runs with my own faction anymore it makes the game too easy

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Why is this game so… boring? I was excited at the idea of colonies and AI ships not always conforming to two-three loadouts but the colony management is flash game tier and you're still going to see the same few ships again, and again and again. The diplomacy is non existent, the ai still can't take over a system from what I've seen and there's absolutely no life to the world. No comm chatter, no nothing. Just the same few snippets that pop up every now and then (((muh diggle reference Xd))). But the broken ***? Dear God. Trade in your own colony and pay tariffs, take resources from said colonies and pay 50x their value come end of month. Have said colonies absolutely decked out in every way possible and their fleets still use ramshackle *** instead of those supposedly hard earned unlocked ships. The hell?

Both of statements are true. Current vanilla factions could be better.
Title: Re: Balance, skills and general musings
Post by: nomadic_leader on November 28, 2018, 08:16:55 AM
skills are a bad idea.

You should get better at combat by... getting better at combat. It's not abstracted, it's a thing the player does and should get better at with time. Skills make missiles go 30% faster? Lol.

Skills/XP people expect from other RPGs. it's a cheap way to drag out playtime and impart rewards. But they only make sense in abstracted games like tabletop RPGs. And even in nethack you only improved the skill for a weapon by actually using that weapon.

Things that the player doesn't do himself and are abstracted, like salvage, there should be a skill. But you shouldn't get better at salvage by doing combat. I'd do it like this:

-global persistent variable for the players salvage ability (or maybe an officer's?)
-every time the player salvages a debris field or ship size x, variable increases  by x .
-Every time there's an accident, the skill goes up by like x  * 1.3 (you learn more from screw ups, believe me)
-When you reach certain thresholds, your salvage skill in the character window goes up.
-You can buy an item- "An introduction to salvage" or whatever to help at the start but of course an expert can't learn anything more from these.

Navigation, transverse jump and going dark, sensor buffs etc on campaign map: All hullmods or special ships, or officers.

Maybe you need an officer with a giant alien skull to do transverse jump? Who knows. There should be a lot of options for how to do stuff. Hullmod to stealth ships a bit more when going dark. And/or a special ship in your fleet that lowers sensor profile by x amount. And/or a fleet officer that can lower sensor profile by going around and making sure everyone's monitor cables are insulated.

Its ok for officers to have skills that improve, since they are all abstracted, not something the player does.

I'd still make it so that using these abilities a lot improved their efficacy a little (like 10% maybe), but of course a significant cooldown between uses that grant XP gain to keep savant players from just transverse jumping a million times to get better at it.

So you could have ships/hullmods do like 70 percent of the improvements, and then to get another 10-15% you need a skillmaxed officer, and then the last 10% by doing the thing a lot maybe.




Yes AI should be able to start colonies, and there should even be a few already existing when the game starts. Unless the story builds in some special event to explain suddenly why everyone is expanding right now.

Yea we're harsh on starsector but that's because we like some great gameplay, and a really cool feeling world, nice art, etc. We want it to reach potential.
Title: Re: Balance, skills and general musings
Post by: Cyan Leader on November 28, 2018, 08:17:41 AM
The one thing that has a ring of truth is that we end up seeing the same ships over and over. In particular the high tech ship set is only used by one faction and they have never been aggressive towards me, so I've never fought any of their ships.

Yeah, happened to me too.

I also think that the Persian League and the Ludd should really be much more unique than they currently are.
Title: Re: Balance, skills and general musings
Post by: Draba on November 28, 2018, 08:28:15 AM
Early game/colonies/economy
Yep, pace is very fast and the first working version of colonies is a bit too good.
Both boil down to 1 dev not being able to playtest as much as hundreds/thousands of players, things are obviously not finished and will improve wherever needed.

Factions/repetition
A more dynamic map and factions being able to expand/conquer would be nice(probably a shitton of work though).
Fighting against more hightech ships without attacking TT would be nice, after killing countless fleets and getting maxed character/colonies in 2 playthroughs I still didn't see a single Aurora in combat.
Didn't actively look for deserter bounties so not that bad when you only want to recover hightech ships though.

Skills
In general I'm not a fan of skills that change base numbers in these kinds of games.
Still, I think Starsector pulls it off pretty well: individual numbers aren't that high and officers are practically mobile, very strong positive hullmods.
The great part is that with officers player can possibly completely skip combat skills and not lose too much total power, really like that.

Do have some gripes:
- Very little to support economy playstyle(lower civilian upkeep, lower tariffs, start with a bigger lead when disengaging, whatever comes to mind). Starsector is about the combat but traders could still be about smaller pirate skirmishes.
- Some skills are too good. Hands up anyone not maxing: loadout design/navigation/fleet logistics/electronic warfare/coordinated maneouvers/officer management/fighter doctrine
- They discourage doing things that you see as weak even more. See missile spec, plenty of great piloted ships buffs to go around so I never get it. That means the few missiles I think are worth the OP (2 hammers for 2 in S slot, ...) are now comparatively even worse than the ballistic/energy weapons with gunnery implants/ordnance expertise. Certainly not worth a restart to see what minor difference changing the ~20 non-obvious skillpoints would do.
Title: Re: Balance, skills and general musings
Post by: TaLaR on November 28, 2018, 08:31:38 AM
- Some skills are too good. Hands up anyone not maxing: loadout design/navigation/fleet logistics/electronic warfare/coordinated maneouvers/officer management/fighter doctrine

There is no need to max electronic warfare, level 1 is golden though. Level 3 is only good for seal-clubbing, proper enemy fleets are likely to counter your EW with their own (though this skill seems less common for enemies in 0.9).
Title: Re: Balance, skills and general musings
Post by: Draba on November 28, 2018, 08:38:27 AM
- Some skills are too good. Hands up anyone not maxing: loadout design/navigation/fleet logistics/electronic warfare/coordinated maneouvers/officer management/fighter doctrine

There is no need to max electronic warfare. Level 3 is only good for seal-clubbing, proper enemy fleets are likely to have it too (though this skills seems less common for enemies in 0.9).

That's why I didn't include command & control but yep, electronic warfare 2-3 isn't always worth it(certainly not as good as the rest).
If you bring some Valkyries it's great, I usually don't bother with them but still like to have lvl 3.

Sounds like the internet, ie a bunch of people with very strong opinions

Missed this one, it does sum up the "end of the world" comments pretty well.
Mostly agree with the second part too but trying to be less abrasive nowadays :)
Title: Re: Balance, skills and general musings
Post by: SCC on November 28, 2018, 08:42:37 AM
You should get better at combat by... getting better at combat. It's not abstracted, it's a thing the player does and should get better at with time. Skills make missiles go 30% faster? Lol.

Skills/XP people expect from other RPGs. it's a cheap way to drag out playtime and impart rewards. But they only make sense in abstracted games like tabletop RPGs. And even in nethack you only improved the skill for a weapon by actually using that weapon.
In general skills are supposed to simulate your character getting better at things you cannot get better. If Starsector was to base its skill system off this, probably majority (if not all) of combat skills would have to go.
Title: Re: Balance, skills and general musings
Post by: Megas on November 28, 2018, 08:43:46 AM
I do not use Navigation.  It is useful, but not enough to sacrifice combat (and possibly colony) skills.

Only the last perk in Loadout Design 3 is good, but it is a doozy... well, more like mitigating a critical deficiency.  The rest of the perks are generally useless because ships are so OP starved if I want any campaign hullmods.  Without campaign hullmods, ships barely have enough OP, except carriers, who are extremely OP starved if they use anything better than Talons.

Electronic Warfare from the enemy seems much less common in 0.9, and it makes sense to min-max it today.  In late 0.8, Electronic Warfare was common enough (among major faction fleets) that more than one point was useless because the enemy's EW offset yours roughly equally.  Nevertheless, that first point is so must-have I consider the #1 perk in the game.

I only get Coordinated Maneuvers 1 for independence from Nav objectives.

Officer Management seems like a must-have if only to avoid paying the Reinforced Bulkheads tax on a lot of your ships.

Fighter Doctrine is (almost) must-have, more so in 0.9 than in 0.8 thanks to tweaked carrier and fighter mechanics that weakened fighters overall.

At least in 0.9, I have the option to have as many skills as officers and still have some for other stuff.  Unfortunately for me, all of the extra points goes to colony stuff, because exploring and setting up a powerful colony is fun.

P.S.  Now that weapons are guaranteed to survive as long as the ship survives, I consider Reinforced Bulkheads on ships mandatory, otherwise, I would reload the game the moment that ship is lost.  (Blueprints are too rare to produce your own stuff until endgame.)  Unfortunately, some ships cannot afford to spare the OP for that, and that is when I want the Officer Management and Fleet Logistics combo to remove that requirement.  If I expect ships to die and stuff, Safety Procedures to reduce the clunker penalty, or maybe the other industry skill (either Recovery Operations or Field Repairs) to sometimes recover pristine ships as they are, look very attractive.

During 0.8, Reinforced Bulkheads was useless because weapons were still lost, and they were rarer than ships.  Not anymore in 0.9.
Title: Re: Balance, skills and general musings
Post by: nomadic_leader on November 28, 2018, 08:56:54 AM
You should get better at combat by... getting better at combat. It's not abstracted, it's a thing the player does and should get better at with time. Skills make missiles go 30% faster? Lol.

Skills/XP people expect from other RPGs. it's a cheap way to drag out playtime and impart rewards. But they only make sense in abstracted games like tabletop RPGs. And even in nethack you only improved the skill for a weapon by actually using that weapon.
In general skills are supposed to simulate your character getting better at things you cannot get better. If Starsector was to base its skill system off this, probably majority (if not all) of combat skills would have to go.

Yes, as i said in the rest of my wall of text, that's the way it hsould be. No combat skills.  Only skills for the stuff you don't actually do.

I'm even skeptical of combat skills for officers, though ok maybe if you have scottie in the engineroom your speed can increase a bit. However right now even the non-officer AI has like perfect flux management, maneuver, and aim and whatnot. The current combat/officer skills just cheese everything by increasing characteristics by 20% or whatever.

You could put lines of code throughout the AI that slightly weight the probability of the AI taking the incorrect branches of the decision trees a little more for officerless ships, making them more likely to screw up things like:
-flux management
-shield management
-knowing when to press the advantage
-flux management
-moving the ship

This would make combat officers basically necessary for bigger ships. And you'd see more funny results with newbie carriers trying to bomb tempests, or ships bumping into each other or shooting friends by accident.
Title: Re: Balance, skills and general musings
Post by: TaLaR on November 28, 2018, 09:01:57 AM
@nomadic_leader

And you'd be mostly fighting against bumbling fools. Current AI is nowhere near perfect, I do not want less.
Title: Re: Balance, skills and general musings
Post by: nomadic_leader on November 28, 2018, 11:53:57 AM
@nomadic_leader

And you'd be mostly fighting against bumbling fools. Current AI is nowhere near perfect, I do not want less.

in terms of twitch skills its pretty good. I think it would be funny/interesting to see some bumbling fools in the mix, but yea fighting against them might be kind of stupid. Basically officers would have to become more widely available so 80% ship would have an officer for it to work.

the main thing id want is to see is any combat skills for playere/officer that are just cheesy boosts to stats eliminated.
Title: Re: Balance, skills and general musings
Post by: intrinsic_parity on November 28, 2018, 01:31:51 PM
I don't like the idea of getting rid of combat skills. Then you also have to get rid of officer combat skills (or risk optimal play being let officers control the fun/strong ships), so then there is no point at all to officers unless you also implement the suggested officer AI boost. But then I only see 3 scenarios: 1) officers are oppressively difficult to play against 2) normal ships are very boring to fight 3) the difference between officers and normal ships is not enough to justify using officers. Honestly, I like the sense of progression of your ship getting stronger (my head cannon is that you are making custom improvements to you ship that can't be bought based on your improving engineering knowledge). As long as the game provide progressively more difficult enemies to mirror your own increase in strength (which remnants/faction warfare seem to be starting to do reasonable well) I see no problem with the system.
Title: Re: Balance, skills and general musings
Post by: nomadic_leader on November 28, 2018, 03:07:51 PM
I don't like the idea of getting rid of combat skills. Then you also have to get rid of officer combat skills (or risk optimal play being let officers control the fun/strong ships), so then there is no point at all to officers unless you also implement the suggested officer AI boost. But then I only see 3 scenarios: 1) officers are oppressively difficult to play against 2) normal ships are very boring to fight 3) the difference between officers and normal ships is not enough to justify using officers. Honestly, I like the sense of progression of your ship getting stronger (my head cannon is that you are making custom improvements to you ship that can't be bought based on your improving engineering knowledge). As long as the game provide progressively more difficult enemies to mirror your own increase in strength (which remnants/faction warfare seem to be starting to do reasonable well) I see no problem with the system.

The game providing progressively harder enemies is also a bit cheesy.  They should always be out there, you just wouldn't be able to take them on.

Combat officers would be pointless, but there could be other officers like salvage officers, sensor officers, engineers, etc. There are credible things an officer could improve, like fighter turnaround time or sensor profile. 30% faster missiles is not one of them, despite whatever stupid handwave you can come up with.

How are the 3 scenarios  you outline different from the 3 scenarios that can play out with officers as they are now?

You can get the same sense of progression by getting more money and being able to install cooler, better hullmods and add cooler, newer ships to your fleet.

There's nothing the cheesy XP/skills style progression can do that real progression like money or learn-by-doing can't also provide. But the difference is the XP/skills can't be reversed so its a cheesy way to force players to start another game and spend more time playing, and it's a cheesy way to encourage  grinding hourly rewards. So it offers nothing better, and only drawbacks. It belongs in mediocre AAA games, not indie.
Title: Re: Balance, skills and general musings
Post by: Sutopia on November 28, 2018, 03:58:07 PM
You don't get gold out of garbage and there is a landfill called internet forumn.

