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Starsector => General Discussion => Topic started by: Hiruma Kai on July 09, 2020, 06:07:15 PM

Title: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 09, 2020, 06:07:15 PM
So in one of the other threads, a discussion of how bad (or good depending on your point of view) is the Condor? Not having used the ship much having written it off as pirate fodder, I decided to actually test it in simulation, in a number of situations.  It surprised me when 120 DP worth of Condor with Sparks and Proximity Launchers beat an equivalent number of Drovers with Sparks, Swarmers, Vulcans and capacitors (admittedly in a custom mission setup).

This thread is for the discussion said tests, thoughts on methodology (what is a good way to test a ship?), and trying to be a rigorous as possible.

pairedeciseaux requested the following test:
Spoiler
Core player fleet:
1 Hammerhead
2 Wolf
1 Shepherd

Player fleet variants:
A: just the core player fleet
B: core player fleet + 1 Condor with basic fighters
C: core player fleet + 1 Drover with the same basic fighters

Precisions about the fighter wings, let's keep it simple, pick one composition among the following:
2 Talon wings
1 Broadword wing + 1 Piranha wing
2 Broadword wings

Enemy fleet:
1 Buffalo Mk.II
1 Lasher
1 Cerberus
1 Hound
1 Shepherd

Run:
A vs E
B vs E
C vs E

(ideally it should be run several times, but... I'm already asking too much)

Output for each battle:
who won
battle duration
player fleet casualties?
[close]

So loaded up my copy of AI battles mod (version 6.4 downloaded September 10th, 2019 from the discord - with appropriate thanks to Tartiflette and Dark.Revenant), and started some timed battles.

Ship variant files and aggressiveness used, copied from the .csv's:
Enemy
1,1,buffalo2_FS,steady,false
2,1,lasher_Strike,steady,false
3,1,cerberus_Standard,steady,false
4,1,hound_Standard,steady,false
5,1,shepherd_Frontier,steady,false

Ally
1,1,hammerhead_Balanced,steady,false
2,1,wolf_Strike,steady,false
3,1,wolf_Strike,steady,false
4,1,shepherd_Frontier,steady,false

These are all core variants.  I then proceeded to run several fights with several compositions, generally using custom fit Condors and Drovers.  Expanded Deck crew was used on all carriers.   Recorded losses, and time to complete from those test runs are in the spoiler.  Note about 30 seconds went by each fight before they clashed as the AI each grabbed 2 nav/sensor beacons on the map.

Spoiler
No addition to Ally (just base)
Ally win, no losses, 3 minutes 58 seconds (238)
Ally win, no losses, 4 minutes 4 seconds (244)

Seconds: 241 median, 3 standard deviation
**************************************
Ally adds
5,1,drover_Talon_Harpoon,steady,false
2x Talons, Expanded Deck Crew, 4x Harpoons, 2x Vulcans, rest Capacitors, then vents (yes, this nominally a silly build, but against pirates...)

Ally win, no losses, 3 minutes 4 seconds (184)
Ally win, no losses, 2 minutes 35 seconds (155)
Ally win, no losses, 2 minutes 23 seconds (143)

Seconds: 160 median, 17 std dev
**************************************
Ally adds
5,1,condor_Talon_Harpoon,steady,false
2x Talons, Expanded Deck Crew, Harpoon Pod, 2x Vulan, rest in capacitors

Ally win, no losses, 1 minute 50 seconds (110)
Ally win, no losses, 3 minutes, 30 seconds (210)
Ally win, no losses, 2 minutes, 51 seconds (171)

Seconds: 163 median, 41 std dev
*************************************
Ally adds
5,1,hammerhead_Balanced,steady,false
This an extra balanced Hammerhead - wanted to compare against an extra gunship destroyer

Ally win, no losses (although 1 wolf was nearly dead), 4 minutes 1 seconds (241)
Ally win, no losses, 3 minutes 2 seconds (182)
Ally win, no losses, 2 minutes 50 seconds (170)

Seconds: 197 median, 31 std dev
*************************************
Ally adds
5,1,drover_Broad_Khopesh_Harpoon,steady,false
Broadsword, Khopesh, Expanded Deck Crew, 4x Harpoons, 2x Vulcan, rest in capacitors then vents - This is a more typical fighter loadout I think.

Ally win, no losses, 3 minutes 3 seconds (183)
Ally win, no losses, 3 minutes 14 seconds (194)
Ally win, no losses, 2 minutes 52 seconds (172)

Seconds: 183 median, 9 std dev
**************************************
Ally adds
5,1,condor_Broad_Khopesh_Pilum,steady,false
Broadsword, Khopesh, Pilum, 2x Vulan, Expanded Deck Crew Rest in caps.

Ally win, no losses (Condor decided to sit on opposite side of map for 2nd half of fight), 4 minutes 48 seconds +/- 5 seconds (missed last ship dying) (288)
Ally win, wolf lost (Condor again decided to sit on opposite side of map for 2nd half of fight), 4 minutes 51 seconds (291)
Ally win, no losses (Condor sits on opposite side of map for last minute), 2 minutes 53 seconds (173)

250 avg, 55 std dev
******************************
All adds
5,1,condor_Broad_Dagger_Reaper,steady,false
Broadsword, Dagger, Expanded Deck Crew, Single Reaper, 2x Vulcans, Rest in caps

Ally win, no losses, 2 minutes 57 seconds (177)
Ally win, no losses, 2 minutes 44 seconds (164)
Ally win, no losses, 3 minutes 59 seconds (239)

193 avg, 33 std dev
*******************************
Ally adds
5,1,drover_Broad_Dagger_Harpoon,steady,false
Broadsword, Dagger, Expanded Deck Crew, 4x Harpoon, 2x Vulcan, rest in caps

Ally win, wolf lost, 3 minutes 13 seconds (193)
Ally win, no losses, 2 minutes 54 seconds (174)
Ally win, no losses, 4 minutes 0 seconds (240)

202 avg, 28 std dev
******************************
[close]

As far as I can tell, in a situation which is a relatively easy win, the randomness of the AI is much larger effect than the difference between a Condor and a Drover.  Certainly with samples sizes of only 3, the distributions of kill time overlap heavily.

 About the only significant outlier is the case where the Condor is equipped with a Pilum, at which point it looks roughly like the Condor isn't there.  I don't know if this is something Alex might want to look into in terms of steady AI or not.  Certainly it wouldn't be a problem for a human player, as they'll order a fighter strike presumably.  And its possible the campaign AI does something different from the AI battles mod AI.  This was using steady aggressiveness.

The AI is also really bad at using reserve deployment on the Drover.  It basically uses it on cooldown while the drover has a target - which results in being wasted about half the time, as the bonus fighters return before reaching the target.  Or activate just as the fighters are coming back.

Both fleets with a Drover and a Condor did see a loss of 1 wolf at one point, but that was mostly because of the AI on the wolf, nothing to do with the carriers.  Amusingly, the Khopesh condor solo'd the buffalo when it got close and alone in one fight, and simply rocketed it in the face with short turn around bombers.  Generally, the Khopeshs fired from too far away to land reliable hits on the frigates and destroyers, which I think contributed to the worse performance relative to the talons.

So when considered 1 on 1, because of the poor AI timing on reserve deployment in a sufficiently strong situation, it doesn't seem to add much, if anything to the Drover's effectiveness over the Condor.  It probably works better in extended, more even fights.

Interestingly, Talons seemed to do the best against this low-tech pirate like fleet when compared to broadsword + bombers.  For both Drovers and Condors.

I imagine human players in a campaign are going to be much more aggressive and effective in commanding the fleet in the same situation.  There were many cases where ships in a clear superior position were backing off before returning in force.

Anyways, there's some data for people to poke at, and of course argue over methodology.  All comments welcome.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Yunru on July 09, 2020, 06:20:52 PM
There's also some weirdness inherent in either the sim or the AI to take account of.
If you put an Onslaught in a 1v1 against an identical Onslaught (both controlled by the AI), the player's one will win every time with no more than 30% hull damage.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 09, 2020, 06:33:43 PM
Very interesting! Keeping an eye on it, and made a note for a couple of things to check.

There's also some weirdness inherent in either the sim or the AI to take account of.
If you put an Onslaught in a 1v1 against an identical Onslaught (both controlled by the AI), the player's one will win every time with no more than 30% hull damage.

Hmm - are you by chance not accounting for player/officer skills/fleetwide skills? Because this seems... unlikely. The player-side Onslaught does get a kind of random edge because it ends up activating burn drive a second or so later due to autopilot kicking in, which means it ends up armor-tanking a bit more, forces the other Onslaught to vent first, etc etc.

But that doesn't translate into that drastic of an advantage... though I suppose if there was a very specific loadout that was able to take extreme advantage of the early vent, maybe it'd play out like that; not 100% sure. Regardless, though, any difference you see is either due to the starting conditions, or to other factors (i.e. officers/fleetwide skills/etc). I wouldn't expect to see a difference if the ships start a bit farther apart.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Yunru on July 09, 2020, 06:45:33 PM
No officers, or skills to my knowledge, am retesting and collecting screenshots.
EDIT: Tada!
Spoiler
(https://i.ibb.co/fFJTDQW/screenshot000.png)
(https://i.ibb.co/Mk7y169/screenshot001.png)
(https://i.ibb.co/nPDMw1N/screenshot002.png)
(https://i.ibb.co/JHnRwSB/screenshot003.png)
(https://i.ibb.co/QJBNBJC/screenshot004.png)
[close]
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 09, 2020, 07:42:05 PM
There's also some weirdness inherent in either the sim or the AI to take account of.
If you put an Onslaught in a 1v1 against an identical Onslaught (both controlled by the AI), the player's one will win every time with no more than 30% hull damage.

Just to note, this was using the mission AI used in the AI Battles mod.  I admit I haven't looked under the hood to look at what AI routines its calling, but I'm assuming since its traditionally been used for tournament play, the AI is likely to be the same for both sides.  And if it matters, the enemy "pirate" fleet was deployed as player side (i.e. green).  Given we were looking for discrepancies in overall performance on the same side, it shouldn't be an issue even if there was a bias.