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Problem is the game is balanced around you not instantly having lvl 100. I don't want it to be easy and i don't want my ships to magically have stronger guns, faster bullets and faster engines than 90% of the AI ships in the game, but i also don't want my bullets to be magically slower than a random other ship i run into.

Rather all ships and weapons just have their stats set, with no skill ***. AI commanders should only improve through their AI, maybe as they level up giving them less errors per minute, and you pick whether to increase aggression, defensiveness, etc each level up.
Just a random noob complain when he lose most of the fight not knowing what to do and decided to blame on skill system.
The D-mod effects and understanding what weapon to put on ship is a much more serious problem to solve since it's about "flux war" and while skills do have a play, the play is not as significant as replacing a mining laser with IR pulse.
I'm totally fine with no officer and no combat skill to fight off all the opponents in vanilla just I know how to fiddle with the ordnance.

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The trees should be tracked independently so you aren't forced to give up one tree for another.  You could get combat xp based on how much you fight while in control of a ship, logistics from commanding or doing *** with the fleet, science from fighting remnants and surveying ruins, and production from trading, salvaging, and managing colonies.
It's a design dilemma, restrictions can be challenge and fun for some while others just want literally everything and cheese enemy with all the magic powers. Really just not a serious problem since it's more of a preference than flaw.


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the skill system is a pile of hot steamy garbage that pollutes the rest of the game. No rerolling, optimal choices, and gating gameplay with skills… combat skills that make the game easy in the short term, but that you should ignore in the long term if you plan to scale up your operation, plus a hard cap instead of a soft cap in a system that is already way less flexible than mount and blade. Instead of encouraging player knowledge of the different ships capabilities, you have the same ships with wildly different capabilities depending on the random skills you or npcs have, and finding the best way to cheese everything though abuse of those skills. Instead of the freedom to decide "im bored of this profession, it's time to do something else in my 40 hour playthough" you're told "nah restart if you don't want those skills anymore and want to try something else", it's lazy game design to try to draw out your playtime. Spaceship games with flexible fleet compositions should always be skillpoint free or have respecs.

The game was better before they added that ***. Why do devs always have to ruin their game with pointless garbage.

Again just a noob wanting to cheese the *** out and try to justify himself with nonsense.
Combat skills can make easier early game play while any fleet-wise effect soothe your late game play. If you are ever able to respec or simply grind to full, everyone can just pick combat first to cheese early bounty and later switch to fleet-wise skills to cheese foe's armada.
It's not even something like "change playstyle", it's just an alternative way saying "I want to cheese everything".

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The game really needs an "Era" system where the main factions fight eachother for a while and then after consolidate start expanding to the random generated planet systems, colonizing also needs to be waaay more expensive, you can set up a money machine very early and get 300k+ per month with no risk at all. Honestly I won`t be doing more runs with my own faction anymore it makes the game too easy
0.9.1a awaits. This is the very first version with colony and things just needs more testing and feedback. Keep in mind this game is still in "alpha", not even "beta". It's now quite obvious there are a few design flaws causing those who know how to exploit earn millions every month and I believe Alex will fix this in later versions.

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Why is this game so… boring? I was excited at the idea of colonies and AI ships not always conforming to two-three loadouts but the colony management is flash game tier and you're still going to see the same few ships again, and again and again. The diplomacy is non existent, the ai still can't take over a system from what I've seen and there's absolutely no life to the world. No comm chatter, no nothing. Just the same few snippets that pop up every now and then (((muh diggle reference Xd))). But the broken ***? Dear God. Trade in your own colony and pay tariffs, take resources from said colonies and pay 50x their value come end of month. Have said colonies absolutely decked out in every way possible and their fleets still use ramshackle *** instead of those supposedly hard earned unlocked ships. The hell?
#mods
Invasion is still under development and I think Alex has something in mind, not just gonna copy-paste Nexerelin.

And this guy is talking nonsense about taking stuffs from stockpile since you really just pay the cost price for products. I'm assuming he got some supply and fuel, not remembering how many he took, ended up getting big "bill" later. I was shocked at my first bill but later noticed it does match the price, just you seldom look at the price when you buy off from open market.


Overall either noob complain or cheeser playing hardcore. For the level cap "issue" simply cheese it by fiddling max level allowed setting and exp multiplier.
However, I do have to admit the guiding and tutorial is somewhat insufficient. But again noone likes nor wants to read a dozen pages manual before playing. This is one of the biggest design challenge nowadays, making player educate themselves properly throughout gameplay.
Title: Re: Balance, skills and general musings
Post by: intrinsic_parity on November 28, 2018, 10:41:53 PM
The game providing progressively harder enemies is also a bit cheesy.  They should always be out there, you just wouldn't be able to take them on.
Whether or not they are available at the beginning is irrelevant as long as you are not forced to fight them. The point was that there are always appropriately difficult enemies for you to fight as you become stronger. Progression only becomes a problem if difficulty does not scale appropriately leading to boredom or frustration.

Combat officers would be pointless, but there could be other officers like salvage officers, sensor officers, engineers, etc. There are credible things an officer could improve, like fighter turnaround time or sensor profile. 30% faster missiles is not one of them, despite whatever stupid handwave you can come up with.
How is an officer affecting other stats any different than combat stats? It's all 'stupid hand waves' because it's a fictitious game. 30% faster fighter replacement, 30% bigger sensor profile instead of 30% faster missiles... Those are all just abstractions with numbers assigned to represent ideas. 

How are the 3 scenarios  you outline different from the 3 scenarios that can play out with officers as they are now?
Because giving an officered ship better stats always allows for player skill to beat AI because AI is imperfect, but making the AI better can eliminate counter play because AI can play theoretically perfectly and be unbeatable. It's like giving a chess program an extra pawn vs making the chess program better. A good chess player can beat a mediocre chess program down a pawn, but a good chess player will almost never beat a full strength chess engine because the engine will never make a mistake.

...real progression like money or learn-by-doing can't also provide. But the difference is the XP/skills can't be reversed so its a cheesy way to force players to start another game and spend more time playing, and it's a cheesy way to encourage  grinding hourly rewards. So it offers nothing better, and only drawbacks. It belongs in mediocre AAA games, not indie.
'learn by doing' is not progression. Then once you get good at the game, there is no more replay-ability. You can't 'get bad' when you start a new campaign and have the experience again. It's literally the respec problem you are complaining about except it doesn't even get reset when you start a new game. XP/skills can also be changed to be re-specable, that's a design decision not something inherent to the system. Making things respec-able reduces the significance of the decisions so it actually does have a major drawback. It is much more interesting to have to choose between long term benefits and short term rather than just taking the short term and then switching to the long term when appropriate.

All of the 'progression' you are claiming is superior already exists in the game. It is supplemented by the skill system, they do not perform the same function. If I pick different skills, then I will prioritize spending my money differently (buy more carriers if I have carriers skills etc), I will pilot my ship differently based on the skills I have, I will explore and colonize systems differently based on what skills I have. These different systems supplement each other. Removing skills just reduces the number of choices I get to make and thus makes the game less interesting and less re-playable.
Title: Re: Balance, skills and general musings
Post by: nomadic_leader on November 29, 2018, 01:15:43 AM
Because giving an officered ship better stats always allows for player skill to beat AI because AI is imperfect, but making the AI better can eliminate counter play because AI can play theoretically perfectly and be unbeatable. It's like giving a chess program an extra pawn vs making the chess program better. A good chess player can beat a mediocre chess program down a pawn, but a good chess player will almost never beat a full strength chess engine because the engine will never make a mistake.

It's not chess, there are orders of magnitude more permutations and tactical choices to make in the starsector combat. There is no danger of the starsector AI becoming Deep Blue. Less interesting: having some ships get a cheesy skills based boost to various stats. More interesting: Having AI with reaction time and choice making that range from like 0.7 - 1.3 x as good as the current AI. Similar to the improvement levels you see with a human player. Even the unpredictability alone makes it interesting.


Quote
'learn by doing' is not progression. Then once you get good at the game, there is no more replay-ability.

It is literally progression. And maybe replay-ability isn't such a good goal? You're just artificially dragging out the life of a game by crippling the player at the start of each playthrough and then using pavlovian bells to encourage them to grind. Better to lengthen the game by having an immersive universe with a lot of emergent gameplay for players to discover by destabilizing markets and so on.

As I said anyway- there is still room for skills/officers for abstracted skills like salvage.
Title: Re: Balance, skills and general musings
Post by: fededevi on November 29, 2018, 01:34:06 AM
I suggested this many times:

You could easily remove all combat skills (piloted ship bonuses, but not only) from the player skills and use officers in place of those. The player will only have fleet wide, general bonuses; optimally not related to combat. The ship you 'drive' should have an officer like all other ships, that officer will give your ship the combat skill.

The advantage of this is that the skills you choose will not lock you into using a optimal subset of ships. You can easily switch your ship because the bonus related to combat are defined only by the officer assigned to that ship.

E.G. You will never use a Gryphon without missile specialization with the current system. But if the combat skill came from an officer you could easily assign a missile specialized officer to the Gryphon and inherit his combat skills when you drive it.

With this system you can even create very specialized officer (combat) skills only useful to a small number of ships (e.g. phase ship specific skills, a skill that give a bonus only to bombers and so on or even non combat skills that give bonus to salvage) without affecting the player skills priority. You can always get a new officer and specialize it for that specific ship even in the late game, in some way it is a respec system.

With this system it will also becomes obsolete also to have Colony related skills on the player, in the same way, leave those skills to administrators.

A good example of player skill would be one that increases the number of available officer AND administrator, both should count towards the same limit so the skill would be a good choice regardless of the fact that you specialize into colonies or combat and you can always change idea later.

Another example would be a skill that increase the ship limit in the fleet (based on number or supply, whatever) like in the old system. A skill like this is agnostic to your fleet composition.

The player skills should generally be non related to specific combat things (e.g. missiles, fighters ) because this will 'lock' you into using a subset of the available ships.

Basically I think it is a bad idea to force the player to make choices which will probably regret later. Either make it possible to change those choices (respec, get a new officer) or minimize the probability that the player will regret that choice (make the skill bonus agnostic to future choices)

PS: I'm also against the randomness of the officer skills.. It is very annoying imo when you are trying to raise an officer for an Onsalught and you get the options to choose between 2 carrier skills.
Title: Re: Balance, skills and general musings
Post by: Schwartz on November 29, 2018, 02:30:32 AM
I think the skill tree and officers are both in a much better place than they were in previous versions. Is it ideal? Probably not. There are a number of trap skills, and there are a number of obvious choices. 1 point in ECM, 1 point in Nav are more or less mandatory, going above that is an immediate waste of points. Piling colony bonuses onto an already good Logistics skill is not a problem because we're taking it anyway, but neither is it a choice for us. And so forth.

The Combat tree is I think the least problematic because most of the skills are useful and declarative. Missiles, guns, armor, shields, CR. You know that you're trading other stuff for personal prowess, and I usually end up with at least 12-15 points spent in Combat.

The ability to remove already spent points for money would be appreciated, including aptitudes.

I have a couple of ideas for the skill tree, but that amounts to yet another overhaul and I think Alex is busy enough with the game these days. I wonder what it's like to moderate a forum like this weeks after a release. Just look at all the threads. Terrifying. He's a good sport and listens to a lot of suggestions, but with the sheer amount of complaints (It's too easy! It's too hard!) I hope he plugs his ears half the time and just does his thing.
Title: Re: Balance, skills and general musings
Post by: TaLaR on November 29, 2018, 02:37:58 AM
1 point in Nav are more or less mandatory, going above that is an immediate waste of points.

Nav 3 is good. Unlike EW it does not get offset by enemy. It's a straight fleet-wide speed bonus - what's not to like? Endgame fleets max it out easily.

EDIT: right, I thought about Coordinated Maneuvers. Though Navigation 3 is fine too.
Title: Re: Balance, skills and general musings
Post by: fededevi on November 29, 2018, 02:40:25 AM
[..] Just look at all the threads. Terrifying. [..]

I noticed that too, there was the excitement phase with mostly positive posts and then a 'complaint' phase with mostly negative threads, it will probably soon settle to a neutral state again, it's interesting.

Btw, he is not forced listen or even read all the suggestions. The forum is here just to discuss, when I write something I don't assume it will be considered or even read, I contribute because I like to partecipate in the discussion.
Title: Re: Balance, skills and general musings
Post by: SCC on November 29, 2018, 02:52:46 AM
I noticed that too, there was the excitement phase with mostly positive posts and then a 'complaint' phase with mostly negative threads, it will probably soon settle to a neutral state again, it's interesting.
I can tell you that if the game was just bad, nobody would bother with posting here. You don't want the good things to change, but the bad ones, right?
Title: Re: Balance, skills and general musings
Post by: Draba on November 29, 2018, 02:58:19 AM
He's a good sport and listens to a lot of suggestions, but with the sheer amount of complaints (It's too easy! It's too hard!) I hope he plugs his ears half the time and just does his thing.
Btw, he is not forced listen or even read all the suggestions. The forum is here just to discuss, when I write something I don't assume it will be considered or even read, I contribute because I like to partecipate in the discussion.

I bet any gamedev will just tune out after a few months tops, there's too much stupid going around on the internet to read all of it :)
Keeping track of the main announcement is probably plenty anyway.

I can tell you that if the game was just bad, nobody would bother with posting here. You don't want the good things to change, but the bad ones, right?

Problem is everyone has a different idea what the bad ones are, and everyone is 100% sure he is right(I'm guilty too, might even push 110% sometimes).
Title: Re: Balance, skills and general musings
Post by: Sutopia on November 29, 2018, 05:53:34 AM
I suggested this many times:

You could easily remove all combat skills (piloted ship bonuses, but not only) from the player skills and use officers in place of those. The player will only have fleet wide, general bonuses; optimally not related to combat. The ship you 'drive' should have an officer like all other ships, that officer will give your ship the combat skill.



Alex mentioned it elsewhere (http://fractalsoftworks.com/forum/index.php?topic=13076.msg225570#msg225570) that he is more likely not gonna remove combat skill from player.
Title: Re: Balance, skills and general musings
Post by: Megas on November 29, 2018, 07:56:32 AM
Coordinated Maneuvers 3 seems good, but like Electronic Warfare, there are times when the extra max is wasted, like if I attempt to solo a fight with one battleship, or if I want to sweep pirates during a systemwide bounty (for rep building) with only a few Tempests.  However, times like that seems about as uncommon as when enemy fleets have Electronic Warfare in 0.9.
Title: Re: Balance, skills and general musings
Post by: intrinsic_parity on November 29, 2018, 09:22:47 AM
And maybe replay-ability isn't such a good goal? You're just artificially dragging out the life of a game by crippling the player at the start of each playthrough and then using pavlovian bells to encourage them to grind. Better to lengthen the game by having an immersive universe with a lot of emergent gameplay for players to discover by destabilizing markets and so on.
What are you grinding? Bounties? You would have to do that to get money anyway. Unless you consider the games combat to be grinding in general, the skill system does not promote grinding at all. You get xp for doing the things you would do anyway.

Also, the player is not 'crippled' in the early game because the challenges presented to the player are proportional to the players current progression. The player is certainly not capable of overcoming end game challenges from the start, but thats the point of progression. If you do not like the early game, that's fine, but I have seen people on the forum complaining that the early game is too easy now and they don't want to get to the late game content (emergent gameplay and whatever) so quickly. They like the struggle of having very little power and trying to make their way in the universe. This game offers a ton of different experiences/ ways to play and you are suggesting eliminating one because you personally don't like it.

Quote
'learn by doing' is not progression. Then once you get good at the game, there is no more replay-ability.

It is literally progression.
It would be more accurate to say the game is providing no progression. A player with experience in the game genre and some intuition might never experience any progression because they are already good at the game, a player who struggles to understand the core game mechanics might never get better at the game and also experience no progression. The game is not providing you anything, you are progressing independently from the game, which is fine, but claiming that the game is providing you progression is false. Getting better at your job is not the same as getting promoted. You are suggesting eliminating promotions and letting the satisfaction of being good at your job be the reward.

As I said anyway- there is still room for skills/officers for abstracted skills like salvage.
Combat is an abstraction. The whole game is an abstraction. Nothing about the combat is even close to how an actual spacecraft works, it's all arbitrarily made up to be fun and vaguely reminiscent of naval warfare. It make no more sense that a ship captain would arbitrarily make his ship 'faster' than that he would arbitrarily make it 'better at salvaging'. These are all arbitrary bonuses made up to provide the player a sense of becoming more powerful, with no bearing on how this sort of thing would actually work 'in the real world', whatever that means.
Title: Re: Balance, skills and general musings
Post by: Wyvern on November 29, 2018, 09:53:34 AM
I suggested this many times:

You could easily remove all combat skills (piloted ship bonuses, but not only) from the player skills and use officers in place of those. The player will only have fleet wide, general bonuses; optimally not related to combat. The ship you 'drive' should have an officer like all other ships, that officer will give your ship the combat skill.

You're not the only person who's made that suggestion. (http://fractalsoftworks.com/forum/index.php?topic=12176.0)

And I do think it would be an improvement over what we have now.

...But, stylistically, losing the sense that -your- character can captain a starship... Yeah, making this change would change the feel of the game from "I'm a starship captain" to "I'm a fleet-admiral."  But, on the other hand, with colonies now being a thing, (edit: and starting options that give you a real fleet from the get-go), that feel is changing -anyway-.  Starship captain.  Fleet admiral.  Benevolent (or iron-fisted) dictator.  Warlord.

I do still miss the days when I could take a single ship out against the world and have it, y'know, work.  But it's all fleet stuff these days, and that doesn't seem likely to change.
Title: Re: Balance, skills and general musings
Post by: Megas on November 29, 2018, 10:02:23 AM
My objection to pilot carrier skills is there are not enough carriers to play with.  You take them, and you mostly lock yourself into Heron, Mora, or Astral late in the game.  Now in 0.9, you need to specialize hard into fighter skills if you want your personal fighters to live long enough, unlike in 0.8.  Me, I will just get Fighter Doctrine, get a few carrier officers, and call it a day.
Title: Re: Balance, skills and general musings
Post by: intrinsic_parity on November 29, 2018, 12:55:03 PM
I feel like carriers are the least interesting ships to fly anyway. It mostly involves staying far away and switching targets and engage mode. Maybe that's just my personal experience, but I usually avoid flying carriers anyway.
Title: Re: Balance, skills and general musings
Post by: Megas on November 29, 2018, 01:38:50 PM
I feel like carriers are the least interesting ships to fly anyway. It mostly involves staying far away and switching targets and engage mode. Maybe that's just my personal experience, but I usually avoid flying carriers anyway.
They would be better if they are not so OP-starved if I use anything better than Talons for fighters.  Most of my carriers only have minimal PD.  (Mora has minor assault weapons since it is too slow to flee from things.)  Astral has almost no weapons to speak of after fitting high-end bombers on it.  Drover is completely unarmed.  (Not sure if it works as well as it did in 0.8.)
Title: Re: Balance, skills and general musings
Post by: Thaago on November 29, 2018, 01:47:33 PM
Why are you so short on OP? I can fit bombers and heavy fighters on carriers just fine and still have guns/missiles and a decent if uninspiring number of vents/caps.
Title: Re: Balance, skills and general musings
Post by: StarGibbon on November 29, 2018, 04:26:19 PM
Skill question:

Does the Industry > Salvaging tree actually increase the % *chance* to find rare items, or merely the quantity in the event that you do?
Title: Re: Balance, skills and general musings
Post by: Thaago on November 29, 2018, 06:42:08 PM
Its the chance. The way it works out is that you end up with 50% more rare items.
Title: Re: Balance, skills and general musings
Post by: StarGibbon on November 29, 2018, 07:05:43 PM
@Thaago

 So this is a skill I probably want to pick up as early in the game as possible to benefit from it.  Thanks!
Title: Re: Balance, skills and general musings
Post by: Thaago on November 29, 2018, 10:16:21 PM
Yeah! I had one playthrough with it from the start and found blueprints/cores/forges noticeably faster than my other runs.
Title: Re: Balance, skills and general musings
Post by: Serenitis on November 30, 2018, 03:49:06 AM
The Hurricane MIRV is entirely underwhelming now.
Most of the sub-munitions miss by curving around their target instead of tracking into it like they used to do.
Title: Re: Balance, skills and general musings
Post by: Thaago on November 30, 2018, 10:41:22 AM
Agreed - I would rather use a Harpoon Pod (medium) in a large slot than a hurricane Mirv.
Title: Re: Balance, skills and general musings
Post by: ANGRYABOUTELVES on November 30, 2018, 11:12:11 AM
The Hurricane MIRV is incapable of converging on anything smaller than a cruiser without ECCM or skills. With either ECCM or skills, it can converge on a destroyer. With both, it can converge on frigates. It's still good, it's just doesn't delete everything without further investment anymore.
Title: Re: Balance, skills and general musings
Post by: Megas on November 30, 2018, 11:50:16 AM
Current MIRV seems like a sidegrade over the old MIRV at best.  Only time I used it was with Odyssey, who has ECCM for free.

If MIRV needs ECCM to be useful enough, then it is effectively a 30+ OP weapon (except for Odyssey who has that for free).  Even on Odyssey, I was not impressed with MIRV, although it is better than nothing (because homing missiles is the only way Odyssey can get that third heavy mount to attack whatever the left two are shooting at).  Squalls were a bit more useful.  Locusts is what I really want, and never found (except maybe two from my last fight with Remnants).  Locusts does everything I want from MIRV but better (except HE damage, but I have other weapons for cracking armor).

Autopulse Laser is not a 20 OP weapon if you need Expanded Magazines to fire them for a while.
Title: Re: Balance, skills and general musings
Post by: ANGRYABOUTELVES on November 30, 2018, 12:44:41 PM
The Hurricane MIRV doesn't need ECCM to be useful; it's a long-range homing missile with slightly more total HE damage than a Reaper. It's good finisher and armor cracker missile against cruisers, capitals, and stations in its default state. You just need ECCM or skills to be able to crush destroyers and frigates with it.

This change was clearly intended to be a nerf, as the 0.8 Hurricane MIRV was blatantly overpowered. Its refire delay was tripled, it lost one submunition, and it became much easier for smaller ships to dodge some or all of the submunitions. If you consider it to be potentially a sidegrade, maybe Alex didn't go far enough.
Title: Re: Balance, skills and general musings
Post by: SafariJohn on November 30, 2018, 12:49:16 PM
My only problem with Hurricane is that the AI will spam it at anything and everything, wasting it on frigates and crap.
Title: Re: Balance, skills and general musings
Post by: Megas on November 30, 2018, 01:26:05 PM
I thought the only nerf was the refire rate.  I thought the payload was changed to mini-Sabots because the old way was too vulnerable to PD like Flak or could be dodged too easily if you backpedal far enough.  That was what I meant be sidegrade.  I thought the new MIRV was supposed to be more accurate, but it does not look that way.

The main problem with old MIRV was the AI wasted all of the shots immediately.  Due to all of the flaws, I consider Locusts superior to 0.8 MIRV.
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 02, 2018, 02:51:22 AM
another comment that caught my attention:

Quote
Fun combat was back when you had reason to keep your flux high, when missiles were not grouped into the two categories of slow and useless and overloading ***. Fun combat was when the ballistics had ammo counters but were specialized weapons with a load of heft and purpose behind every shot. And it was definitely fun not having some arbitrary *** time limit on your engagements while artificially slowing down every ship. Crutch ship mods that you're given but the AI apparently never uses don't help either, having 20-40% range, 50-60% armor on him and such.

As for the 2012 claim I made it because I've apparently kept a Starfarer 0.53.1a release in backup and for the sake of curiosity tried it out. Know what a shocker it was to play with the original bomber AI that can move across a large map, deliver and fly back to safety?

I cannot help but partially agree.
All weapons having ammo gave logistics a greater impact and made every shot count, and also made combat limits that made sense - ships retreat when they need to re-supply and repair, not after some magical combat readiness number tells them so..which falls so fast that the crew and ship are done after 5 minutes of combat...


also
Quote
It's jarring that the economy flip-flops and can't decide if it's exponential or not. Production doesn't stack on the basis that 10^3 fuel is completely irrelevant to 10^7, but market value and shortages always treat it like a linear scale.
Title: Re: Balance, skills and general musings
Post by: Draba on December 02, 2018, 05:35:04 AM
Quote
Fun combat was back when you had reason to keep your flux high, when missiles were not grouped into the two categories of slow and useless and overloading ***. Fun combat was when the ballistics had ammo counters but were specialized weapons with a load of heft and purpose behind every shot. And it was definitely fun not having some arbitrary *** time limit on your engagements while artificially slowing down every ship. Crutch ship mods that you're given but the AI apparently never uses don't help either, having 20-40% range, 50-60% armor on him and such.

As for the 2012 claim I made it because I've apparently kept a Starfarer 0.53.1a release in backup and for the sake of curiosity tried it out. Know what a shocker it was to play with the original bomber AI that can move across a large map, deliver and fly back to safety?

I cannot help but partially agree.
All weapons having ammo gave logistics a greater impact and made every shot count, and also made combat limits that made sense - ships retreat when they need to re-supply and repair, not after some magical combat readiness number tells them so..which falls so fast that the crew and ship are done after 5 minutes of combat...

I like energy weapons not doing more damage with high flux, it wasn't something you thought about too much(mostly matters if you like soloing a lot).
Don't think ballistic ammo cost is much of a loss, could've worked but can lead some really boring tactics against AI so prefer it this way.
Agree on the hullmods part, not a fan of ITU/SO in general. I think ITU is too big an advantage if AI fleet doesn't have it and SO feels cheap.

Quote
It's jarring that the economy flip-flops and can't decide if it's exponential or not. Production doesn't stack on the basis that 10^3 fuel is completely irrelevant to 10^7, but market value and shortages always treat it like a linear scale.

Agree on this too, using exponential output in the first place was asking for trouble.
It's really hard to make it intuitive and making smaller markets matter is hard without getting all kinds of strange behavior.
Title: Re: Balance, skills and general musings
Post by: Megas on December 02, 2018, 05:40:31 AM
Back in the 0.6x era, I had skilled Medusa shield-tank skilled Onslaughts and the like until they ran out of ammo, then I move in for the kill when all (Elite) Onslaught had left were railguns that were not as powerful.  Skilled Onslaught with Mjolnirs and HVDs was overwhelming, until it ran out of ammo.  I will not fight that with all of its weapons (too hard), just dodge and stuff until the ammo is gone.
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 02, 2018, 06:28:10 AM
Back in the 0.6x era, I had skilled Medusa shield-tank skilled Onslaughts and the like until they ran out of ammo, then I move in for the kill when all (Elite) Onslaught had left were railguns that were not as powerful.  Skilled Onslaught with Mjolnirs and HVDs was overwhelming, until it ran out of ammo.  I will not fight that with all of its weapons (too hard), just dodge and stuff until the ammo is gone.

Ships SHOULD carry enough ammo for a protracted engagement. Guns with 10 rounds should not be a thing (unless its' some super-special gun with limited use, like a torpedo).