My next plan for when I have time and motivation is to do a mirror match more along the lines suggested by Thaago.  I.e. mixed fleet with like 3 Drovers and mixed fleet with 3 Condors + one 6 DP frigate mirror matched.  Keeping in mind slight advantages tend to snowball, especially under AI control.  Although I'm tempted to go full 50/50, 60 DP of gunships + 60 DP of either Drovers/Condors.  That way the only difference between the two is the carriers, and not say, an extra Tempest carrying more weight.  I'll probably also start using the 4x speed up option in the AI battles and see if that causes any issues.

Open to suggestions for such a mission setup.

For now, I'm transitioned to actually playing the game on ironman spacer start, with an eye to Industry + seeing how quickly I can spam a full fleet of Condors.  And if I can maintain positive credit balance with that.  If a player can succeed under those circumstances, then one might argue its good enough for a single player game.  So far, 3 exploration missions (and 180,000 credits in the black) in and I haven't found a Drover or a Condor on the first two planets I checked on my return.  So RNG clearly beats everything. :)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: RustyCabbage on July 09, 2020, 08:55:55 PM
120 DP vs 120 DP of half carriers and gunships sounds like a good combination. I'd also shy away from using Remnant tech fighters, particularly Sparks since they are so much stronger than typical fighters. The 4x speed option will absolutely break any tests you're running, though.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 09, 2020, 09:02:01 PM
Hmm - are you by chance not accounting for player/officer skills/fleetwide skills? Because this seems... unlikely. The player-side Onslaught does get a kind of random edge because it ends up activating burn drive a second or so later due to autopilot kicking in, which means it ends up armor-tanking a bit more, forces the other Onslaught to vent first, etc etc.

But that doesn't translate into that drastic of an advantage... though I suppose if there was a very specific loadout that was able to take extreme advantage of the early vent, maybe it'd play out like that; not 100% sure. Regardless, though, any difference you see is either due to the starting conditions, or to other factors (i.e. officers/fleetwide skills/etc). I wouldn't expect to see a difference if the ships start a bit farther apart.

Just spit-balling here, but doesn't the enemy AI sometimes give specific orders such as Eliminate/Escort, etc - while player autopilot does not? Could that be coming into play here somehow??
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 09, 2020, 09:10:18 PM
Just spit-balling here, but doesn't the enemy AI sometimes give specific orders such as Eliminate/Escort, etc - while player autopilot does not? Could that be coming into play here somehow??

Good thought, but not when running a simulation, iirc.

No officers, or skills to my knowledge, am retesting and collecting screenshots.
EDIT: Tada!

Hmm, not seeing that over here. This is the result:
https://imgur.com/a/gdGXNgh

Which is due to the initial advantage due to how the burn drive timings work out. If I run simulation, back off a screen or so with the Onslaught, turn on autopilot, and *then* deploy the enemy Onslaught, then it's a completely even fight. And, yeah, I tried it in the campaign, just to make sure. So if you're not seeing that, something else has got to be factoring in!
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: SCC on July 09, 2020, 10:49:12 PM
There's no point in testing anything less than multiples of 60 DP worth of carriers. Other values aren't going to be fair for some carriers.
I also don't consider testing swarms of carriers worthwhile (I've already seen how spark Condors fare against Remnants and it seems that typical losses are sustained because 1 or 2 Remnant ships get their act together and bumrush some Condors, instead of getting stunlocked by fighters) or testing against swarm of carrier, seeing that there are no enemies that do that.
I think it should be allowed to tweak playerside's carrier loadouts, because you can do so in the campaign.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Tartiflette on July 09, 2020, 11:03:51 PM
I ran the Onslaught test myself a dozen times because I'm certain the AI is symmetrical. From what I saw, the battles usually follow one of four scenarios:
Both Onslaughts use their system immediately and the battle is even.
Both Onslaughts use their system late, bump into each other, often flameout, then the battle is more or less even depending on the flameouts.
Either Onslaught uses their system after a few seconds, wins the flux war because the other Onslaught has its shield up, and ends up winning with a huge margin. For some reason, the "player side" Onslaught did that a lot more often than the other, but both versions of this scenario did occur.

Therefore I'm confident to say that the mission does NOT affect the AI in any way and it is working as intended.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Grievous69 on July 10, 2020, 12:12:48 AM
I'm really curious what will happen in the bigger fights, something that becomes more common than these small frigate skirmishes. As was probably already said somewhere, with fights this small and already in player's favour, which carrier you have really doesn't make a huge difference. I think you would have similar results with CH Valkyries or something, and maybe do even better. It's just the raw power of distraction fighters do over small ships that can't defend themselves. Also funny how the Wolf died in such a winnable scenario, even with steady AI.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 10, 2020, 07:50:59 AM
I ran the Onslaught test myself a dozen times because I'm certain the AI is symmetrical. From what I saw, the battles usually follow one of four scenarios:
Both Onslaughts use their system immediately and the battle is even.
Both Onslaughts use their system late, bump into each other, often flameout, then the battle is more or less even depending on the flameouts.
Either Onslaught uses their system after a few seconds, wins the flux war because the other Onslaught has its shield up, and ends up winning with a huge margin. For some reason, the "player side" Onslaught did that a lot more often than the other, but both versions of this scenario did occur.

Therefore I'm confident to say that the mission does NOT affect the AI in any way and it is working as intended.

(Thank you for giving this a go! Puts my mind at ease that there isn't anything fishy in the 0.9.1a build as far as the vanilla AI, too.)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Tartiflette on July 10, 2020, 08:07:37 AM
Does the AI checks everything every frame/fixed frequency? Or does it have a variable polling rate? Because that's the only thing I cold imagine having an impact here:
The AI reacting faster because it has a higher decision frequency while in the screen space, therefore the Player ship AI would appear better than the enemy AI, and at the same time allied AI ships would appear to perform worse when out of screen compared to when they are visible...?

And since the Fleet tester mod overrides the camera, tests would be more consistent.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 10, 2020, 08:17:02 AM
No, the AI doesn't care if something is off-screen or not. There *is* a random element to, as you describe it, the "polling" rate - both for performance reasons, and to help keep the AI from getting stuck in behavioral loops. But whether something is off-screen or what side it's on doesn't factor into that.

(Edit: it's the same AI, basically, aside from some corner-case "what happens when there's like one frigate left in a campaign battle (not simulator) situation and the battle is definitely lost" handling.)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 10, 2020, 09:17:31 AM
So, I went ahead with 120 DP fleets, something that the Persean League might deploy.  The gunship core was the following:

1,1,eagle_Balanced,steady,false
2,1,hammerhead_Balanced,steady,false
3,1,hammerhead_Balanced,steady,false
4,1,wolf_Strike,steady,false
5,1,wolf_Strike,steady,false
6,1,lasher_PD,steady,false
7,1,lasher_PD,steady,false

Then on top of this, I started with the Broadsword/Dagger fighter selection.
Condor
Broadsword, Dagger, 2x Vulcan, Single Reaper (so fast missile racks does nothing), expanded deck crew, rest in caps

Drover
Broadsword, Dagger, 2x Vulcan, 4x Harpoons (so 12 total), expanded deck crew, rest in caps

5 Drover for one fleet, 6 Condors for the other.

The results were not what I was expecting.

Condors won all 3 fights. Although since I was using AI battles, it did switch to reckless AI after 500 seconds.  Also the second fight was a drawn out slug fest with only the Condor side Eagle with 25% CR left at the end as it crawled over to the last drover to finish it off.

Condor victory, lost 2x Wolf, Lasher
Condor victory, lost 2x Wolf, 2x Lasher, 3x Condor, 1x Hammerhead
Condor victory, lost 2x Wolf, 2x Lasher

Going to move onto talon setups to see if pure interceptors with a good number (i.e. 4 instead of 3 like broadswords) works towards leveraging reserve deployment better.  Apparently, those 3 extra daggers just put that little bit more pressure on the Eagle/Hammerheads.  More so than the 12 harpoons vs 1 reaper.

Although, there was one point where the Drover side Eagle was at high flux and low armor facing off against some Condors and a Hammerhead.  Hammerhead was backing off, Eagle was bearing down on the condor, and the lone reaper from the condor at not quite point blank overloaded the Eagle.  A wing of Daggers later, no more Eagle.  So the reapers were definitely used to good effect at least in one fight.

At another point, condor was getting shot at by all 12 harpoons from a drover, Hammerhead came in from behind and the side, helped the backpedaling Condor shoot down like 6, the Condor overloaded with 2 on shield, and finally ate 4 on hull, and proceeded to survive to the end of the fight on 1/3 health.  So I'm not really sure how to weigh the missile situation. Perhaps I should have put reapers on the Drovers?  On the other hand, harpoons were doing work in these fight elsewhere, both from hammerheads as well as drovers.


[attachment deleted by admin]
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Thaago on July 10, 2020, 09:39:49 AM
These tests are very very interesting! I'm shocked that the Condors are winning. I would not expect that at all, especially with them not even using their medium missile mount, but I guess quantity of fighters means a lot/reserve deployment is less powerful in AI hands than I'd assumed. I would normally advocate using cheaper fighters on Condors to get that mount filled, or ditching the point defense to do the same, but I can't really argue with results.

[Edit]
I'd also love to see the results of tests where the Condors have Salamander Pods, because of how great they are with fast missile racks.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Mondaymonkey on July 10, 2020, 09:54:38 AM
So... Condors ain't that bad ah?

I wonder if 60 DP amount of condors would do with Paragon?  :o

Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 10, 2020, 10:10:14 AM
So, switching to Talons had the Drovers perform much better.  Although, the Condors still won a fight, technically.  More like a draw to be honest.

Being able to fully leverage Reserve Deployment apparently matters.  One might argue put interceptors on Drovers, and bombers on Condors.  To be honest, both Drovers and Condors generally are able to stay out of the way with a wall of gunships in front, so the 40 vs 70 speed at the end of the day doesn't seem to matter much in these kinds of engagements.  Fighters are just so long range.

Condor
2x Talon, Harpoon pod, 2x Vulcan, Expanded Deck crew, rest in caps

Drover
2x Talon, 4x Harpoon, 2x Vulcan, Expanded Deck crew, rest in caps/vents

Drover victory, Lost Wolf, Lasher, Hammerhead.
Drover victory, lost 2x Wolf, 2x Lasher
Condor victory, lost 2x Wolf, 2x Lasher, 2x  Hammerhead, 6x Condor (i.e. Eagle was only ship on the field at the end, and at 0% CR)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Yunru on July 10, 2020, 11:04:24 AM
I ran the Onslaught test myself a dozen times because I'm certain the AI is symmetrical. From what I saw, the battles usually follow one of four scenarios:
Both Onslaughts use their system immediately and the battle is even.
Both Onslaughts use their system late, bump into each other, often flameout, then the battle is more or less even depending on the flameouts.
Either Onslaught uses their system after a few seconds, wins the flux war because the other Onslaught has its shield up, and ends up winning with a huge margin. For some reason, the "player side" Onslaught did that a lot more often than the other, but both versions of this scenario did occur.