But also, running out of ammo should be a thing, and the AI should start playing more defensively and stick closer to the edges when ammo starts running low. This is also why having backup energy weapons is a good thing.
Again, logical pros and cons.
You played smart and won.
Title: Re: Balance, skills and general musings
Post by: SCC on December 02, 2018, 06:46:14 AM
If we are taking logical approach, then weapons in general ought to be much stronger than they are and ships should perform worse the more damage to the hull they take (including flux stats), and hull damage could even cause further hull damage, as fires spread inside, ammunition went off or life support systems start failing from direct damage or from holes in the hull.
Title: Re: Balance, skills and general musings
Post by: TaLaR on December 02, 2018, 06:47:58 AM
But also, running out of ammo should be a thing, and the AI should start playing more defensively and stick closer to the edges when ammo starts running low. This is also why having backup energy weapons is a good thing.
Again, logical pros and cons.
You played smart and won.

it was easy and boring.
And it wasn't just AI being stupid. Low-tech generally can't pursue high-tech effectively and win by having the high-tech overcommit to attack while under fire. No commitment is over-commitment if low-tech does not fire back (high tech can just keep ~0 flux and fire at flux regen rate). And if low-tech does fire back you retreat and vent until low-tech has no ammo left.
Title: Re: Balance, skills and general musings
Post by: Megas on December 02, 2018, 08:49:56 AM
Quote
Ships SHOULD carry enough ammo for a protracted engagement. Guns with 10 rounds should not be a thing (unless its' some super-special gun with limited use, like a torpedo).
As long as ammo is limited and peak performance was not, nothing could stop something like Medusa or other agile-but-outgunned ship from darting-in, dodge or shield tank anything the AI throws at it, back out, vent, repeat until AI runs out of ammo.  More ammo just means it takes longer before the inevitable conclusion occurs.  Ship with limited ammo is between a rock-and-a-hard place with no good options beyond enemy committing pilot error.

With unskilled ships, even Medusa can win over Enforcer just by shield tanking until Enforcer runs out of ammo.  I did that once.

At the time, ships could only sustain fire most ammo weapons for about two minutes.  Needlers had lots of ammo, much like Locusts today have unusually high ammo for missile weapon.  That made needlers much more valuable than other similar and cheaper weapons.  Hellbore was a much better weapon than HAG due to ammo count, in addition to similar DPS for a fraction of the OP cost.  On the other side, Vulcan was bad PD because it ran out of ammo very quickly.  Player might conserve, but the AI sure would not.
Title: Re: Balance, skills and general musings
Post by: Draba on December 02, 2018, 08:51:14 AM
Ships SHOULD carry enough ammo for a protracted engagement. Guns with 10 rounds should not be a thing (unless its' some super-special gun with limited use, like a torpedo).

But also, running out of ammo should be a thing, and the AI should start playing more defensively and stick closer to the edges when ammo starts running low. This is also why having backup energy weapons is a good thing.

Ammo counts either matter or they don't.
If they do trying to run the opponent out will be an option and that simply isn't fun.
Title: Re: Balance, skills and general musings
Post by: SapphireSage on December 02, 2018, 10:55:43 AM
Can agree that ammo being removed was for a good reason. Low tech was never meant to be able to compete mobility wise with high-tech because high-techs thing was being quick and doing hit-and-runs. With mobility as their strength its too easy for them to simply dart in and out venting as needed until the enemy runs out of ammo and then killing defenseless opponents similar to crushing a ship at 0% CR but longer because they're not suffering malfunctions or losing shields. It would make high-tech ships very strong and "optimal" strategy take forever and drag out engagements.

I'm not saying that the CR system is perfect, but its good at preventing Mount and Blade horse archery style* cheese which would just be infinite kiting and sniping in a fast ship.

*In Mount and Blade, it was possible to level up skills in archery and horse riding to get a fairly speedy, tanky horse while wearing good armor yourself . In battle you had a spot that carried all your inventory and could store thousands of arrows there even if you only could carry 30 + back shield. Since the enemy AI archery was poor against a horse riding target they weren't likely to hit you and you could easily run circles around the enemy army alone pelting them with arrows until they all died leaving the group only to reload at your luggage site.
Title: Re: Balance, skills and general musings
Post by: TaLaR on December 02, 2018, 11:14:12 AM
*In Mount and Blade, it was possible to level up skills in archery and horse riding to get a fairly speedy, tanky horse while wearing good armor yourself . In battle you had a spot that carried all your inventory and could store thousands of arrows there even if you only could carry 30 + back shield. Since the enemy AI archery was poor against a horse riding target they weren't likely to hit you and you could easily run circles around the enemy army alone pelting them with arrows until they all died leaving the group only to reload at your luggage site.

Yeah, good times... At least there was some some challenge involved - weaving from enemy arrows, killing all fast cavalry, not bumping into a tree while you watch behind and just aiming for clean headshots.
Waiting out low-tech ship's ammo with Medusa in Starfarer was much less engaging.
Title: Re: Balance, skills and general musings
Post by: Serenitis on December 02, 2018, 01:02:04 PM
Does industry maintenance scale with population size?
I keep building nice 'just about profitable' mining places to to collect resources I don't have on my main worlds, which make ~10K.
But when I get a growth notification for them they now have -5K even though nothing else has changed. And in order to put it back in the black I have to remove the buildings, thus removing the point of why I created the place.
Title: Re: Balance, skills and general musings
Post by: SCC on December 02, 2018, 01:07:39 PM
Both maintenance and output scale with population, but in my experience on high hazard worlds (>200%) maintenance raises faster than profits, which is annoying. Stability also influences income.
Title: Re: Balance, skills and general musings
Post by: Goumindong on December 02, 2018, 01:24:45 PM
The Hurricane MIRV is great. Probably not as good as the old one with ECCM and missile skills becasuse at that point you could use it to kill frigates without bothering to overload them first.

But it’s strength against point defense makes it a lot more useful against a lot of big targets and especially stations, where you can overload a section but still not have disabled the majority of PD against that section
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 03, 2018, 02:00:58 AM
it was easy and boring.
And it wasn't just AI being stupid. Low-tech generally can't pursue high-tech effectively and win by having the high-tech overcommit to attack while under fire. No commitment is over-commitment if low-tech does not fire back (high tech can just keep ~0 flux and fire at flux regen rate). And if low-tech does fire back you retreat and vent until low-tech has no ammo left.

A faster ship with good flux control can avoid the slower one? Say it isn't so!

How does having no ammo limit change anything in that regard? It still holds true that low-tech can't persue high-tech, ammo limit or no. If you have the mobillity and flux, then you can get out of dodge, vent and go back in and repeat that forever. A lot of missiles have limited ammo, but no one seems to complain. Isn't my missile destroyer useless and vulnerable when it fires off all it's limited ammo missiles?

And yes, AI does make a difference. Because if low tech running out of ammo can retreat, then you don't get the easy kill.

And you seem to forget that there are other ships around, so trying to drag out the battle like that might not be the best course of action AND you're not likely to face a fleet with all ballistics.
Title: Re: Balance, skills and general musings
Post by: StarGibbon on December 03, 2018, 02:21:15 AM
The AI can't be expected to intelligently manage limited ammo, period. You see what it does (or doesn't do) with missiles.  It's one of those areas were even if it were "okay" at doing it, it wouldn't be good enough, and no one would ever give those weapons to the AI, or use ships that required them, in favor of energy weapons you didnt have to worry about.

You'd have to remove ammo limits for the AI but not the player, leading to another class of weapons that are good for the AI and not for the player, or vice versa. There are already enough of those.


I remember the early builds that had more limited ammo. I didn't play it very much. Personally, I don't find running out of ammo for my main weapons in the middle of combat, while the other guy can shoot all day, very much fun in a pew! pew! game.  I much prefer the way the game handles weapons with slowly reloading charges if you wanted to introduce an ammo management aspect to a weapon.  Those are fun to me.

Title: Re: Balance, skills and general musings
Post by: TrashMan on December 03, 2018, 02:58:26 AM
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Ships SHOULD carry enough ammo for a protracted engagement. Guns with 10 rounds should not be a thing (unless its' some super-special gun with limited use, like a torpedo).
As long as ammo is limited and peak performance was not, nothing could stop something like Medusa or other agile-but-outgunned ship from darting-in, dodge or shield tank anything the AI throws at it, back out, vent, repeat until AI runs out of ammo.  More ammo just means it takes longer before the inevitable conclusion occurs.  Ship with limited ammo is between a rock-and-a-hard place with no good options beyond enemy committing pilot error.

With unskilled ships, even Medusa can win over Enforcer just by shield tanking until Enforcer runs out of ammo.  I did that once.

And how does it work now? You just retreat because a Medusa can't out-gun an Enforcer. Or you are stuck in a loop of trying to fight an getting nothing done.
And with proper AI, the first scenario would be also an endless loop, since the Enforcer would pull out if it starts getting low on ammo, meaning you couldn't use that tactic to kill it. So in both cases the result between a slow but powerful ship and a weak but fast one would be the same - both side avoiding the pointless fight.

Additionally, you do have weapons that disrupt engines - like the Salamander

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Player might conserve, but the AI sure would not.

That's an AI issue, is it not?
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 03, 2018, 03:05:41 AM
Ammo counts either matter or they don't.
If they do trying to run the opponent out will be an option and that simply isn't fun.

If you only want instant gratification, perhaps.

AI acting smart and pulling out damaged ships or ships low on amo makes sense. It isn't "fun" to you because you want to blow them up? I consider it very much fun.
Logistics is the name of the game, ammo is something any single warship and admiral has to think off, but here, in a warship combat game, ammo is a non-issue. Meanwhile we get a wonky colony managment system instead.
Title: Re: Balance, skills and general musings
Post by: StarGibbon on December 03, 2018, 03:06:31 AM

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Player might conserve, but the AI sure would not.

That's an AI issue, is it not?

Yes. And there's no easy fix, or reasonable expectation of Alex doing so. Limited ammo in the hands of a game AI is always exploitable by a human player. *Always.*
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 03, 2018, 03:13:40 AM
Can agree that ammo being removed was for a good reason. Low tech was never meant to be able to compete mobility wise with high-tech because high-techs thing was being quick and doing hit-and-runs. With mobility as their strength its too easy for them to simply dart in and out venting as needed until the enemy runs out of ammo and then killing defenseless opponents similar to crushing a ship at 0% CR but longer because they're not suffering malfunctions or losing shields. It would make high-tech ships very strong and "optimal" strategy take forever and drag out engagements.

I'm not saying that the CR system is perfect, but its good at preventing Mount and Blade horse archery style* cheese which would just be infinite kiting and sniping in a fast ship.

Mount and Blade archery cheese was possible because of access to luggage and sub-par AI. Without luggage, you can carry 60 arrows.

And again, as long as SI plays it smart and retreats, you cannot use that tactic.


Quote from: StarGibbon
Yes. And there's no easy fix, or reasonable expectation of Alex doing so. Limited ammo in the hands of a game AI is always exploitable by a human player. *Always.*

There isn't a single mechanic that player cannot exploit to some level, somehow. That is a non-argument, we might as well remove all mechanics.
As long as it's difficult or not worth exploiting, then there shouldn't be an issue.

Imagine this - player fight a slow big ship. Darts in an out, trying to drain it out of ammo. As the ammo gets below 25%, enemy ship starts hugging the map corner. When ammo gets critically low, it escapes.
You can try chase it down, but in the next combat round it does the same. And again. And again. Making the "exploit" an excercise in futility.
No different really form the player having a big slow ship and trying to chase down a fast phase skipper. The AI will deny you no matter how many times you try. Why should this be different?
Title: Re: Balance, skills and general musings
Post by: Serenitis on December 03, 2018, 03:23:55 AM
Both maintenance and output scale with population, but in my experience on high hazard worlds (>200%) maintenance raises faster than profits, which is annoying. Stability also influences income.
Yeah, this is what I'm seeing as well. Confused me real good the first few times I saw the income jump into the red for 'no reason'.
I wasn't expecting a mining hell planet to ever be hugely profitable, but I was rather hoping that it would at least be sustainable. Or have some means of forcing it to be sustainable by giving up any kind of growth.

Ammochat:
Ammunition limits are not a fun mechanic that just creates micromanagement for sake of it.
Gameplay > 'Realism'
Title: Re: Balance, skills and general musings
Post by: StarGibbon on December 03, 2018, 03:28:37 AM


There isn't a single mechanic that player cannot exploit to some level, somehow. That is a non-argument, we might as well remove all mechanics.


So we're throwing out any consideration of degree?  I dont accept this statement. There are plenty of things that work more or less OK. If your threshhold for something being a non-argument is that there are possible outliers, then all discussion is meaningless.  

Quit dodging the reality that there are limits to game AI that a developer is probably not going to solve just because you think they should. AIs do not make decisions about limited resource management or opportunistic striking nearly as well as a human player, nor can they be expected to. I'm not saying it's impossible to craft a system where the AI can be effective with it, but it is by far the more difficult path, and there are practical considerations. Setting aside the fact that many *players* wouldnt  enjoy it, sometimes avoiding  a problematic mechanic because of all the potential issues is simply the more efficient development choice.

AI Ammo management *can* be a thing in turn based games with no twitch component.  In a game where the AI can't even use finite, supplemental missile weapons effectively against *itself*, how could it possibly be expected to intelligently manage ammo against a player? No, this is just a recipe for weapons you would never put in the hands of your own fleet AI, while hoping that the opposing fleet was using them.
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 03, 2018, 04:13:21 AM
Ammochat:
Ammunition limits are not a fun mechanic that just creates micromanagement for sake of it.
Gameplay > 'Realism'

Fuel and supplies are also micromanagment.
You don't have a monopoly on what is fun and isn't, neither do you have a monopoly on what makes good and bad gameplay.

Ammo limit isn't micro for the sake of it. It's micro because it affects gameplay and makes sense, given that that IS what a ship captain would have to take into account.
Granted, it would be more involved if you had different ammo types, but that's a separate matter entirely.


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So we're throwing out any consideration of degree?  I don't accept this statement.

No, I'm saying it's not really an issue when the fix is easy - have the AI retreat when low on ammo. Problem solved, player cannot exploit as easily. And it's easy to program too, check ammo for main weapons and if it's below X%, start pulling out towards the safest border and then retreat.

Modders have added AI for FAR more complex shipsystems and weapons.

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Setting aside the fact that many *players* wouldnt  enjoy it

Many *players* don't enjoy the current system either.
No matter what you do there is always going to be someone who doesn't like it.
There is no "one true answer".
You like the boom-boom. I like the managment.


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AI Ammo management *can* be a thing in turn based games with no twitch component.  In a game where the AI can't even use finite, supplemental missile weapons effectively against *itself*, how could it possibly be expected to intelligently manage ammo against a player? No, this is just a recipe for weapons you would never put in the hands of your own fleet AI, while hoping that the opposing fleet was using them.

Plenty of games pul it off just fine. Being a twich games has no bearing . And you do realize you're basically proposing to make all missiles infinite too?

"Programing X is hard" is a fallacy for 2 reasons:
1) it's not true
2) Even if it was it wouldn't matter. Making a game is hard. Programing a 3d engine is hard. Painting a good picture is hard, writing a good song is hard.
Title: Re: Balance, skills and general musings
Post by: Serenitis on December 03, 2018, 04:19:01 AM
Fuel and supplies are also micromanagment.
Fuel and supplies are not in combat. And neither play an active role in combat that must be managed.
You don't have a monopoly on what is fun and isn't, neither do you have a monopoly on what makes good and bad gameplay.
Right back at you, friend.
Title: Re: Balance, skills and general musings
Post by: TaLaR on December 03, 2018, 04:25:46 AM
Fuel and supplies are also micromanagment.
Fuel and supplies are not in combat. And neither play an active role in combat that must be managed.
And AI is currently pardoned from even relatively simpler task of managing them out of combat, without plans for AI to ever have to do that.
Title: Re: Balance, skills and general musings
Post by: StarGibbon on December 03, 2018, 04:46:17 AM


No, I'm saying it's not really an issue when the fix is easy - .

You should develop games. You seem to know all sorts of easy fixes for problems developers have wrestled with for decades.  



Fuel and supplies are also micromanagment.


True story. Too bad the AI doesnt have to fire fuel and supplies at a moving target.

Game AIs are great at micromanaging spreadsheets. Better than human. They are not great at predicting the almost infinite number of paths an opponent can travel from any fixed point with 360 degree of movement. Not on consumer grade hardware anyway.


"Programing X is hard" is a fallacy for 2 reasons:
1) it's not true
2) Even if it was it wouldn't matter. Making a game is hard. Programing a 3d engine is hard. Painting a good picture is hard, writing a good song is hard.

Hey thanks for that, but you appear to be having an argument with somebody else. My argument  wasn't "programming is hard". My argument is that game AI has limitations, and some of them have little reasonable expectation of being solved in certain contexts with limited resources. Nothing is impossible. Many things are impractical.


Plenty of games pul it off just fine. Being a twich games has no bearing .

Define "plenty". Because pretty much every shooter I've ever played features players sometimes having to carefully monitor their ammo while their opponents can shoot all day. It's a limitation designed to create a challenge for a *human* player, which is fine when the game is completely human vs AI. This game though, I have to rely on the AI on my side as well, and I dont want them running out of ammo in the middle of a fight and running away to leave me fighting the enemy alone. The fact you think this would in any way make for a better game is baffling.


And you do realize you're basically proposing to make all missiles infinite too?

This is silly.

No, I just have realistic expectations for the AI. They can be useful with spray and pray missile types, forcing the opposing fleet to at least react to them. But they'll never be able to act as decisively with them as a human player. This is fine because missles are usually supplemental support weapons. But I need to be able to rely on the AI using their main weapons consistently, and doing damage. The AI cannot be expected to learn how to strike as opportunistically as a player can with finite ammo.
Title: Re: Balance, skills and general musings
Post by: SCC on December 03, 2018, 04:54:14 AM
Ammo limit isn't micro for the sake of it. It's micro because it affects gameplay and makes sense, given that that IS what a ship captain would have to take into account.
Granted, it would be more involved if you had different ammo types, but that's a separate matter entirely.
As it is, ammunition should be limited for absolutely everything or for nothing. I mean, every ship has at least some manufacturing capability, so the only important thing is how much supplies can fit in it. Currently, missiles fit the role of limited use weapons, but there's no actual reason ships shouldn't be able to reload them if they can reload anything else, there's no inherent difference between a missile and a projectile with a warhead besides the fact that one burns through the propulsion immediately and the second in flight.
On the other hand, if ballistics should have limited ammo, why not energy weapons as well? Ships don't run on fairy dust, they need fuel for engines and/or their power generators/reactors. They can run out just as well as supplies for ballistic weapons. Hell, some of the energy weapons do use matter in the end, so they should be limited as well, even if energy is infinite. Why not just make every ship use supplies in combat, proportionally to their flux generation, for the ultimate resource management experience?
I miss the short period when ballistic weapons had clips and reloading. That way you had shortages of munitions without crippling every non-high tech ship.
Title: Re: Balance, skills and general musings
Post by: Draba on December 03, 2018, 05:03:34 AM
Ammo counts either matter or they don't.
If they do trying to run the opponent out will be an option and that simply isn't fun.

If you only want instant gratification, perhaps.

AI acting smart and pulling out damaged ships or ships low on amo makes sense. It isn't "fun" to you because you want to blow them up? I consider it very much fun.
Logistics is the name of the game, ammo is something any single warship and admiral has to think off, but here, in a warship combat game, ammo is a non-issue. Meanwhile we get a wonky colony managment system instead.

Not rewarding tedious, low risk behavior is a pretty universal game design guideline(and for good reason).
I have hundreds of hours in X3 and thousands in From the Depths, should matter a lot in a tedium-tolerance *** measuring contest :)

No, I'm saying it's not really an issue when the fix is easy - have the AI retreat when low on ammo. Problem solved, player cannot exploit as easily. And it's easy to program too, check ammo for main weapons and if it's below X%, start pulling out towards the safest border and then retreat.

That restricts AI ship choices even more, anything using ballistics must be good in holding the line(so player doesn't cut them off and bumrush when ammo is out).
Let's assume there is a perfect AI that handles ammo well and recognizes being pushed, why is a different hard timer that only affects ballistics better?

Why not just make every ship use supplies in combat, proportionally to their flux generation, for the ultimate resource management experience?

That would be great in my book, just for a different game :)
A bit too complex and also comes back to the AI: it's already hard to make decent decisions on an isolated strategic level.
Making that tie into tactical decisions is a nightmare, you might get an initial metric on how much a win is worth in any given battle
but really hard to avoid cutting off too early in winnable situations/committing too much in bad ones.
Title: Re: Balance, skills and general musings
Post by: StarGibbon on December 03, 2018, 05:09:02 AM

I miss the short period when ballistic weapons had clips and reloading. That way you had shortages of munitions without crippling every non-high tech ship.

Some weapons, like autopulse lasers still act that way, and I vastly prefer it as a way of adding an ammo management aspect to a weapon. It allows for tactical striking and and a soft limit on sustained firepower, while still being effectively usable by the AI.

I am *all* for this. They're fun weapons to shoot and maneuver with, without being overly punitive, and misses still have consequences.
Title: Re: Balance, skills and general musings
Post by: Draba on December 03, 2018, 05:13:01 AM

I miss the short period when ballistic weapons had clips and reloading. That way you had shortages of munitions without crippling every non-high tech ship.

Some weapons, like autopulse lasers still act that way, and I vastly prefer it as a way of adding an ammo management aspect to a weapon. It allows for tactical striking and and a soft limit on sustained firepower, while still being effectively usable by the AI.

I am *all* for this. They're fun weapons to shoot and maneuver with, without being overly punitive, and misses still have consequences.

Yep, I like this kind of balancing as well.
Title: Re: Balance, skills and general musings
Post by: Histidine on December 03, 2018, 05:14:17 AM
Two cases I can think of where the "retreat when on low ammo" approach fails, without trivial workarounds that were obvious to me:

1) High-tech convoy is caught by larger low-tech fleet. Could just retreat, but this exposes the civilian ships to danger.

HT combat ship plays "run enemy out of ammo". Low-tech ships all retreat. Convoy walks away with impunity as enemy has retreated.

2) High-tech vs. low tech 3v3. HT fleet runs an LT ship out of ammo, it retreats. HT fleet runs another LT ship out of ammo, it retreats. HT fleet swarms over last LT enemy and destroys it with impunity.

You could work around this by making the whole fleet retreat if average fleet ammo drops below X% or such, but how much fiddling are you going to do to get behavior that looks sensible, across the huge number of combinations of per-ship ammo levels possible? (And what works in one scenario may well be wholly broken in another).
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 03, 2018, 06:46:37 AM
You should develop games. You seem to know all sorts of easy fixes for problems developers have wrestled with for decades.

Given how many games there are with far, FAR more complex mechanics that do just fine, I'd say the developers have wrestled just fine.

The AI already knows how to retreat. You only need to add another (easily checked) condition for it to start doing so.



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True story. Too bad the AI doesnt have to fire fuel and supplies at a moving target.

Game AIs are great at micromanaging spreadsheets. Better than human. They are not great at predicting the almost infinite number of paths an opponent can travel from any fixed point with 360 degree of movement. Not on consumer grade hardware anyway.

It doesn't have to. This isn't rocket science, it's a game. Tracking ammo is basic math. I have X total ammo. Ha my ammo for my bg guns fallen below acceptable level? Yes? Then run.

If you want to talk about complex AI, starsector ship combat really isn't the place.



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Define "plenty". Because pretty much every shooter I've ever played features players sometimes having to carefully monitor their ammo while their opponents can shoot all day.

That's a case of dev lazyness, not some impossible hurdle.

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It's a limitation designed to create a challenge for a *human* player, which is fine when the game is completely human vs AI. This game though, I have to rely on the AI on my side as well, and I dont want them running out of ammo in the middle of a fight and running away to leave me fighting the enemy alone. The fact you think this would in any way make for a better game is baffling.

Challenge? If anyone plays by the same rules, the challenge is there.

Running away? Why not grab ammo from an enemy corpse? Why not switch to a secondary? Why not ask for a mag?
And yes, it would make for a better game because you could do the same to the enemy.


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No, I just have realistic expectations for the AI. They can be useful with spray and pray missile types, forcing the opposing fleet to at least react to them. But they'll never be able to act as decisively with them as a human player. This is fine because missles are usually supplemental support weapons. But I need to be able to rely on the AI using their main weapons consistently, and doing damage. The AI cannot be expected to learn how to strike as opportunistically as a player can with finite ammo.

Guns would have enough ammo that you don't need to *** every single shell. And again, the AI will never be as good as the player at anything. It just has to be good enough.
Title: Re: Balance, skills and general musings
Post by: nomadic_leader on December 03, 2018, 06:48:22 AM
Ammo limit isn't micro for the sake of it. It's micro because it affects gameplay and makes sense, given that that IS what a ship captain would have to take into account.

I agree.
CR is too abstracted; unfun and unintuitive. An overreaction to a few savant players like Megas obsessively kiting an onslaught with a tempest then posting a lot (thanks for CR, Megas  ;) ). Then, not addressing the smaller issues such as:

How come ships can shoot energy weapons endlessly without running out of power? Why don't ammo-unlimited energy weapons draw off a common battery?

Why aren't large weapons  even stronger / longer range than medium/small mounts to inhibit kiting? Otherwise, there wouldn't be big slow ships in the sector.

How come big ship doesn't retreat when it sees its being kited? Show the AI a graph of its own flux vs Megas' flux, see the same pattern repeating like a sine wave over 5 tedious minutes, and make it retreat.

How come, no matter how long you spend cheesing some big ship in combat, time in campaign doesn't increment, so you don't have to worry about anything else happening?

Why are big ships slower than small ones anyway? Even in the WWII navel combat which starsector is trying to recapture by way of Star Wars, bigger ships were faster than smaller ships (though not airplanes), because bigger ships have bigger engines.  They just have bad acceleration/turning than small ones.

Also, there are times when a smaller, better ship is just going to be better than a big ship. Maybe that's ok?

It doesn't make sense to put this abstracted, tabletop-style mechanic into a twitch component of the game. On campaign, the play is more abstracted so CR feels less wrong. But not in combat.

Oh well, it's done. I do like Starsector because it is good world building and fun overall still (and complaining about it on the forums is also fun), but if it has one systemic flaw it's "overthinking": increasingly convoluted mechanics in order to 'simplify' micromanagement, redesign of economy 4 times and counting, etc. Honestly I have no idea how fighters work still, because i gave up on reading those academic blog treatises.
Title: Re: Balance, skills and general musings
Post by: SCC on December 03, 2018, 06:50:25 AM
Some weapons, like autopulse lasers still act that way, and I vastly prefer it as a way of adding an ammo management aspect to a weapon. It allows for tactical striking and and a soft limit on sustained firepower, while still being effectively usable by the AI.

I am *all* for this. They're fun weapons to shoot and maneuver with, without being overly punitive, and misses still have consequences.
While autopulse works similar, it's a different situation, since it's basically always short on ammunition and not only in prolonged engagements.
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 03, 2018, 06:58:08 AM
Not rewarding tedious, low risk behavior is a pretty universal game design guideline(and for good reason).
I have hundreds of hours in X3 and thousands in From the Depths, should matter a lot in a tedium-tolerance *** measuring contest :)

What?
What exactly is being rewarded here?