Therefore I'm confident to say that the mission does NOT affect the AI in any way and it is working as intended.
My thanks, and also my damnation, for now I must find a more consistent metric to re-re-price my ships XD
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: pairedeciseaux on July 10, 2020, 02:45:21 PM
Thank you very much Hiruma Kai, for running all those tests and also sharing both results and meaningful analysis. You did an awesome work!  :)

A few comments below about the first test. Wall of text warning.

Here we have a small fleet, looking like one a player would have during the first campaign hours. This "player" fleet encounters what looks like a 40K pirate bounty fleet. Not exactly like a real pirate fleet, because here we have pristine ships, and a Lasher gets added to spice things up. For any experienced player, in a real campaign there is not much risks to loose the fight or even loose a ship. So what value does the test bring, if any?

Let's say you are the player, currently wondering whether to add a ship to your fleet, or not. You are currently at a market, knowing what your next encouters will be. You have a mix of cash, weapons, and maybe fighters. Real campaign situation, right?

Not all players are experienced enough to manage the fight itself nor make an informed decision about what to do with the cash beforehand. Also keep in mind the test itself is AI vs AI: no advanced player tactics, no player priorization, no player fleet coordination, no carrier Strike order, no Defend order, no Escort order, no retreat order. You get the idea, this is a gameplay-less battle simulation.

Here are your options:

Obviously there are more options in real campaigns (more frigates!), but let's keep the test simple.

What do you choose? There are no good or bad answers here, IMO, all are valid early game options.

Let's have look at the results from Hiruma Kai's first test report, especially battle duration. I took the liberty to separate them in two groups.

First group with early game fighters (Talons) and no carrier options:

And second group with more advanced fighters - Kopeshs and Daggers - mixed with Broadsword:

Notes about using those advanced fighters: IIRC Kopeshs and Daggers (also Cobra) cost a lot, are harder to find, and those with unguided missiles will underperform against frigates. And... maybe Atropos got caught by point defence and tanked by shield?

Other than that, looking at the first group there is a clear hiearchy:

One more observation: with Drover we have consistent stable results (time to win), with Condor we don't. It could mean that overall Drover is more reliable compared to Condor. It would be hasty to conclude that way with only one test scenario, but at the same time it mirrors some player's experience. So basicilly let us say that, if given a choice between Condor and Drover (cash and ship availability conditions being met), player choose between lower-price-lower-reliability and higher-price-higher-reliability. And very early game, as long as player don't rush fighting dangerous fleets, both solutions will perform equally well.

Caveats: one should be wary of putting too much faith in statistics, especially with a lowish number of repetitions for each run. Also real player test run should always be used as a control result, here I can say the results Hiruma Kai obtained with both Condor option and no additional ship option match my real campaign experience from a few days ago.

One very last thing I'd like to mention, despite being outside the scope of the test as I imagined it initially, I feel like fighter wings choice might prove as important or more important than the choice of the carrier itself. Some of the results are showing this, but I suspect it would make our job much harder to evaluate the effect of those 2 variables at the same time.

[edit: added missing casualties in the test results, removed the "no casualties" mention in the "One more observation" paragraph]
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 10, 2020, 03:31:29 PM
First group with early game fighters (Talons) and no carrier options:
  • with Condor + Harpoon Pod + 2 Talon wings: around 2min40 and 100% win, unstable results
  • with Drover + 4 Harpoons + 2 Talon wings: around 2min40 and 100% win, stable results
  • with Hammerhead: around 3min20 and 100% win, unstable results
  • no additional ship: around 4min00 and 100% win, stable results

And second group with more advanced fighters - Kopeshs and Daggers - mixed with Broadsword:
  • with Condor + Pilum + 1 Broadsword wing + 1 Kopesh wing : around 4min10 and casualties, unstable results
  • with Condor + single Reaper + 1 Broadsword wing + 1 Dagger wing : around 3min10 with 100% win, unstable results
  • with Drover + 4 Harpoons + 1 Broadsword wing + 1 Kopesh wing : around 3min00 and 100% win, stable results
  • with Drover + 4 Harpoons + 1 Broadsword wing + 1 Dagger wing : around 3min20 and 100% win, stable results

It might be due to my poor formating and so you may have missed it, but I'll note the Drover + 4 Harpoons + Broadsword + Dagger had a Wolf casualty on its first run, same as the Condor + Pilum + Broadsword + Khopesh did on its 2nd, so to be fair it should probably be listed there.

Having watch some of the fights (and left it to run in the background on others), whether the wolf dies or not is more due to the AI and the intial exchange than the fleet composition.  Just sometimes it misjudges badly.  I mean, the smallest fleet had no losses, while each of the carrier fleets lost 1 wolf once, and the bonus Hammerhead almost lost one.  Pretty sure at this concentration of force, a Wolf can simply race ahead, teleport in, fires it AM Blaster, and then simply eat too many missiles before it can back off enough.  Bad timing of firing a huge flux costing weapon. A PD wolf or other less flux intensive variant probably would have been fine.

I also would be extremely hesitant that 3 runs imply a particular stability in terms of speed of completion.  The sample size is too small, and depends on how the AI ended up dividing into smaller skirmishes.  The fastest run, at 1 min 50 seconds was a perfect storm of the Buffalo going pop in the very first exchange of missiles, like at 45 seconds in, at which point without the enemy destroyer, the other ships moved up confidently, and the talons chased down the fast frigates quickly.  They were all together which made it quick.  That could have happened with any of the fleet compositions, but the Condor fleet got lucky with that. 

However, in other fights, you've got a pair of shepherds facing off in the bottom right while everyone else is fighting in the upper left, and you've got like 30-45 seconds of travel time until a wolf finally gets over there to finish it.

Keep in mind, this also all without human intervention.  A human player can be much more aggressive (presumably piloting the Hammerhead), and possibly requesting coordinated fighter strikes or escort with command points, which will tend to make things faster and safer in this kind of setup.

I considered doing the piranna test, but those bombs are so slow and this was a fairly agile enemy fleet, that I felt they wouldn't contribute based on previous experience, so didn't feel like taking 30 minutes to test.  Generally when I'm playing, even at the start of the game, if I see a higher end fighter longbow or dagger, I generally prioritize a purchase just to have a minimum of 2 decent fighters by the time I move into carriers.

Personally, I think in terms of comparisons, the larger 60 DP gunship + 60 DP carrier tests are more telling than the time to kill, as they're much more sensitive to a slight imbalance because they snowball.  That yes/no helps provide a definite signal - but unfortunately doesn't tell us how much, just that it is due to the snowball nature.  I'm pretty sure a human just giving orders, not even piloting, could shift victory either way very easily.

To throw one more data point on, I did a 120 DP gunship + 120 DP carrier fleet (so 240 DP total for each side), broadsword + dagger drovers vs condors just for kicks.  Long fight, but condor still pulled it out.  Lost an Eagle, hammerhead, Condor, 3x Wolf in process, but those 2 extra carriers definitely help as things scale up.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: pairedeciseaux on July 10, 2020, 04:19:17 PM
It might be due to my poor formating and so you may have missed it, but I'll note the Drover + 4 Harpoons + Broadsword + Dagger had a Wolf casualty on its first run, same as the Condor + Pilum + Broadsword + Khopesh did on its 2nd, so to be fair it should probably be listed there.

Good catch! I just fixed it in my previous message. This is the kind of thing that should ideally be generated rather than hand-edited to avoid silly mistake like I made (100% my fault, by the way).

Having watch some of the fights (and left it to run in the background on others), (...)

I also would be extremely hesitant that 3 runs imply a particular stability in terms of speed of completion.  The sample size is too small, and depends on how the AI ended up dividing into smaller skirmishes.

Yes, if possible we want some automation and/or speed increase to perform more runs. And recruit more people to execute test campaigns.

To throw one more data point on, I did a 120 DP gunship + 120 DP carrier fleet (so 240 DP total for each side), broadsword + dagger drovers vs condors just for kicks.  Long fight, but condor still pulled it out.  Lost an Eagle, hammerhead, Condor, 3x Wolf in process, but those 2 extra carriers definitely help as things scale up.

Ah!
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: pairedeciseaux on July 11, 2020, 02:50:55 AM
Personally, I think in terms of comparisons, the larger 60 DP gunship + 60 DP carrier tests are more telling than the time to kill, as they're much more sensitive to a slight imbalance because they snowball.  That yes/no helps provide a definite signal - but unfortunately doesn't tell us how much, just that it is due to the snowball nature.  I'm pretty sure a human just giving orders, not even piloting, could shift victory either way very easily.

Good points.

I'm no pro statistician, and I don't have deep knowledge of Starsector's inner workings. That said, IMHO what matter when designing a test is asking one self some key questions:

About metrics, in some case discrete value sampling is the straighforward and best approach, such as:

And continuous value can also be helpful, such as:
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Grievous69 on July 11, 2020, 03:02:25 AM
So what I've learned from all of this is that fighter superiority is even more important that I thought originally. I knew that it's good to have a carrier or two in your fleet just to help with those pesky frigates or just pure distraction, but this, this is just wrong. I wonder how a fleet full of Converted Hangars would perform vs just the ''usual builds'' (I know it's not the thread for this, I'm just thinking out loud). So yeah long story short, fighters are too strong and AI is too dumb vs fighters.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: pairedeciseaux on July 11, 2020, 04:14:14 AM
On another note, Hiruma Kai, I followed the suggestion you made in the other thread, and sent a PM query to our lord and saviour our testing master Dark.Revenant. He shared some precious informations and advice in his reply. For anyone looking to perform more testing of this kind, the summary is (hopefully I didn't distort it too much):
Spoiler

Dark.Revenant's test:
  • https://fractalsoftworks.com/forum/index.php?topic=15758
  • in his Interstellar Imperium mod there is a mission that helped provide a testing framework : Station Tester, he used the mission and manual operation to collect data
  • I just did a quick check: looking at the various mission file in the mod I see "ii_test1"="Station Tester", "ii_test2"="Fleet Tester", "ii_test"="Ship Playground"
  • currently there is no automation to run a series of battles and collect results, but it would be possible to create such a framework

So in order to increase the number of repetitions, my understanding of what testers could do:
  • use the mission provided by Dark.Revenant in II mod, it basically allows to obtain 3x battle simulation speed
  • run several parallel instances of Starsector on a PC/workstation, it further increases the overall speed (depending on the number of instances the hardware can handle), suggested by Dark.Revenant
  • have several people contribute to the same test, then merge results, a strange idea of my own that in one hand pose some coordination challenge and additional mistake risks, but on the other hand provide additional test controls (having each tester obtain similar results helps build confidence in the metrics)

By the way, at this point I haven't attempted to run any test, I'm still relatively clueless on the test execution part, and have spent too much time reading and writing walls of text on the forum.  :D
[close]
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 11, 2020, 05:50:18 AM
So what I've learned from all of this is that fighter superiority is even more important that I thought originally. I knew that it's good to have a carrier or two in your fleet just to help with those pesky frigates or just pure distraction, but this, this is just wrong. I wonder how a fleet full of Converted Hangars would perform vs just the ''usual builds'' (I know it's not the thread for this, I'm just thinking out loud). So yeah long story short, fighters are too strong and AI is too dumb vs fighters.

Well, I wouldn't say it is superiority.  Its more like, concentration on target.

Here's some more data to throw out there.

I only did one run of each of the following so far.

60 DP gunship core + 6x Condor
Condor with Broadsword, Dagger, Reaper, 2x Vulcan, Expanded Deck crew, rest in caps

vs

60 DP gunship core + 3x Heron (Cruiser class carrier)
Broadsword, 2x Dagger, Expanded Deck crew, x3 PD Laser, x1 Flak, 20 Caps, 1 vent

Very clean Heron victory, lost Wolf, Lasher, but it did not go to time unlike nearly all the other fights.  Coordinated bombers were taking out ships in like 1 to 2 passes.
Heron also seems to have much better timing on using its ability.

In this case, the Condors have 6x Broadsword and 6x Daggers, but are losing to 3x Broadsword + 6x Daggers (admittedly with the ability to burst damage by x1.5).  But are very clearly taken out.  Also, unlike a Drover sending their fighters against a Condor, the Condor doesn't survive.  Condor can tank 3x Atropos at a time roughly indefinitely.  Not so much against 6x1.5=9.

I then tried to have the same ratio of broadsword to daggers on the condor side by using 2 different condor designs.
Condor with Broadsword x2, Salamander pod, vulcan x2, expanded deck crew, rest in caps (2 of these)
Condor with Broadsword, Dagger, reaper, vulcan x2, expanded deck crew, rest in caps (4 of these)

versus the above Heron fleet.

Heron still win, no losses this time.  Again a very quick fight.

Once a coordinated group of bombers is large enough, and can deal enough damage to overload a target in a single pass, you hit a transition point.  Things start dying quick.  Hammerheads, Condors and Frigates just can't deal well with the damage equivalent of 9 (or sometimes 18) 1000 damage HE missiles in a short period of time.  Especially if they're already in engaged.  The coordination (all of them hitting in a short period of time) really makes the difference.

So out of curiosity, I then decided to try the Herons against the Drovers.
Drover with Broadsword, Dagger, 2x Vulcan, 4x Harpoon, Expanded Deck crew, rest in caps

Heron won, 2x Wolf, 2x Lasher, 1x Hammerhead

But it was a long fight.  The frigates ran out of CR.  The superior shields and speed of the Drovers begin to tell in the case where the enemy is superior.  They survive longer by kiting.  It doesn't make them win, but it does in fact mean they survive longer when your side is losing.  Which can be extremely important for a player fleet, given a human pilot can be superior locally where they're flying, but have their fleet be inferior everywhere else. 

Which suggests we should also do some testing of something like 240 DP fleets against 120 DP fleets or the like.  Put the carriers on the losing side, and see how long they last, and how many kills they get.  That should show the Drover superiority.

In our previous testing, the speed and toughness of the Condor just needs to be high enough to survive a pair of fighter wings, as that's the only thing that can reach them.  Because the AI doesn't focus fire, as long as the Condor can survive that shield tanking, it'll survive indefinitely.  Since the offensive power of 5 Drovers is close to or slightly lower to that of 6 Condors (reserve deployment only really worth 1.5 on fighters/interceptors, and even then inefficiently on cooldown), we don't see a big advantage.  Mostly because we're not stressing that part of the ship stats.

Also other interesting AI tidbits.  The Herons in all cases were much closer to the front lines.  Being cruisers, they seemed to fear the other ships less.  Which meant shorter turn around times for fighters, and perhaps more importantly, they tanked some bomber waves, and then would pull back to vent.  Which meant the fleet had effectively more shield capacity to spread incoming damage across at the beginning of the fight.

It'd be interesting to see what happens with the drovers if we put railguns instead of vulcans on, and bump their aggressiveness up.  Potentially if you use them more like 2nd string brawlers + fighters, they might do better compared to Condors, as you bring their flux stats into play in the beginning, spreading damage out, and giving the other ships more breathing room.  Or they might fly in front of their allies and get blown up while blocking shots.  Would definitely need testing.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: SCC on July 11, 2020, 06:21:10 AM
I tested using of Fleet Tester that included player-side admiral AI, so test results might be different than yours. However, the upside is that the testing is completely divorced from any skill in playing Starsector I have (except for making loadouts). It also meant that some ships were retreated off the battlefield, at discretion of admiral AI.

Player fleet is composed of 60 DP carrier formation, 1 Conquest (Elite), 1 Eagle (Assault), 1 Venture (Balanced), 2 Enforcers (Elite), 1 Hammerhead (Balanced), 2 Centurions (Assault) and 2 Wolfs (Assault). 60 DP carrier formation stood for one of the four: 6 Condors, 5 Drovers, 3 Herons or 3 Moras. Non-carrier ships are all vanilla, unchanged variants, except for Venture, where I swapped Mining Blaster for Pulse Laser, because I hate it that much.

Enemy fleet consists of 1 Onslaught (Standard), 1 Eagle (Balanced), 1 Falcon (Attack), 1 Heron (Strike), 1 Mora (Strike), 1 Condor (Support), 1 Drover (Starting), 1 Medusa (Attack), 1 Sunder (Close Support), 2 Shrikes ((P) Attack), 1 Wolf (Strike), 1 Tempest (Attack), 1 Omen (Point Defence) and 1 Lasher (Assault). These are all unchanged vanilla variants. This fleet had a slight DP edge over the player fleet.

Condors either came as all strike variants or half strike, half support. I switched between these compositions on a whim and I don't remember anymore when which set fought, but it's close to a half. Strike Condors had 1 Broadsword wing, 1 Perdition wing, 1 Harpoon Pod, 1 Vulcan and Expanded Deck Crew. Support Condors had 2 Thunder wings, 1 Harpoon Pod, 2 Vulcans, Expanded Deck Crew and the rest spent on caps.
      In 12 tests, player fleet with Condors won 1 time. They often fell prey to enemy flankers.

Drovers were most often fielded in 3:2 ratio of assault and strike Drovers, though once I made a mistake and run all strike Drovers. Assault Drovers had 1 Talon wing, 1 Broadsword wing, 4 Harpoon Racks, 2 Vulcans, Expanded Deck Crew, Expanded Missile Racks, 8 caps and 8 vents. Strike Drovers had 1 Broadsword Wing, 1 Dagger wing, 4 Harpoon Racks, 2 Vulcans, Expanded Deck Crew and Expanded Missile Racks.
      In 11 tests, player fleet with Drovers won 7 times. Drovers seemed to die mostly after they run out of PPT and were vulnerable.

All Herons had the same strike variant. 1 Broadsword wing, 1 Dagger wing, 1 Khopesh wing, 3 LRPD lasers, 1 HVD, Expanded Deck Crew, Dedicated Targeting Core.
      In 5 tests, player fleet with Herons won 3 times. Similarly to Drovers, they died mostly after running out of PPT.

Moras also came only in one variation. 1 Broadsword Wing, 2 Perdition wings, 2 Typhoons, 2 Railguns, 5 Vulcans, Expanded Deck Crew, rest in vents.
      In 3 tests, player fleet with Moras won 2 times.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Grievous69 on July 11, 2020, 06:32:39 AM
Yeah that seems about right. Once the fleet with Condors has actual pressure put vs them, it collapses faster than other setups. Which is precisely why I stop using them in campaign after tutorial or so, since I'm usually fighting bigger fleets than my own. So in the end it seems it has a use in campaign. If you already don't have carriers and can't find anything better (or can't afford), a Condor will improve your fighting capability by a significant margin. But after you earn some cash and have better options, there's little reason to keep them. I guess they aren't THAT bad as I was claiming, I wouldn't mind a small buff still tho.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: pairedeciseaux on July 11, 2020, 07:26:49 AM
Well done, SCC!

Two comments on your test runs.

(1) You fighter wings composition changes across your player carrier formations, while Hiruma Kai's runs stayed consistent. So your tests have a heavy bias on fighters wing composition.

(2) Indeed this is the hard core test for Condor. Having so many hunter killer ship in the enemy fleet that can catch the slow Condors. I would say, given the ratio of number of carriers / 10 non-carrier ships, that situation is "unfairly" emphasised the in Condor case. Because the Condors have a higher chance of being targeted, and when they are, won't receive much help with this fleet composition.

Comparing this to a real campaign situation: you would realistically have a lower number of Condor (those left from early game), and more non-carrier ships, and probably dedicated escorts. This what I have in my current campaign: 2 Condors, 3 Herons, 8 frigates, 2 destroyers, 3 cruisers, 1 Legion recently added. Condors are not being targeted that much, and have a permanent 1 Shepherd escort. I have left them unmanaged since early game with 100% survival rate.

That doesn't mean your test scenario is irrelevant, quite the contrary. Just this, IMO: caveats mentioned above, YMMV, and so on.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 11, 2020, 07:42:35 AM
I tested using of Fleet Tester that included player-side admiral AI, so test results might be different than yours. However, the upside is that the testing is completely divorced from any skill in playing Starsector I have (except for making loadouts). It also meant that some ships were retreated off the battlefield, at discretion of admiral AI.