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That restricts AI ship choices even more, anything using ballistics must be good in holding the line(so player doesn't cut them off and bumrush when ammo is out).
Let's assume there is a perfect AI that handles ammo well and recognizes being pushed, why is a different hard timer that only affects ballistics better?

Because it makes sense?
Because it even further gives different weapon weight and consequence?



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Why not just make every ship use supplies in combat, proportionally to their flux generation, for the ultimate resource management experience?

Eh? Combat doesn't last that long. Supplies are clothes, food, nuts and bolts, spare wires, toilet paper and other stuff. So things necessary to keep the ship and crew running long-term.

Now what could be used (after battle and for repairs) is metal - after all, you cannot replace melted/blown off armor with nothing.

Unless regular engines (not hyperspace ones) use fuel there's no need. Especially since generally the battles don't last long enough for it to be an issue. Ships usually have enough fuel for weeks and 15 minutes of manouvering is insignificant.



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A bit too complex and also comes back to the AI: it's already hard to make decent decisions on an isolated strategic level.
Making that tie into tactical decisions is a nightmare, you might get an initial metric on how much a win is worth in any given battle
but really hard to avoid cutting off too early in winnable situations/committing too much in bad ones.

Even players would not make same deicisions, so why should the AI? If the AI retreats too soon - the captain/admiral was a coward or too cautious. If not, the admiral was agreesive/reckless.
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 03, 2018, 07:01:23 AM
Two cases I can think of where the "retreat when on low ammo" approach fails, without trivial workarounds that were obvious to me:

1) High-tech convoy is caught by larger low-tech fleet. Could just retreat, but this exposes the civilian ships to danger.

HT combat ship plays "run enemy out of ammo". Low-tech ships all retreat. Convoy walks away with impunity as enemy has retreated.

2) High-tech vs. low tech 3v3. HT fleet runs an LT ship out of ammo, it retreats. HT fleet runs another LT ship out of ammo, it retreats. HT fleet swarms over last LT enemy and destroys it with impunity.

You could work around this by making the whole fleet retreat if average fleet ammo drops below X% or such, but how much fiddling are you going to do to get behavior that looks sensible, across the huge number of combinations of per-ship ammo levels possible? (And what works in one scenario may well be wholly broken in another).

1) that can only happen if low-tech fleet ignores the convoy craft and go for the escorts. And if HT ships don't get cornered.

2) Doesn't the AI take into account valid ships and general fleet strength already? If two ships start retreating, then it would be a 1 vs 3 scenario and the AI already retreats when outnumbered.
Title: Re: Balance, skills and general musings
Post by: SCC on December 03, 2018, 07:09:42 AM
What?
What exactly is being rewarded here?
Waiting for low tech ships to run out of ammo, duh

Because it makes sense?
Realism shouldn't be taken into consideration when designing gameplay, unless realism is the point. If a realistic thing works, put it in. If it doesn't, too bad for reality.

Eh? Combat doesn't last that long. Supplies are clothes, food, nuts and bolts, spare wires, toilet paper and other stuff. So things necessary to keep the ship and crew running long-term.
Now what could be used (after battle and for repairs) is metal - after all, you cannot replace melted/blown off armor with nothing.
No, supplies are everything required to keep a ship running and firing. It's stuff for crew and life support, it's replacement parts, autofactory chips, "raw materials" for weapons or pre-made munitions, oils and coolants, spare fuel for reactors, many other things I forgot about. When a ships runs out of supplies, it starts failing apart. Metal, while it could be used for repairs (I personally don't have an issue with that), is the least complicated thing required for ships to continue operations.
Title: Re: Balance, skills and general musings
Post by: nomadic_leader on December 03, 2018, 07:19:01 AM
Because it makes sense?
Realism shouldn't be taken into consideration when designing gameplay, unless realism is the point. If a realistic thing works, put it in. If it doesn't, too bad for reality.

Realism and making sense aren't the same thing. Something can not be realistic and still make intuitive sense in the established context and rules of a fictional world.  CR doesn't make sense unless you've read a lot of blog posts and forced yourself to think so.
Title: Re: Balance, skills and general musings
Post by: Nimaniel on December 03, 2018, 07:20:37 AM
In regards to skills, I find that levelling up 10 officers on each playthrough is the most tedious part of Starsector. For each officer, we have to make a choice between two skills, for each level beyond level 1.

That is up to 10x20 = 200 times I have to read BOTH skills to remind me exactly what my officer is getting at that level of the skill, and 95% of the time, the choice is obvious after reading the skills.

I wish there was a template with skill priorities that could be assigned to do this automatically. One template for carrier officers, and one for non-carrier officers.

Good/fun games are about _interesting_ decisions.
Title: Re: Balance, skills and general musings
Post by: StarGibbon on December 03, 2018, 07:42:41 AM

True story. Too bad the AI doesnt have to fire fuel and supplies at a moving target.

Game AIs are great at micromanaging spreadsheets. Better than human. They are not great at predicting the almost infinite number of paths an opponent can travel from any fixed point with 360 degree of movement. Not on consumer grade hardware anyway.

It doesn't have to. This isn't rocket science, it's a game. Tracking ammo is basic math. I have X total ammo. Ha my ammo for my bg guns fallen below acceptable level? Yes? Then run.

If you want to talk about complex AI, starsector ship combat really isn't the place.


Again, you dont seem to grasp the apples and oranges you're arguing with here. Comparing numbers in columns is not the same thing as being able to shoot efficiently in a real time combat scenario.  The issue isn't with  an AI being able to determine whether its got any ammo left, it's being able to use that ammo efficiently enough that the ship doesn't become useless at some point during the combat.  The amount of limited ammo that might prove to be any kind of limiting factor for a human player would be crippling to the AI.

Wanting ammo limits enforced on yourself for a sense of challenge is understandable, but enforcing those same limits on AI ships creates more problems than it solves.


And for the record, I think Alex has created a fantastic combat engine--especially impressive given it's basically a solo project on that end.  There's plenty of complex stuff going on. It's just not the stuff you think you want.



Define "plenty". Because pretty much every shooter I've ever played features players sometimes having to carefully monitor their ammo while their opponents can shoot all day.

That's a case of dev lazyness, not some impossible hurdle.


I see the good ship Dunning-Kruger has now fully unfurled its sails.



It's a limitation designed to create a challenge for a *human* player, which is fine when the game is completely human vs AI. This game though, I have to rely on the AI on my side as well, and I dont want them running out of ammo in the middle of a fight and running away to leave me fighting the enemy alone. The fact you think this would in any way make for a better game is baffling.

Challenge? If anyone plays by the same rules, the challenge is there.

Running away? Why not grab ammo from an enemy corpse? Why not switch to a secondary? Why not ask for a mag?
And yes, it would make for a better game because you could do the same to the enemy.

Which game are we talking about again? None of those things apply to SS, and in the case of a single player shooter it's because any human is going to rapidly learn the firing patterns of an ai enemy and run out the clock on their limited ammo. Enemies are given unlimited ammo because they wouldn't pose much of a challenge otherwise. Because the path to creating an ai foe that can really anticipate a players movement and provide an actual challenge on equal footing is probably impossible on current consumer gaming hardware, but definitely far longer and difficult than solving the problem another way. And since development costs time and money, they exercise their human ability to make smart use of finite resources.


No, I just have realistic expectations for the AI. They can be useful with spray and pray missile types, forcing the opposing fleet to at least react to them. But they'll never be able to act as decisively with them as a human player. This is fine because missles are usually supplemental support weapons. But I need to be able to rely on the AI using their main weapons consistently, and doing damage. The AI cannot be expected to learn how to strike as opportunistically as a player can with finite ammo.

Guns would have enough ammo that you don't need to *** every single shell. And again, the AI will never be as good as the player at anything. It just has to be good enough.

As I said in my original post, "good enough" in this instance, is simply not good enough. You're arguing for ships and weapons than no player would choose to give to the ai if there was an alternative.  It doesnt matter if ballistic weapons were much more powerful in return. It would be a terrible decision to give them to the AI you're relying on.

And if the ammo limits arent going to be meaningful, what would be the point?



Look, you're pretty much arguing with the entire thread on this from what I can see. So this appears to be a waste of time.  Anyone who so convinced that AI is limited because developers are simply too lazy, isn't likely to be persuaded by anyone here no matter how reasonable their argument.
Title: Re: Balance, skills and general musings
Post by: Recklessimpulse on December 03, 2018, 07:54:50 AM
I think ammo worked originally despite what the complaints that were held against it, but that it would need massive re-jigging or is no longer viable in light of the some times massive battles we now get in 0.9.
Title: Re: Balance, skills and general musings
Post by: Megas on December 03, 2018, 07:57:05 AM
The reason ammo was dropped was probably because peak performance made ammo limits for most weapons redundant.  Clips were tried, but that just turned all ballistics into autopulse and it was effectively half DPS in prolonged shoot-outs.  Clips also gave trade-off between ballistics and energy instead of energy simply being generally inferior to ballistics.  Short range and high DPS versus long range and flux efficiency, that was a tradeoff.
Title: Re: Balance, skills and general musings
Post by: Draba on December 03, 2018, 08:07:18 AM
CR is too abstracted; unfun and unintuitive. An overreaction to a few savant players like Megas obsessively kiting an onslaught with a tempest then posting a lot (thanks for CR, Megas  ;) ).

I didn't even know he did that until now, just played the old versions and in some missions/fights stalling was the way to win.
Think it's a reasonable assumption that Alex evaluated ammo himself and thought it doesn't add enough to justify its keep.

The issue isn't with  an AI being able to determine whether its got any ammo left, it's being able to use that ammo efficiently enough that the ship doesn't become useless at some point during the combat.  The amount of limited ammo that might prove to be any kind of limiting factor for a human player would be crippling to the AI.

And making sure it maintains a position from which retreating is possible without getting murdered.
Given how hard skimmer/phasing/plasma burn/burn drive can push the lines in the direction the player wants that's a non-trivial challenge.
Of course the answer to that is devs should stop being friggin lazy :)

CR doesn't make sense unless you've read a lot of blog posts and forced yourself to think so.

IMO it makes sense and is a very good abstraction of the situations you see in movies/shows("I'm giving her all she's got, Captain!").
Do think the timer and the degradation are a bit too punitive, especially on smaller things.
Title: Re: Balance, skills and general musings
Post by: nomadic_leader on December 03, 2018, 08:49:47 AM

IMO it makes sense and is a very good abstraction of the situations you see in movies/shows("I'm giving her all she's got, Captain!").
Do think the timer and the degradation are a bit too punitive, especially on smaller things.

But if you make timers less punitive, then it basically doesn't matter and there may as not well be CR in combat. So you also are on our side. :)

And sometimes in battle, a better smaller ship kiting a bigger older one is a legitimate outcome. Oh no, a B2 Spirit Destroyed a WWII vintage battleship, we have to introduce a really complicated mechanic to prevent this! Because only one kind of combat is allowed (battle of jutland every time for the win)

CR is basically just a way to give small ships/energy-ships ammo limits in a really confusing way. The way the timers sometimes decrement, sometimes don't, depending on what ships are nearby is a total facepalm. Consider the solutions made in my earlier post about how to remedy the kiting problem if it is a problem.

But of course, the game is never going to be finished if the actual developer redos all these now core mechanics. We're just hashing it out here for the amusement of doing so.
Title: Re: Balance, skills and general musings
Post by: StarGibbon on December 03, 2018, 09:06:13 AM
Another nitpick on the idea of ships withdrawing from combat when they run out of ammo.

The only thing more useless than a ship that has run out of ammo, is a ship that isn't even there. Even otherwise useless ships still provide damage mitigation to the ships that are still contributing by absorbing fire and keeping the remaining ships from being focused on. For the purpose of winning the battle, those ships that ran out of ammo may as well have been destroyed.

Unless Low tech ships get unlimited deployment points now, and arent subject to the same fleet limits, allowing you to keep cycling in new bodies until they too become useless.  
Title: Re: Balance, skills and general musings
Post by: Megas on December 03, 2018, 09:08:50 AM
I started in early 0.53, or the last version before skills came into the game.  I was not here since the beginning like some others are, when tachyon lance was gloriously overpowered and ships did not have systems.

If gameplay remained the way it did in 0.54, I would build the auto-resolve character.  Max Leadership and Technology, cram enough ships to auto-resolve Hegemony Defense Fleet successfully, then auto-resolve everything else until the next fleet appears.  Much faster XP gain that way.  If I played battles, then I would deploy two Hyperion, then everything else when enemy could not deploy more than 40 or so DP worth of ships, then advanced toward their spawn point and kill ships trickling in before they fully enter the arena.  (They did not burn in quickly like they do in later versions).  There was no level cap until 0.8.

I soloed more during 0.6 and 0.7, due to various game mechanics, then largely abandoned soloing and went more toward clunkers starting at 0.8.  During those earlier times, combat was always profitable if you can solo anything, and with overpowered skills and most ships without them, people could solo.  I just happened to be vocal about it.

0.6 is when CR first appeared.  Ballistics became ammoless by later 0.65.
Title: Re: Balance, skills and general musings
Post by: Draba on December 03, 2018, 09:35:41 AM
But if you make timers less punitive, then it basically doesn't matter and there may as not well be CR in combat. So you also are on our side. :)

And sometimes in battle, a better smaller ship kiting a bigger older one is a legitimate outcome. Oh no, a B2 Spirit Destroyed a WWII vintage battleship, we have to introduce a really complicated mechanic to prevent this! Because only one kind of combat is allowed (battle of jutland every time for the win)

CR is basically just a way to give small ships/energy-ships ammo limits in a really confusing way. The way the timers sometimes decrement, sometimes don't, depending on what ships are nearby is a total facepalm. Consider the solutions made in my earlier post about how to remedy the kiting problem if it is a problem.

But of course, the game is never going to be finished if the actual developer redos all these now core mechanics. We're just hashing it out here for the amusement of doing so.