Thanks very much for the information.  I don't suppose you know if the Admiral AI you are using the same one used in the AI battles mods?  I used it assuming it'd been setup with at least some form of fleet AI for both sides.  Alternatively, I'd be interesting to know which mod to grab that has said Admiral AI.

Definitely interesting data points.  Where all individual ships set to steady AI?

Although I'm wondering how much its affected by fighter selection versus base ship.  I'd like to try this fleet setup, but with all 4 carrier types using the same ratios and types of fighters, to help eliminate other variations beyond the base ship.  Sounds like the flanking ability of the enemy fleet was superior compared to the player fleet seeing it had Medusa, 2x Shrike, Wolf, Tempest, Lasher, Omen.  Fast ships on the carrier side seems to be 2x Centurions and 2x Wolves, plus presumably the fighters.  In my tests, the flankers tended to get paired off since it was much more a mirror match.

So far I've run 1 match with the AI battles mod, using your setup, except using just broadsword/dagger/reaper/vulcan x2/expanded crew deck condors instead of Broadsword/Peridition or Thunder wings.  So far, 1 for 1 victory for the condors. I'm going to do a few more of those (to see if the Condors just got lucky), as well as Condor with broadsword/peridition + 2x Thunders and see how it does for baseline comparison with identical testing mod.  Might reveal AI is doing a better job of ordering coordinated fighter strikes or something.  And then I'd like to see how the Drovers do with Broad/Peridition + 2x Thunder.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: SCC on July 11, 2020, 08:44:14 AM
I admit the ships used by the enemy might have been unfairly skewed against Condors. I didn't think about it at the time, since most of the fights were resolved in a binary fashion: either Onslaught died and so did the enemy fleet, or it didn't; but accidental flankers might wreck Condors and give the enemy enough power to get past the player-fleet-wrecking edge.
I will probably remake and split the enemy fleet into high-tech-ish and low-tech-ish fleets... Later. Enough testing for me now.

Comparing this to a real campaign situation: you would realistically have a lower number of Condor (those left from early game), and more non-carrier ships, and probably dedicated escorts. This what I have in my current campaign: 2 Condors, 3 Herons, 8 frigates, 2 destroyers, 3 cruisers, 1 Legion recently added. Condors are not being targeted that much, and have a permanent 1 Shepherd escort. I have left them unmanaged since early game with 100% survival rate.
There's a 1:2 ratio of carriers to warships, which I don't consider outlandish. I'd say that with fewer carriers, though, Condors are even worse off, since fighters are more likely to be lost and drain their replacement rate, whereas Drovers can leverage their ship system to prevent and mitigate losses.

Thanks very much for the information.  I don't suppose you know if the Admiral AI you are using the same one used in the AI battles mods?  I used it assuming it'd been setup with at least some form of fleet AI for both sides.  Alternatively, I'd be interesting to know which mod to grab that has said Admiral AI.
I remember downloading it from Tartiflette on Discord, since Fleet Tester doesn't have any admiral AI. If it has one now, it has been added in the meantime. Whenever I paid attention to the battle going on, it didn't seem to do much; assign escorts to cruisers at the very start of the game, then discard escort orders and order assault at the objective in the centre of the battlefield, then discard that order and focus only on retreating individual ships until the end.

Were all individual ships set to steady AI?
Yes.
Although I'm wondering how much its affected by fighter selection versus base ship.  I'd like to try this fleet setup, but with all 4 carrier types using the same ratios and types of fighters, to help eliminate other variations beyond the base ship.
But why? Why wouldn't better carriers leverage the capability to use better fighters than others? We might have different priorities and I can change variants to what you consider better, but I won't run suboptimal variants just to make all carriers use the same fighters. Though Condors with reapers are probably a better choice against the fleet that I tested against (which I'll fix later).
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: FooF on July 11, 2020, 09:02:39 AM
So what I've learned from all of this is that fighter superiority is even more important that I thought originally. I knew that it's good to have a carrier or two in your fleet just to help with those pesky frigates or just pure distraction, but this, this is just wrong. I wonder how a fleet full of Converted Hangars would perform vs just the ''usual builds'' (I know it's not the thread for this, I'm just thinking out loud). So yeah long story short, fighters are too strong and AI is too dumb vs fighters.

Anecdotal evidence: I am currently running a fleet of an Odyssey, Eagle (XIV), Heron, 2 Drovers and 12 Hammerheads with CH with Sparks, Broadswords, and Thunders. I am demolishing endgame bounties. The only ship without fighters is the Eagle. The AI is really skiddish around swarms of fighters so most ships start backing off even when the enemy fleet ought to control the battlespace. I notice fights really get spread out and that's where the range of all the fighters become a force multiplier where traditional ships wouldn't be able to do anything about it.

As for the rest of the thread, I don't have much to offer but I am surprised the Condors are doing so well vs. the Drovers.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 11, 2020, 09:16:23 AM
But why? Why wouldn't better carriers leverage the capability to use better fighters than others? We might have different priorities and I can change variants to what you consider better, but I won't run suboptimal variants just to make all carriers use the same fighters. Though Condors with reapers are probably a better choice against the fleet that I tested against (which I'll fix later).

I'd argue Condors can run Broadsword/Daggers, just the same as drovers, and still have anti-fighter guns for when the lone drover sends its fighter back in response.  Generally, my thinking is if a carrier isn't intended to be near the front line, anything not spent on fighters or anti-fighter defense (the only thing that can really reach you), is not an effective use of OP.  If for most of the fight the Condor isn't in range to use the Harpoons, they're dead weight.  I personally think the extra 3 OP spent on Daggers is worth it, especially with fast frigates and destroyers in the mix.  Certainly the mirror matches seem to indicate Condors didn't suffer by using Broadsword/Daggers compared to Condors.

In the mean time, I definitely think there is some kind of AI difference going on, that or allowing retreats is pulling fighters off the board faster than no retreats.  Testing so far with AI Battles version 6.4 gives the following:

Condors with Broadswords/Drovers: 3 for 3 victories.
Condors with Broadsword/Peridition (3) and Thunder x2 (3): 2 for 3 victories (although these are literally going to 0% Cr for everyone but the capitals, and the one loss literally only had the Onslaught on the field at the end).


I'll take a look on Discord to see if I can find Fleet tester with admiral AI.  Alternatively, I'll download the latest fleet tester and see how its results compare to yours.  I definitely want to understand why my results are hinting at a different outcome.

Edit: Just double checking my configuration, I realized I had left the wolf out of the enemy fleet, which means I'm not comparing apples to apples.  I'll need to rerun the tests with the appropriate enemy force.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Thaago on July 11, 2020, 09:51:55 AM
: Takes copious notes :

I suspect that exact loadouts are going to make a big difference - in particular, with so many frigates any bomber other than a Dagger is dead weight.

In other news: in campaign last night the only medium missile I had around for the Condor was the medium Reaper. The AI will, on occasion, use its system to double tap enemy ships with 2 consecutive reapers. In this case 2x Thunder Condor, so the enemy was flamed out. I don't think this is an optimal build or anything, as the Reaper is almost always wasted, but its very gratifying when its not.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 11, 2020, 10:58:54 AM
So, using  the Battle AI mod, and the same fleet loadout as SCC, except using 6x Condor with broadsword/dagger/2x Vulcan/1x Reaper/Expanded Deck Crew/1 capacitor

I have the following statistic: 3 wins out of 5 matches for the Condors

However, SCC and Tartiflette have kindly shared the admiral AI .jar for the fleet tester mod on discord, so I've downloaded that and will do the same test with that mod, and see what things look like.

Edit: I only watched 2 of the battles, but I think the daggers are much better at securing small kills, compared to the periditoins. Especially in the first exchange.  The last fight I watched the medusa came in fast, got fluxed up, then 9 dagger atropos took it out after it had burned its teleport charges.  This happened in like the first 15-20 seconds of contact.  And as I discovered with my incorrect fleet testing, even a 1 frigate difference at the beginning can snowball significantly.

Edit 2: Another thought.  When I'm playing in the campaign, my default 2 fighter slot carrier are using either broadsword/daggers or longbow/daggers (or x2 Longbows on the Odyssey).  My 3 slot carriers will have broadsword/longbow/dagger.  I might switch up for a station attack, but those are my go to general setups when I don't know what I might be engaging.  Do thunders really bring that much to a fight compared to bombers (especially daggers).
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Aereto on July 11, 2020, 12:27:06 PM
: Takes copious notes :

I suspect that exact loadouts are going to make a big difference - in particular, with so many frigates any bomber other than a Dagger is dead weight.

In other news: in campaign last night the only medium missile I had around for the Condor was the medium Reaper. The AI will, on occasion, use its system to double tap enemy ships with 2 consecutive reapers. In this case 2x Thunder Condor, so the enemy was flamed out. I don't think this is an optimal build or anything, as the Reaper is almost always wasted, but its very gratifying when its not.

Reapers to force them to raise their shields, then either Longbow's sabots or Dagger's torpedoes to force an overload. That's a Condor's Gambit.

Of course the reapers are best when used on overloaded ships.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 11, 2020, 12:48:41 PM
So what I've learned from all of this is that fighter superiority is even more important that I thought originally. I knew that it's good to have a carrier or two in your fleet just to help with those pesky frigates or just pure distraction, but this, this is just wrong. I wonder how a fleet full of Converted Hangars would perform vs just the ''usual builds'' (I know it's not the thread for this, I'm just thinking out loud). So yeah long story short, fighters are too strong and AI is too dumb vs fighters.

Anecdotal evidence: I am currently running a fleet of an Odyssey, Eagle (XIV), Heron, 2 Drovers and 12 Hammerheads with CH with Sparks, Broadswords, and Thunders. I am demolishing endgame bounties. The only ship without fighters is the Eagle. The AI is really skiddish around swarms of fighters so most ships start backing off even when the enemy fleet ought to control the battlespace. I notice fights really get spread out and that's where the range of all the fighters become a force multiplier where traditional ships wouldn't be able to do anything about it.

As for the rest of the thread, I don't have much to offer but I am surprised the Condors are doing so well vs. the Drovers.

It's really the AI that is the biggest problem imo. Fighters in large numbers aren't necessarily stronger than combat ships - especially since the more stacked they are the more actual connections per shot of larger weapons are possible - creating higher fleetwide flux efficiency as numbers increase..