There is some leeway between Afflictor/Wolf 180 second and CR not mattering at all :)

My complaint is how fast some things go from "losing supplies, better hurry up" to "dead in the water" (even things without delicate machinery).
I turned the battlesize up to 300 then 500, frigates can possibly run out halfway against some types of enemies in a "standard" battle.
Using them is already finnicky as you can't get officers for every single one and they are much more prone to dying anyway.

In general CR ticking down is already an incentive for hightech to push the action, could stretch that period out and make the occasional failure longer.
Just my preference, not very important.
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 05, 2018, 01:32:33 AM
Eh? Combat doesn't last that long. Supplies are clothes, food, nuts and bolts, spare wires, toilet paper and other stuff. So things necessary to keep the ship and crew running long-term.
Now what could be used (after battle and for repairs) is metal - after all, you cannot replace melted/blown off armor with nothing.
No, supplies are everything required to keep a ship running and firing. It's stuff for crew and life support, it's replacement parts, autofactory chips, "raw materials" for weapons or pre-made munitions, oils and coolants, spare fuel for reactors, many other things I forgot about. When a ships runs out of supplies, it starts failing apart. Metal, while it could be used for repairs (I personally don't have an issue with that), is the least complicated thing required for ships to continue operations.

What?
It's exactly what I said, except you added ammo under "supplies", which I didn't, since ammo is handled and stored separately from general supplies.

In regards to metal use, you could have it so it's 1 metal for every 10% of hull repaired, or you could use the actual hull value repaired/100 or something. Either way it would make all that metal you gain from salvaging more useful.
Title: Re: Balance, skills and general musings
Post by: SCC on December 05, 2018, 01:42:29 AM
since ammo is handled and stored separately from general supplies.
How so? I have never seen "ammunition" commodity, nor I had to use it to restore my ships to combat ready state.
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 05, 2018, 02:09:36 AM
It doesn't have to. This isn't rocket science, it's a game. Tracking ammo is basic math. I have X total ammo. Ha my ammo for my bg guns fallen below acceptable level? Yes? Then run.

If you want to talk about complex AI, starsector ship combat really isn't the place.


Again, you dont seem to grasp the apples and oranges you're arguing with here. Comparing numbers in columns is not the same thing as being able to shoot efficiently in a real time combat scenario.  The issue isn't with  an AI being able to determine whether its got any ammo left, it's being able to use that ammo efficiently enough that the ship doesn't become useless at some point during the combat.  The amount of limited ammo that might prove to be any kind of limiting factor for a human player would be crippling to the AI.

Bollocks. Any ship can become useless in combat in one way or another.
What are missile frigates/destroyers equipped with limited ammo missiles then?

The whole point of retreating IS the AI realizing the ship is becoming useless, so pull out and replace with a fresh ship. Fleet combat - other ships are there too.


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Wanting ammo limits enforced on yourself for a sense of challenge is understandable, but enforcing those same limits on AI ships creates more problems than it solves.

There are no problems.
You think a ship retreating is a problem. You think the AI not making maximum use of a weapon is a problem - like ammo makes a critical difference in that. News flash - the AI cannot you with infinite ammo if you're good either.

Just like CR, ammo forces fleets/ship to break off. I don't see a problem.


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Which game are we talking about again? None of those things apply to SS, and in the case of a single player shooter it's because any human is going to rapidly learn the firing patterns of an ai enemy and run out the clock on their limited ammo. Enemies are given unlimited ammo because they wouldn't pose much of a challenge otherwise. Because the path to creating an ai foe that can really anticipate a players movement and provide an actual challenge on equal footing is probably impossible on current consumer gaming hardware, but definitely far longer and difficult than solving the problem another way. And since development costs time and money, they exercise their human ability to make smart use of finite resources.

You bring up FPS games and then complain that FPS games don't apply to SS?

I repeat - there are games with ammo, and the AI can handle that. The older SS had amo and the AI handled it. The AI doesn't have to be the greatest genius. And SS doesn't have chest-high walls to hide behind, neither the luxury to run any time he wants. It depends on the ship you would be flying (if it's slow you're going to have an easy time running and venting) and don't forget the AI can back away as well.

You keep brining up the scenario of an enemy ship that is out of ammo being easily destroyed - he would be a sitting duck. Yes, but you assume the following:
1) it has only ballistic weapons and no backups
2) it doesn't retreat (for some reason, even tough I stated pretty clearly it should start pulling back long before it's ammo depletes)
3) it doesn't have any friends
4) it just stay there and you can kill it easily
5) you still have ammo

Because if you just run around without shooting and wait for the enemy to run out of ammo..that means you're not supporting your other ships. Also, you can only control one weapon group, which means that unless every weapon group on your ship is turned off, they are going to auto-fire at ship in range - and if the enemy is in range to shoot you, then they are also in range of your guns.



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As I said in my original post, "good enough" in this instance, is simply not good enough. You're arguing for ships and weapons than no player would choose to give to the ai if there was an alternative.  It doesnt matter if ballistic weapons were much more powerful in return. It would be a terrible decision to give them to the AI you're relying on.

And if the ammo limits arent going to be meaningful, what would be the point?

I disagree.


Quote
Look, you're pretty much arguing with the entire thread on this from what I can see. So this appears to be a waste of time.  Anyone who so convinced that AI is limited because developers are simply too lazy, isn't likely to be persuaded by anyone here no matter how reasonable their argument.

So you're trying to frame this as me attacking the SS devs now? So classy.

There are many reasons why AI can be limited. Stop putting words in my mouth.
Title: Re: Balance, skills and general musings
Post by: StarGibbon on December 05, 2018, 03:23:27 AM
@Trashman

I'm sorry. We appear to have fundamental communication problems. I recognize the words, but we're too frequently having different conversations.  Since I estimate there's very little chance of what you suggest happening at this point, I'm happy to move on.


Except for this:


So you're trying to frame this as me attacking the SS devs now? So classy.

There are many reasons why AI can be limited. Stop putting words in my mouth.

No...I was responding to this, which are your words:


Define "plenty". Because pretty much every shooter I've ever played features players sometimes having to carefully monitor their ammo while their opponents can shoot all day.

That's a case of dev lazyness, not some impossible hurdle.


It's a foolish generalization, and smacks of someone who's never made a game talking out of their weight class.  If you'd like to show me a real time twitch combat game that you've made where both a human and and AI opponent have 6 bullets a piece, and that doesn't end up being a nearly insurmountable advantage to the player, I'll happily withdraw my statement. Remember, your conversation with me is specifically about the practical limitations of game AI in a real time combat game, not broader discussion about the merits of CR.

As far as you attacking the SS developer personally, I'm not aware of you having done so. I did disagree with you when you when you ragged on the game for not having complex AI:

Quote from: Trashman
If you want to talk about complex AI, starsector ship combat really isn't the place.

 SS has a fantastic combat engine and theres a lot of stuff going on. The AI performs really, really well in certain regards. It's much better at managing the complex flux system than I am,  but I make up for it with superior target selection and decisive strikes. It would be a pity to cripple it by forcing it to play a game ("pick your shots carefully"), that no game AI is really well suited for. 

If only a single point I make sinks in, let it be this: Any ammo limit that is meaningful to the player, would be crippling to the AI, and any ammo limit that the AI can comfortably use without becoming useless, would be meaningless to a human player.  You would have to make them play by different rules, and no player would accept that if there were an alternative available.  I know this because there are already powerful, limited ammo main weapons available, and in general players do not give these to the AI.  I played SS when it had ammo limits on Low tech ship weapons. It's why I used high tech ships.  I enjoy having low tech ships available to play now as an option that isn't strictly inferior.


Respond as you will, but I'm moving on.  I'm sorry you're frustrated by not getting what you think you want.  I hope you manage to enjoy the game anyway.



Title: Re: Balance, skills and general musings
Post by: TrashMan on December 05, 2018, 03:38:32 AM
Quote
It's a foolish generalization, and smacks of someone who's never made a game talking out of their weight class.  If you'd like to show me a real time twitch combat game that you've made where both a human and and AI opponent have 6 bullets a piece, and that doesn't end up being a nearly insurmountable advantage to the player, I'll happily withdraw my statement. Remember, your conversation with me is specifically about the practical limitations of game AI in a real time combat game, not broader discussion about the merits of CR.

You concocted a fine scenario. No, I won't show you such game because no one would carry only 6 bullets. Soldiers carry spare magazines for a reason.

And no, it wouldn't be an insourmauntable advantage to the player if the enemy could run away, get more ammo and return.


Quote
As far as you attacking the SS developer personally, I'm not aware of you having done so. I did disagree with you when you when you ragged on the game for not having complex AI

Complex is relative in that context. While certainly not bad, indeed I might say the AI is beyond average, my definition of complex is harsher then yours.



Quote
If only a single point I make sinks in, let it be this: Any ammo limit that is meaningful to the player, would be crippling to the AI, and any ammo limit that the AI can comfortably use without becoming useless, would be meaningless to a human player.
I played SS when it had ammo limits on Low tech ship weapons. It's why I used high tech ships.  I enjoy having low tech ships available to play now as an option that isn't strictly inferior.

I played SS too back then. And mods that had factions with limited ammo concepts. And it was good.
So I guess we fundamentally disagree.
Title: Re: Balance, skills and general musings
Post by: intrinsic_parity on December 05, 2018, 04:27:54 PM
Having ships retreat automatically is going to be complex because the map is large and takes time to traverse, and also because the AI is already not great at disengaging. The amount of ammo needed to safely retreat if you are the far side of the map might be more (because you may be pursued or harassed by flanking enemies). If you are right in your own deployment, you might be able to wait until you've run out before retreating without worrying.
The player could also probably abuse it by luring the AI too far from the retreat area so that it runs out of ammo before getting back to actually retreat, or the AI retreats with half its ammo left because it is afraid of the player trying to abuse this etc...

 Also, since retreating can mean you are down a ship for the better part of a minute, it may not even be a good decision to retreat if you ran out of ammo. An onslaught tanking and firing thermal pulse cannons is probably still more valuable than retreating and being down 40 DP for a minute +. That could easily lose you a battle if the onslaught decided it needed to retreat at the wrong moment.

Also how to deal with the case where some weapons have run out but others haven't, you probably want to retreat fi your pd runs or ammo out agains fighters but you wouldn't care vs normal ships etc...

The point being, it's not simple and it would probably take a lot of work to even make it moderately functional let alone good. Definitely not a worthy investment of dev time when it solves no problems other than 'feel' and there are so many juicy endgame mechanics to flush out.
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 06, 2018, 02:11:29 AM
You have control of your ships, remember? So you can simply order it to hold even if low on ammo.

And if your Onslaught pulls out, so what? You do have reserves? If not, retreat and re-engage.


Quote
Also how to deal with the case where some weapons have run out but others haven't, you probably want to retreat fi your pd runs or ammo out against fighters but you wouldn't care vs normal ships etc...


By counting ammo separately. So main weapons and PD would be looked at separately. You main weapons ammo averages at 50%, but your PD ammo is down to 10%? Does the enemy have many carriers in the field? Do you have friendly ships that can protect you?

No issue for the player since he can override any AI decision.


Also, it already did work well enough in older versions.
Title: Re: Balance, skills and general musings
Post by: nomadic_leader on December 06, 2018, 05:22:39 AM
Having ships retreat automatically is going to be complex because the map is large and takes time to travers

 ??? But ships already retreat automatically when their CR / Hull strength gets really low.
Title: Re: Balance, skills and general musings
Post by: intrinsic_parity on December 06, 2018, 10:38:39 AM
Having ships retreat automatically is going to be complex because the map is large and takes time to travers

 ??? But ships already retreat automatically when their CR / Hull strength gets really low.
I'm almost certain they don't retreat on low CR, I'm not 100% sure about low hull but I don't remember seeing that happen. Hull is very different from ammo because you will almost always want an AI ship to retreat on low hull since it is one shot away from dying, which is not the case for ammo. It also would happen much less frequently so its less of a cp drain. CR is also the same since ships are literally useless on low CR. With low ammo, a ship may be entirely functional, or virtually useless, and that is entirely situational and very complicated to determine.


And if your Onslaught pulls out, so what? You do have reserves? If not, retreat and re-engage.
You may have reserves, but it will take a minute+ for the onslaught to retreat and your reserves to arrive if you are on the far side of the map. I that case you will be down 40 dp for a whole minute, and you might lose the entire fight before those reserves arrive. If the battle was even when your onslaught was present, then it will be heavily skewed against you without 40 dp for a significant amount of time. If you are on your own side of the map however, the time it takes for reinforcements to arrive may be small enough that you do want the onslaught to retreat. Now you have to consider the size of the ship in question and its relative importance to the fleet, the location of all the ships in the fleet, and the number of ships currently low on ammo that may need to retreat soon and their relative locations. And compare all that to enemy positions and relative strengths. That's incredibly complicated for an AI to consider.


By counting ammo separately. So main weapons and PD would be looked at separately. You main weapons ammo averages at 50%, but your PD ammo is down to 10%? Does the enemy have many carriers in the field? Do you have friendly ships that can protect you?
So now the AI has to analyze the enemy fleet composition and load outs , and its own weapon load out as well as its current position relative to friendlies and to the map boundaries, to make an assumption of how effective it will be given its current ammo levels to ultimately determine if it should retreat or not. That's very complicated, and the AI will not make those decision well without tons of work and tons more tuning. The dev has much better things to work on.


You have control of your ships, remember? So you can simply order it to hold even if low on ammo.
That costs CP, which is a limited resource, and if the AI is bad at making the decisions, it becomes micro management very quickly,  which Alex has said he is trying to avoid as much as possible.

Also, what about the UI concerns? Now the player needs to know the ammo level of every weapon type on every ship in his fleet in order to asses if the AI is properly managing ammo. How will that be displayed? How much time will the player have to spend looking through lists of numbers to figure out if his ships need to retreat? This is a UI nightmare.

Title: Re: Balance, skills and general musings
Post by: nomadic_leader on December 06, 2018, 10:50:30 AM
Having ships retreat automatically is going to be complex because the map is large and takes time to travers

 ??? But ships already retreat automatically when their CR / Hull strength gets really low.
I'm almost certain they don't retreat on low CR, I'm not 100% sure about low hull but I don't remember seeing that happen.

Absolutely they retreat when their hull is low and they're near death. Play the random mission a few times, at the end you can see that a bunch of them retreat from battle if you don't bother to chase them down.

Getting them to retreat from battle is a nothing thing. Its trivial to setup some preference for having them retreat or not on low ammo.
Title: Re: Balance, skills and general musings
Post by: intrinsic_parity on December 06, 2018, 10:55:28 AM
If the AI retreats on low hull that fine. You're always going to want a low hull ship to retreat (as I said) so its a binary decision, which is not the same as ammo as outlined extensively.
Title: Re: Balance, skills and general musings
Post by: Rounin on December 06, 2018, 12:21:07 PM
Hell, the AI doesn't even have to be on low health to retreat, they do that even if you just simply murdered most of their comrades. Quite rude to be honest. So yeah, having the AI retreat is not an issue. balancing at which point do they decide so (ammo state vs own and enemy fleet's situation) is the tricky part, unless you want to abstract it and have a simple percentage as the trigger.
Of course there's the option of having them retreat but be deployable again after resupplying off-screen, for increased supply cost for the battle and a timer based on hull size (now that'd need some extra work to be sure).
Title: Re: Balance, skills and general musings
Post by: Torch on December 06, 2018, 01:00:38 PM
I really don't see the point in limited ammo when CR already accomplishes nearly the exact same thing - giving ships a limited window before combat effectiveness degrades. Making all ballistic weapons be able to run out of ammo couldn't possibly improve the game in any way.
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 07, 2018, 02:27:11 AM
So now the AI has to analyze the enemy fleet composition and load outs , and its own weapon load out as well as its current position relative to friendlies and to the map boundaries, to make an assumption of how effective it will be given its current ammo levels to ultimately determine if it should retreat or not. That's very complicated, and the AI will not make those decision well without tons of work and tons more tuning.

You're making it sound like checking how many carriers the enemy has is difficult.

If you're low on PD ammo, check if friendly ships have enough and stick close.

Positioning is not an issue if ships keep tight formations, and there are 4 boundries one can (or should be able to) retreat.


Quote
The dev has much better things to work on.

That can be said about every feature one doesn't like.

Quote
You have control of your ships, remember? So you can simply order it to hold even if low on ammo.
That costs CP, which is a limited resource, and if the AI is bad at making the decisions, it becomes micro management very quickly,  which Alex has said he is trying to avoid as much as possible.

The entire concept of CP points is trash. All that high tech and spaceships, but simple communication and captains following your orders is a "resource".


Quote
Also, what about the UI concerns? Now the player needs to know the ammo level of every weapon type on every ship in his fleet in order to asses if the AI is properly managing ammo. How will that be displayed? How much time will the player have to spend looking through lists of numbers to figure out if his ships need to retreat? This is a UI nightmare.

In older versions ammo was displayed right next to the weapons/bank. There were no issues.
Title: Re: Balance, skills and general musings
Post by: nomadic_leader on December 07, 2018, 02:54:42 AM
Quote
That costs CP, which is a limited resource, and if the AI is bad at making the decisions, it becomes micro management very quickly,  which Alex has said he is trying to avoid as much as possible.

The entire concept of CP points is trash. All that high tech and spaceships, but simple communication and captains following your orders is a "resource".

Mostly I agree with you in this thread, and appreciate you digging up (nevermind where from) the discussions in the OP since they're more outside the box than you usually see on this forum.

However, I disagree on the CP point. The concept of CP is not trash; the implementation is sub-optimal. 

One of the dumbest things about RTS games is that you can micromanage everything as the king/admiral, and give orders to a distant spaceship, soldier, zerg, or whatever like every second, as though you were  dragging them around on an invisible leash, without any regard to communication difficulties, attentiveness, etc.

There is no way a spaceship crew can function if their admiral is changing and belaying his own orders every second ("go here... no, go here... no, go here"). Carrying out an order/objective on a big ship involves a long chain of command and tens/hundreds of people from the admiral to the captain to the mates to the NCOs down to the guys carrying ammo back and forth etc. It just isn't possible to rapidly and continually change orders that much and not confuse everyone in the ship.

Also, it's really boring and stupid from a gameplay perspective. When you give an order in real life, you say "go and do this" and you leave it to the subordinate as to the specifics because they are trained for what they do. In RTS games though, you've got to micromanage for best results, basically stepping into the unit/ships body to get it done, by clicking a million times. You're basically just flipping between shoddy 1st person control of a bunch of units, rather than actual commander level decisions.

So I like that the developer tries to address this issue with CP. However using it as a pooled resource is  a little problematic. It would make more sense if each individual ship had a sort of timer on how fast you could give it new orders, with little ones being more responsive and big ones being less. Your own flagship's  capacity to distribute orders throughout the fleet (number of communications officers, etc) could also still effect things as well.
Title: Re: Balance, skills and general musings
Post by: intrinsic_parity on December 07, 2018, 09:29:26 AM
You're making it sound like checking how many carriers the enemy has is difficult.

There's fog of war so you actually don't always know how many carriers the enemy has, unless you want the AI to become omniscient, but that's not even the point. The AI has to decide what to do about that. How many carriers is too many? That depends on so many things. You're acting like the AI is a human and if it just has all the information, it is trivial to determine the correct decision. It's not even trivial for a human to determine what the correct decision is in these situations, as evidenced by all the times players make mistakes and lose battles/ships. If humans can't figure out the correct decision consistently, they will never create a computer program to make the 'correct' decision.

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If you're low on PD ammo, check if friendly ships have enough and stick close.
Yeah but how much is 'too low' and how much do friendlies need to have, and how close should you stick. All of those answers are super situational, and the answer may not be clear even with all the information.

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Positioning is not an issue if ships keep tight formations, and there are 4 boundries one can (or should be able to) retreat.
Ships regularly get split off/isolated in combat. You can't just assume positioning or the AI will fail when that assumption is not true. You have to design for every possible situation. 'Assume good positioning' is not a valid design decision.


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That can be said about every feature one doesn't like.
But it's almost exclusively said about features that provide very little benefit and require a vast amount of dev time to make moderately functional.

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In older versions ammo was displayed right next to the weapons/bank. There were no issues.
So I have to repeatedly open the map, and then target select every ship in my fleet to check their ammo levels? Great UI design, no issues.


If you really think this is so easy, go make the AI and post a mod in the forum. I'd love to see it.
Title: Re: Balance, skills and general musings
Post by: TrashMan on December 08, 2018, 07:02:49 AM
Mostly I agree with you in this thread, and appreciate you digging up (nevermind where from) the discussions in the OP since they're more outside the box than you usually see on this forum.

However, I disagree on the CP point. The concept of CP is not trash; the implementation is sub-optimal. 

One of the dumbest things about RTS games is that you can micromanage everything as the king/admiral, and give orders to a distant spaceship, soldier, zerg, or whatever like every second, as though you were  dragging them around on an invisible leash, without any regard to communication difficulties, attentiveness, etc.

There is no way a spaceship crew can function if their admiral is changing and belaying his own orders every second ("go here... no, go here... no, go here"). Carrying out an order/objective on a big ship involves a long chain of command and tens/hundreds of people from the admiral to the captain to the mates to the NCOs down to the guys carrying ammo back and forth etc. It just isn't possible to rapidly and continually change orders that much and not confuse everyone in the ship.

Also, it's really boring and stupid from a gameplay perspective. When you give an order in real life, you say "go and do this" and you leave it to the subordinate as to the specifics because they are trained for what they do. In RTS games though, you've got to micromanage for best results, basically stepping into the unit/ships body to get it done, by clicking a million times. You're basically just flipping between shoddy 1st person control of a bunch of units, rather than actual commander level decisions.

So I like that the developer tries to address this issue with CP. However using it as a pooled resource is  a little problematic. It would make more sense if each individual ship had a sort of timer on how fast you could give it new orders, with little ones being more responsive and big ones being less. Your own flagship's  capacity to distribute orders throughout the fleet (number of communications officers, etc) could also still effect things as well.

The CP doesn't address any of the issue you brought forth.

Different/conflicting commands? Not a issue. I happens in real life and orders change as the situation changes.

The only real effect of RL orders is latency and time. I takes time to give order and time for them to get executed. Neither can you give 20 orders at the same time (which you can do in a game if you pause). However, this is easily solved by implementing two very simple systems:
1) latency
2) order que

Basically it takes a few seconds (depending on factors) for the ship to start executing the order you are giving. This simulates the chain of command, communication latency, etc..
And order are executed in orders they are given. So even if you pause time and order Carrier A to attack, frigates B and C to fall back, once you unpause they won't immediately jump to.
first the carrier will recieve it's orders (that itself you should take 1-2 seconds at least) after which it will start executing it after 2-3 seconds
Once hte carrier gets it's order, the frigates will recieve theirs.
So timline

0 seconds - start, orders given in command interface, game unpaused
2 seconds - carrier gets orders
4 seconds - frigate A gets orders, carrier begins executing
6 seconds - frigate B gets orders, frigate A begins executing
8 seconds - frigate B begins execuing

If you ordered frigate A and B together as a group in the interface, then they will count as one (so both will act on 6 seconds)

Basically this simulates you verbally giving orders, like you are a captain, sitting in your chair and going:
"Comms, instruct the carrier Vengance to push the attack on the enemy destroyer! Tell frigate group 1 to pull back!"

Then your comms officer will relay those orders and then the ship captains would implement them
Title: Re: Balance, skills and general musings
Post by: Megas on December 08, 2018, 07:32:28 AM
There's fog of war so you actually don't always know how many carriers the enemy has, unless you want the AI to become omniscient
It already is, at least the enemy side.  It knows what you deploy and it deploys accordingly.  It also deploys only after you deploy (probably to prevent exploits).  In other words, the AI cheats!  We used to be able to see what they deployed too back in the Starfarer days, but not anymore.
Title: Re: Balance, skills and general musings
Post by: TaLaR on December 08, 2018, 07:42:02 AM
It already is, at least the enemy side.  It knows what you deploy and it deploys accordingly.  It also deploys only after you deploy (probably to prevent exploits).  In other words, the AI cheats!  We used to be able to see what they deployed too back in the Starfarer days, but not anymore.
Yeah, would be better if game showed what AI is going to deploy while player is selecting first deployment (updating as you select ships). Full knowledge both ways.
Title: Re: Balance, skills and general musings
Post by: nomadic_leader on December 09, 2018, 02:52:55 AM

The CP doesn't address any of the issue you brought forth.


Well, it stops click intensive micromanagement by cutting you off as soon as the CP run out. I hate that aspect of RTS play, so I appreciate that Alex tried to eliminate, but CP don't make sense.


Quote from: TrashMan
However, this is easily solved by implementing two very simple systems:
1) latency
2) order que

I like this idea a lot.

This thread is about general musings, so here are my general musings while we're discussing  tactical game:

It's nonsense that the tactical map pauses the game when you bring it up, and that you can still give orders while paused, which destroys any sense of urgency and/or breaks the flow by forcing you to unpause it.  I suggested these be changed, but the reaction on the forums was decidedly negative and people said it would be too difficult. Real time strategy that is not in real time.  ???

Also the tactical map doesn't zoom in far enough so in big melees its quite difficult to click on a particular ship. Maybe it will get fixed someday?
Title: Re: Balance, skills and general musings
Post by: SCC on December 09, 2018, 03:02:21 AM
It's nonsense that the tactical map pauses the game when you bring it up, and that you can still give orders while paused, which destroys any sense of urgency and/or breaks the flow by forcing you to unpause it.  I suggested these be changed, but the reaction on the forums was decidedly negative and people said it would be too difficult. Real time strategy that is not in real time.  ???
You're free to unpause it, just hit space.
Title: Re: Balance, skills and general musings
Post by: TaLaR on December 09, 2018, 03:09:48 AM
It's nonsense that the tactical map pauses the game when you bring it up, and that you can still give orders while paused, which destroys any sense of urgency and/or breaks the flow by forcing you to unpause it.  I suggested these be changed, but the reaction on the forums was decidedly negative and people said it would be too difficult. Real time strategy that is not in real time.  ???

NO
Spoiler
https://www.youtube.com/watch?v=31g0YE61PLQ (https://www.youtube.com/watch?v=31g0YE61PLQ)
[close]
I like RTwP, not apm obsession of true RTS. At least multiplayer titles have justification, why ruin perfectly good single player game?.
Title: Re: Balance, skills and general musings
Post by: nomadic_leader on December 09, 2018, 03:31:09 AM
Folks remember, we had this argument years ago and the developer agreed with you, not me. So don't worry.

But its really bothersome to have to hit unpause everytime, if you're switching back and forth quite a bit. It stops the excitement. Each time you do it, you're reminded again that you're playing a game. The whole thing removes any feeling jeopardy or suspense from the tactical aspect of the game. Some of us want to play a real time game that's actually real time. I'm not so attached to my pretend spaceships that I mind losing some of them sometimes because the game is hard.

But hey, age of empires single player (or whatever) did it with pause 20 years ago, so everyone expects it and we must keep it.
Title: Re: Balance, skills and general musings
Post by: Euphytose on December 09, 2018, 07:47:12 PM
Easy: Add an option at game creation that disables pausing during tactical combat.

Also add an option for changing the default state of the tactical map from paused to unpaused.