The thing is, the presence of fighters completely cripples the AI's willingness to leverage fleet firepower or close with the enemy and allows them to be picked off piecemeal. It is far too conservative to handle large fighter numbers because there will always be some fighters on the field - causing the enemy to retreat instead of close the distance and pressure the carrier.

That is even before kiting comes into play.

Combat ships have to ignore fighters for positional purposes or this will always be the case. Even if fighters are weakened to the point of uselessness the AI can still be abused by this behavior so the player can pick their fights a lot easier than with pure combat ships on the field.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 11, 2020, 02:33:19 PM
So I've got the fleet tester mod with admiral AI setup, and running and its basically producing the same results as the AI Battles mod (which was a tournament mod).

This is again using SCC's suggested line up.

Anyways, so before with AI Battles mod: 3 wins out of 5 matches for Condors
With Fleet Tester + Admiral AI .jar: 3 wins out of 5 matches for Condors

This again is with 60 DP of "Broadsword/Dagger/Reaper/2x Vulcan/Expanded Deck Crew/rest into caps" Condor, to match up against the Drover setup.

So overall, 6/10, which at this sample size is pretty indistinguishable from the Drover victory odds using Broadswords and Daggers as well.

So I submit fighter selection has a far greater effect than, say filling the medium missile slot on a Condor.  Also, PPT actually plays a huge part in these fights.  Generally the destroyers are at 0% CR by the end, and any cruisers are in critical malfunction territory at the end.

Although, there was one perfect win for the Condors, no losses and only 3 retreats.  Such is the randomness of AI.

So next up is the Thunder x2/Broadsword + Peridition Drover tests to confirm its more an issue of fighter selection rather than base ship.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Thaago on July 11, 2020, 02:37:18 PM
I'm not surprised to learn that CR/passive play is a big problem. Between fighters flying around and no admiral to give eliminate/fighter strike/engage commands, and no player to push things, its a perfect storm to make for slow play!
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 11, 2020, 02:41:09 PM
I'm not surprised to learn that CR/passive play is a big problem. Between fighters flying around and no admiral to give eliminate/fighter strike/engage commands, and no player to push things, its a perfect storm to make for slow play!

I think the Admiral AI does give commands, or am I wrong there?

So the only thing actually missing is the player piloting something if that is the case.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Thaago on July 11, 2020, 07:56:39 PM
Oh my bad - I thought they were using the AI version with all that turned off. Depending on the version the tournaments very much mess with AI in order to makes things even and less swingy.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 12, 2020, 12:45:43 PM
I'm not sure how to tell what the admiral AI is doing.  At the beginning of the AI Battles mod or Fleet tester with the updated jar, there are some initial orders to claim nav/sensor bouys.  That shows up on the map layer.  Then the only other orders I see on the map layer are retreat orders.  The local ship AI is clearly assigning itself to escort though (I've seen drovers follow other ships that are retreating to the edge of the map, then once they retreat, head back to the fight).  And generally in the initial clash, most of the bombers go after the same ship, but then again, that might just have been the first ship seen, or they all had the same selection criteria at the beginning of the fight, so it tends to make them select a single target.

And all I can say is random AI is random.  Well, and steady AI is really, really good at staying alive, with the side effect of not going for the kill in a lot of situations.  Which to be fair, if you're actually playing the game, generally what you want out of your standard AI.  The fact that these fights are going to CR, frigates and destroyers are hitting 0% with several different composition means things can't be too far out of balance.

Although it does makes me wonder if we're testing things the right way.  As it is right now, fleet composition in terms PPT is arguably more important than base ship effectiveness.  A few more cruisers and a few less destroyers and you'll have a significant advantage at the end.  The other thing is, the game isn't intended to be balanced AI vs AI.  Its intended to be player vs AI, and provide a fun and interesting challenge.  A player thrown into the mix will make fights go much shorter, at which point PPT doesn't matter as much.

It also begs the question, of which player's balance?  Someone just piloting their ship and ignoring the AI is going to have different performance from one that switches to the map layer and issues appropriate orders mid-battle.  Keeping your carriers together and having them send a bomber wave at a target you know is going to be high flux in 10-20 seconds, is going to see different effectiveness.  We also know at some point there's a transition where you have so many fighters on your side, the AI can't handle it optimally.

So anyways, I did a bunch of broadsword/peridition +2x thunder setups.  Both Condor and Drover.

I'm including in the spoiler tags the setup files I'm using for the condor fights, just in case someone can spot a mistake.  The Venture_Pulse is just a Venture_Balanced with a Pulse Laser instead of mining blaster.   I did make a mistake on the first 2 Drover fights, and gave them 3x broadsword/peridition and 3x Thunders.  Anyways, I include this because I've got fairly different results from SCC.

Condor fights:
8 matches, 4 wins for the Condors, 3 losses, 1 tie (literally every ship was at 0% CR and retreating off the field - although Conquest did retreat while Onslaught had been destroyed...)

Drover fights
6 Drovers (3 Broad/Perdition, 3 Thunder)
1 win, 1 loss
5 Drovers (3 Broad/Perdition, 2 Thunder)
5 wins, 3 loss. 
Note: The 5 wins were all in a row, and the 3 losses were all in a row at the end - so it was looking like 5/5 at the beginning of testing and I was very confused about why drovers with thunders were so much better than broadsword/dagger).

I have been running some of these matches 2 at a time (two instances of starsector running) to speed up testing, but I don't think that should matter?

Anyways, thunders are better than I had traditionally given them credit for, at least in a AI vs AI setup.  I'm not seeing statistically significant differences between 5 Drover fleets and 6 Condor fleets, at least with this limited testing.  Again, it really is vagary of the AI.   I mean, I've seen the Onslaught destroy the Omen during the first few moments of enemy contact, when they wanted to go in opposite directions and the omen crashed into the Onslaught with its shields down.  Sometimes a destroyer will zoom ahead, flux up, and then the bombers come in.  Some times, the bombers slit their attention on two different ships at the beginning of the fight, running up flux, but not securing a kill.

I'm tempted to switch over to a new scenerio, with superior enemy forces, and seeing how long the carrier fleet lasts.  Probably something like a reckless SO Luddic fleet 180 DP versus 120 DP.  And then see how long the fleet lasts and how much they kill.  That I'm willing to bet is going to show case the Drover's advantages.

player0_fleet.csv
Spoiler
#personality: The captain's personality. Can be "timid", "cautious", "steady", "aggressive", "reckless".
#flagship: boolean to set the flagship of the fleet
#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.
1,conquest_Elite,steady,false
2,eagle_Assault,steady,false
3,venture_Pulse,steady,false
4,enforcer_Elite,steady,false
5,enforcer_Elite,steady,false
6,hammerhead_Balanced,steady,false
7,centurion_Assault,steady,false
8,centurion_Assault,steady,false
9,wolf_Assault,steady,false
10,wolf_Assault,steady,false
#11,drover_Broad_Perd_Harpoon,steady,false
#12,drover_Broad_Perd_Harpoon,steady,false
#13,drover_Broad_Perd_Harpoon,steady,false
#14,drover_Thunder_Harpoon,steady,false
#15,drover_Thunder_Harpoon,steady,false
11,condor_Broad_Perd_Harpoon,steady,false
12,condor_Broad_Perd_Harpoon,steady,false
13,condor_Broad_Perd_Harpoon,steady,false
14,condor_Thunder_Harpoon,steady,false
15,condor_Thunder_Harpoon,steady,false
16,condor_Thunder_Harpoon,steady,false
[close]

player1_fleet.csv
Spoiler
#personality: The captain's personality. Can be "timid", "cautious", "steady", "aggressive", "reckless".
#flagship: boolean to set the flagship of the fleet
#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.
1,onslaught_Standard,steady,false
2,eagle_Balanced,steady,false
3,falcon_Attack,steady,false
4,heron_Strike,steady,false
5,mora_Strike,steady,false
6,condor_Support,steady,false
7,drover_Starting,steady,false
8,medusa_Attack,steady,false
9,sunder_CS,steady,false
10,shrike_p_Attack,steady,false
11,shrike_p_Attack,steady,false
12,tempest_Attack,steady,false
13,omen_PD,steady,false
14,lasher_Assault,steady,false
15,wolf_Strike,steady,false
[close]

drover_Thunder_Harpoon.variant
Spoiler
{
    "displayName": "Strike",
    "fluxCapacitors": 3,
    "fluxVents": 0,
    "goalVariant": true,
    "hullId": "condor",
    "hullMods": ["expanded_deck_crew"],
    "permaMods": [],
    "variantId": "condor_Thunder_Harpoon",
    "weaponGroups": [
        {
            "autofire": true,
            "mode": "LINKED",
            "weapons": {
                "WS 001": "vulcan",
                "WS 002": "vulcan"
            }
        },
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {"WS 003": "harpoonpod"}
        }
    ],
    "wings": [
        "thunder_wing",
        "thunder_wing"
    ]
}
[close]

condor_Broad_Perd_Harpoon.variant
Spoiler
{
    "displayName": "Strike",
    "fluxCapacitors": 0,
    "fluxVents": 0,
    "goalVariant": true,
    "hullId": "condor",
    "hullMods": ["expanded_deck_crew"],
    "permaMods": [],
    "variantId": "condor_Broad_Perd_Harpoon",
    "weaponGroups": [
        {
            "autofire": true,
            "mode": "LINKED",
            "weapons": {"WS 001": "vulcan"}
        },
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {"WS 003": "harpoonpod"}
        }
    ],
    "wings": [
        "broadsword_wing",
        "perdition_wing"
    ]
}
[close]
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: SCC on July 12, 2020, 01:35:52 PM
If you were using half bomber, half thunder Condors and had way more wins than I did, then I either unknowingly had other changes in my files I don't remember, or my Condors had one hell of a bad luck. I'll run some battles tomorrow and if they stay abysmal like that, then I'll have to reinstall my Starsector and check if that changes anything.
I had Combat Chatter, Console Commands, Fleet Tester, Flux Reticle, Lazylib, Magiclib, Practice Targets and Graphicslib on when doing the tests, but none of those should change the results.
I'm not sure how to tell what the admiral AI is doing.  At the beginning of the AI Battles mod or Fleet tester with the updated jar, there are some initial orders to claim nav/sensor bouys.  That shows up on the map layer.  Then the only other orders I see on the map layer are retreat orders.  The local ship AI is clearly assigning itself to escort though (I've seen drovers follow other ships that are retreating to the edge of the map, then once they retreat, head back to the fight).  And generally in the initial clash, most of the bombers go after the same ship, but then again, that might just have been the first ship seen, or they all had the same selection criteria at the beginning of the fight, so it tends to make them select a single target.
If you keep the map open and the game unpaused, you can see what admiral AI is doing. As I mentioned earlier, first it gives escort orders on cruisers, then dismisses those orders and orders assault on the objective, then dismisses that and only retreats individual ships. I don't think it's possible to give invisible orders, but I'm not so sure of it now.
The biggest benefit for me was that it acted sort of like the player, so I did not have to make any input myself.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 12, 2020, 01:59:40 PM
^ In regards to player piloting balance vs player admiral balance: (Bit of a tiny derail but I think it's relevant to the balance discussion)

The player piloting is much, much more effective as a whole. The player can make nuanced decisions about when to strike, what to tank on shields, armor, etc - and generally has a much better understanding of the tactical positioning of the enemy units and what can realistically punish the player's decision to go for the kill to a pressured or overloaded enemy ship.

Now, I'm not saying giving tactical orders are useless or terrible or anything. They *mostly* do their job and do it well. But there are two very notable exceptions to this:

1) Capturing strategic points.

2) Dealing with fighters.

This is because the AI always values staying alive over any player given orders at the moment. They retreat from capturing a position when enemies are in strong numbers, or move away from capturing a position to engage or chase enemies if they have the advantage. It is quite frustrating. Sometimes it goes well, don't get me wrong, but the times when they ignore my orders highly irritates me. I think the reason more players don't mind this behavior as much is because tactical points aren't very powerful right now. They do something, but unless you have a lot of them they are less noticeable in the overall scheme of things.

However, AI behavior when dealing with fighters, specifically, drives me absolutely crazy. It works in standard vanilla campaign balance but only there and it is the most inflexible part of the AI right now. It is balanced for a very, very specific use case: A small number of fighters mixed in with lots and lots of combat ships such that the combat ships can huddle together and reduce the fighter replacement rate or kite away and do the same. Large numbers of fighters break this concept, and they break it very hard. Also, it is difficult to conceptually create a faster reinforcing fighter without running into this issue. Even if the fighter is very fragile, as long as the carrier can send a couple or have one on the field at all times the AI will continue to backpeddle and never really make any ground against the carrier. It either leads to the warship dying or a stalemate situation that drastically slows the battle down until CR runs out. It quite literally takes active player intervention to speed the battle up and eliminate carriers.

Speaking of eliminate, this default behavior would actually be just fine if it weren't for the fact that an "Eliminate" command doesn't really do that much to help this. Standard AI should be conservative and focused on staying alive, but though the warship will be more aggressive while under an eliminate command, certainly, large numbers of fighters still lock it into a backpeddling position because the key assumption that the AI makes is that the carrier will eventually "run out of fighters to send" for some kind of window. When that assumption proves false the AI can't make the decision to just go for the kill and hope it makes it - which is what I think eliminate should be about. It needs to be a binary "this ship must die" order that assumes the player is ok with the ship in question from dying. When I give that order I am making a gamble to sacrifice ships to eliminate a high-threat target that I find to be more important to take out vs keeping those ships alive in the tactical sense of the battle. I don't really want them to be smart I want them to do their job and carry out my order because it's priority one in this circumstance.

If you keep the map open and the game unpaused, you can see what admiral AI is doing. As I mentioned earlier, first it gives escort orders on cruisers, then dismisses those orders and orders assault on the objective, then dismisses that and only retreats individual ships. I don't think it's possible to give invisible orders, but I'm not so sure of it now.
The biggest benefit for me was that it acted sort of like the player, so I did not have to make any input myself.

Is this changed from the vanilla admiral AI? If the Admiral AI (speaking purely on the enemy AI side here) isn't giving eliminate orders then I would argue that it is a limitation. Sometimes they are very necessary and this would provide nice ambush mechanics to challenge the player. The enemy can stand to be wasteful, unlike the player fleet (at least generally).
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 12, 2020, 02:08:51 PM
If you keep the map open and the game unpaused, you can see what admiral AI is doing. As I mentioned earlier, first it gives escort orders on cruisers, then dismisses those orders and orders assault on the objective, then dismisses that and only retreats individual ships. I don't think it's possible to give invisible orders, but I'm not so sure of it now.
The biggest benefit for me was that it acted sort of like the player, so I did not have to make any input myself.

Oh you're right.  Looking mid-game doesn't help, but clearly right at the beginning there are some escort orders.

My mods list when doing this is: Fleet Tester 1.0
LazyLib 2.4
MagicLib 0.27
ZZ GraphicsLib 1.4.1

I'll do a reinstall as well and see if it my results change signficantly.  It'd be bad if I've got an unintentional edits somewhere that is affecting results.

Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: SCC on July 12, 2020, 02:14:32 PM
I don't know if this admiral AI is the same as the one used in vanilla combat (I don't think Tartiflette would make his own, so I'd say it's likely) and I don't know if it's acting the same way it would act in other circumstances.
Player input is very important, but we have no tools to simulate that fairly.
And yeah, AI is terrible with dealing with lots of fighters, which shows as even Condors being good when spammed. Incidentally, I tested a Condor swarm with sparks earlier and when fighting against Remnants, the only dangerous ships were ones that pressed on aggressively against all the fighters. Only odd destroyer or cruiser makes it, but capitals have far fewer issues getting through, simply because they have more guns, though they too eventually fall prey to indecisiveness.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 12, 2020, 03:17:29 PM
However, AI behavior when dealing with fighters, specifically, drives me absolutely crazy. It works in standard vanilla campaign balance but only there and it is the most inflexible part of the AI right now. It is balanced for a very, very specific use case: A small number of fighters mixed in with lots and lots of combat ships such that the combat ships can huddle together and reduce the fighter replacement rate or kite away and do the same. Large numbers of fighters break this concept, and they break it very hard. Also, it is difficult to conceptually create a faster reinforcing fighter without running into this issue. Even if the fighter is very fragile, as long as the carrier can send a couple or have one on the field at all times the AI will continue to backpeddle and never really make any ground against the carrier. It either leads to the warship dying or a stalemate situation that drastically slows the battle down until CR runs out. It quite literally takes active player intervention to speed the battle up and eliminate carriers.

Speaking of eliminate, this default behavior would actually be just fine if it weren't for the fact that an "Eliminate" command doesn't really do that much to help this. Standard AI should be conservative and focused on staying alive, but though the warship will be more aggressive while under an eliminate command, certainly, large numbers of fighters still lock it into a backpeddling position because the key assumption that the AI makes is that the carrier will eventually "run out of fighters to send" for some kind of window. When that assumption proves false the AI can't make the decision to just go for the kill and hope it makes it - which is what I think eliminate should be about. It needs to be a binary "this ship must die" order that assumes the player is ok with the ship in question from dying. When I give that order I am making a gamble to sacrifice ships to eliminate a high-threat target that I find to be more important to take out vs keeping those ships alive in the tactical sense of the battle. I don't really want them to be smart I want them to do their job and carry out my order because it's priority one in this circumstance.

Just, generally in agreement with your analysis here as far as fighters - and it kind of has to be like that, because the decision to ignore fighters and go after the carrier is an extreme one - it's win or die, basically. The AI just can't make those sorts of decisions with a good-enough success rate. So fighters that can't be depleted by a similar-strength warship force are... more or less necessarily broken.

And, yeah, Elimintate is supposed to be how you fill in this gap as the player. Hmm. So when I take the "Custom" Medusa - the one with 2 AM Blasters - and run a simulation against the Condor with Talons and a Salamander Pod:

- No eliminate: it stalls until it clears the Talons, then moves in fo the kill
- With eliminate: it cruises right up to the Condor and wrecks it right away

To be fair, the actual difference in time-to-kill is something like 10-15 seconds, but the observable difference in behavior is very clear. My question is, is this due to some changes in the dev build, or is this not a representative scenario... I seem to remember teaking something related fairly recently-ish, but not seeing anything my my notes.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Tartiflette on July 12, 2020, 03:32:04 PM
It would be nowhere near the issue it is right now if weapons could have target priority tags.
IGNORE_FIGHTERS is an obvious candidate for a new weapon tag, but by itself it would be a blunt solution. Combined with PRIORITIZE_LARGER and PRIORITIZE_SMALLER however, we would have a vastly superior set of options to fine tune the weapon behavior.

Watching high power weapons waste their shots times and again against fighters is infuriating when it leads to the ship's death because it ran its flux too high. Not even mentioning that if makes large weapons with chargeup or burst size useless without the STRIKE tag because of the turret rotation dampening preventing them from hitting those fighters. But then the AI becomes incredibly afraid to use those weapons at all, especially if they have a clip.

During the tournament we saw several cases of ships refusing to deal the killing blow to cruisers and capital ships because they suddenly got distracted by a wing of wasps that they tried to shoot down with weapons not dissimilar to a hellbore.

I believe priority tags would solve most of those issues, and would further open the design space of AI-friendly weapons.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 12, 2020, 03:38:46 PM
Just, generally in agreement with your analysis here as far as fighters - and it kind of has to be like that, because the decision to ignore fighters and go after the carrier is an extreme one - it's win or die, basically. The AI just can't make those sorts of decisions with a good-enough success rate. So fighters that can't be depleted by a similar-strength warship force are... more or less necessarily broken.

And, yeah, Elimintate is supposed to be how you fill in this gap as the player. Hmm. So when I take the "Custom" Medusa - the one with 2 AM Blasters - and run a simulation against the Condor with Talons and a Salamander Pod:

- No eliminate: it stalls until it clears the Talons, then moves in fo the kill
- With eliminate: it cruises right up to the Condor and wrecks it right away

To be fair, the actual difference in time-to-kill is something like 10-15 seconds, but the observable difference in behavior is very clear. My question is, is this due to some changes in the dev build, or is this not a representative scenario... I seem to remember teaking something related fairly recently-ish, but not seeing anything my my notes.

I think numbers are probably key here. I agree that there is a noticeable difference in behavior when issuing the command and in an isolated situation it can be enough. The ship will do a better job of closing and killing the carrier.

It's during a large fleet battle with multiple sources of distraction that I see this impact the command the most. Especially if multiple groups of fighters converge on the source of the eliminate command to support it (they usually do).

When running AI battles, the difference between me issuing an eliminate command on a nearby carrier (supported by fleet members or other carriers) and me personally taking over the ship and bull rushing the carrier is vast. If my ship got overwhelmed when I personally did this I would be ok with it, but, usually, I eliminate the carrier (and take some damage) then retreat to my allied lines for support. The AI typically does not do the same, and the battle is lost or stagnates.

It should be noted that I tend to have a lot of fighters fielded in both fleet compositions, so it is likely definitely a numbers thing that impacts this the most.

It would be nowhere near the issue it is right now if weapons could have target priority tags.
IGNORE_FIGHTERS is an obvious candidate for a new weapon tag, but by itself it would be a blunt solution. Combined with PRIORITIZE_LARGER and PRIORITIZE_SMALLER however, we would have a vastly superior set of options to fine tune the weapon behavior.

This is a good idea, and I'd actually be for all 3 to create even more weapon customization options. And while that alone would help immensely, I can't overstate enough that the backpedaling is detrimental in and of itself. Sometimes the ground gained from the time between attack runs is completely reversed or even surpassed when the next wave comes. If you have a very fast ship and a very slow carrier, maybe not as much, but otherwise under Eliminate at worst I think it should hold its ground or even still push forward. The idea is that carriers are very unlikely to win the flux war even if the opposing warship has built up hard flux from taking fighter damage due to the carrier's very limited number of weapons - so the warship retreating under fighter assaults hurts the overall strategy too much.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: WesternFail on July 12, 2020, 03:42:42 PM
It would be nowhere near the issue it is right now if weapons could have target priority tags.
IGNORE_FIGHTERS is an obvious candidate for a new weapon tag, but by itself it would be a blunt solution. Combined with PRIORITIZE_LARGER and PRIORITIZE_SMALLER however, we would have a vastly superior set of options to fine tune the weapon behavior.

Watching high power weapons waste their shots times and against gainst fighters is infuriating when it leads to the ship's death because it ran its flux too high. Not even mentioning that if makes large weapons with chargeup or burst size useless without the STRIKE tag because of the turret rotation dampening preventing them from hitting those fighters. But then the AI becomes incredibly afraid to use those weapons at all, especially if they have a clip.

During the tournament we saw several cases of ships refusing to deal the killing blow to cruisers and capital ships because they suddenly got distracted by a wing of wasps that they tried to shoot down with weapons not dissimilar to a hellbore.

I believe priority tags would solve most of those issues, and would further open the design space of AI-friendly weapons.

I do agree that having something akin to this new tag system that Tart is proposing would be nice to have. I am not a modder, but offering a greater degree of control to modders regarding the weapons in their mods would be nice to see, and it will, in theory, help with the AI performing better in combat, allowing them to focus their flux heavy weapons on other ships, rather than wasting them on fighters.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: MesoTroniK on July 12, 2020, 04:02:58 PM
It would be nowhere near the issue it is right now if weapons could have target priority tags.
IGNORE_FIGHTERS is an obvious candidate for a new weapon tag, but by itself it would be a blunt solution. Combined with PRIORITIZE_LARGER and PRIORITIZE_SMALLER however, we would have a vastly superior set of options to fine tune the weapon behavior.

Watching high power weapons waste their shots times and again against fighters is infuriating when it leads to the ship's death because it ran its flux too high. Not even mentioning that if makes large weapons with chargeup or burst size useless without the STRIKE tag because of the turret rotation dampening preventing them from hitting those fighters. But then the AI becomes incredibly afraid to use those weapons at all, especially if they have a clip.

During the tournament we saw several cases of ships refusing to deal the killing blow to cruisers and capital ships because they suddenly got distracted by a wing of wasps that they tried to shoot down with weapons not dissimilar to a hellbore.

I believe priority tags would solve most of those issues, and would further open the design space of AI-friendly weapons.
An IGNORE_FIGHTERS weapon AI hint would be a godsend and low hanging fruit. While there may be no such weapons in vanilla? There are in mods, weapon that are a Bad Idea to fire at fighters 100% of the time regardless of context, Hell even under player control.

The other two would also be wonderful, but are more complex. Like how would the prioritizing work? I could think of many ways to tackle that, and ideally would involve range bands that are also specified not just one off tags. Firing a Hellbore at a frigate at 500 range isn't such a bad idea, but it is at 1200 (thinking of mixed target scenarios)!
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 12, 2020, 04:08:05 PM
It would be nowhere near the issue it is right now if weapons could have target priority tags.
IGNORE_FIGHTERS is an obvious candidate for a new weapon tag, but by itself it would be a blunt solution. Combined with PRIORITIZE_LARGER and PRIORITIZE_SMALLER however, we would have a vastly superior set of options to fine tune the weapon behavior.

Watching high power weapons waste their shots times and again against fighters is infuriating when it leads to the ship's death because it ran its flux too high. Not even mentioning that if makes large weapons with chargeup or burst size useless without the STRIKE tag because of the turret rotation dampening preventing them from hitting those fighters. But then the AI becomes incredibly afraid to use those weapons at all, especially if they have a clip.

I'm not sure how that would really work. The decision to fire or not fire something at a fighter is situational and I don't think lends itself well to a tag. For example, you might want to fire a Plasma Cannon -or even a Gauss Cannon - at fighters if the flux situation is good or if the carrier is very far away and you don't have any other targets in range. But if you do have other targets in range, then you might want to prioritize those instead. But that should generally happen anyway due to the ship having its target set (and autofiring weapons following that, provided they're able to hit it).

A decision like "don't fire at the fighter because a better target is not in range, but will be in range soon" is too difficult to make well. And it's more decision-making that I think autofire should do - it should be predictable rather than "smart" since it's more of a control for the ship's main AI than a separate brain.

I could see a use case for something not firing at fighters *at all* though. I just don't think it would make sense for this to apply to the vast majority of weapons, e.g. nothing in vanilla.

I mean, I think I understand where you're coming from! Just, to me it seems like "having a set of tags that make target selection better" sounds a lot better than it would actually be, for practical reasons.

The other two would also be wonderful, but are more complex. Like how would the prioritizing work? I could think of many ways to tackle that, and ideally would involve range bands that are also specified not just one off tags. Firing a Hellbore at a frigate at 500 range isn't such a bad idea, but it is at 1200 (thinking of mixed target scenarios)!

Yeah, that's what I'm getting at - it gets complicated fast. And I think it's the sort of complicated that doesn't actually have any good answers, it's always "well, it depends".
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 12, 2020, 04:28:24 PM
I could see a use case for something not firing at fighters *at all* though. I just don't think it would make sense for this to apply to the vast majority of weapons, e.g. nothing in vanilla.
For example, you might want to fire a Plasma Cannon -or even a Gauss Cannon - at fighters if the flux situation is good or if the carrier is very far away and you don't have any other targets in range. But if you do have other targets in range, then you might want to prioritize those instead.

*EDIT* (Fleshing out what I mean better- hopefully.)

I disagree. There are many weapons that would ultimately benefit from this. Hellbore for one. Really any alpha strike or inaccurate weapon that creates high flux. I would argue that killing a fighter is not worth the flux build up at least 75% of the time. Plasma is the sole exception and that is *only* because it penetrates fighters.

To your example, maybe the player would want to do this, but AI ships? I'm less convinced there. I actually wouldn't want the AI to fire a Gauss Cannon or a Hypervelocity Driver at fighters. Mark XIV maaaybe, but even then I'd worry about the flux cost.

The reason is that fighters are unlimited. It doubles down on the other issues mentioned that cause stagnating warships even under eliminate commands. It may close with the enemy under ideal conditions, but how long will those ideal conditions last in an actual fleet scenario if the warship is running up its flux both by taking hits from attack fighters and from using high flux generating weapons that aren't as likely to hit the fighters and so waste the overall defenses and time for the warship to reach the carrier?

The likely scenario is that even if the fighters are reduced the high flux will cause the warship to back off to vent - only slowing down the battle and exacerbating the problem for the warship because now escorts have probably reach the carrier - making the next attempt even more likely to fail. It is all of these things coming into play at once.

And that is all before even considering modding. Want to have a long cooldown burst beam? You have to make the turn rate abysmal or even under strike it will sometimes target fighters. Same thing with guided poor missiles that regenerate. A "never do this" tag is essential in my eyes - even for some vanilla weapons. Trying to make weapons too multipurpose damages the spectrum of design that is possible.

Imho, I think that the vast majority of players are going to go "why the heck is that thing shooting at fighters?! Argh!" rather than "Why the heck is that thing *not* firing at fighters?! Argh!" If that makes sense.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Snowblind on July 12, 2020, 04:41:29 PM
In all the testing I have done with ships running under autopilot, I have never seen a ship under AI control shoot at fighters with guns that the ship it is targeting is in range of. I mostly blame the bad behavior around fighter swarms on the AI often refusing to target what it is engaging, even to the point of deselecting a target while it is manually firing a weapon group at it in preference of a fighter or a ship several thousand units away, or outright deselecting the target it is engaging and having nothing targeted. If that was fixed, then the AI's handling of fighters would become quite a bit better (all that would be left is not being so damn skittish around them).
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: MesoTroniK on July 12, 2020, 04:59:52 PM
I mean I get you Alex. But I also got missile AIs with hyper intelligent targeting picking algorithms that make vanilla missile AIs look... Bad, and I do think there is potential here for *guns* to get at least a small fraction of that sort of intelligence. I see way too many bad fights where fighters just *** on everything because AI makes incredibly foolish decisions regarding them. Is one (of quite a few) reasons fighter swarms are so incredibly game breaking right now.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 12, 2020, 05:11:20 PM
Imho, I think that the vast majority of players are going to go "why the heck is that thing shooting at fighters?! Argh!" rather than "Why the heck is that thing *not* firing at fighters?! Argh!" If that makes sense.

Ah, I really don't see it that way. I think it'd be vastly worse to see the AI in a situation where if it would only fire, it would be fine. Firing too much is a mistake the player can understand - at least it's *doing* something. And generally speaking it manages autofire based on flux so it's not completely unreasonable, just inefficient. (Unless we're talking about a weapon that maxes flux out in one volley, or some such.)

On the other hand, not firing at all makes the AI look broken. In fact, I suspect it would result in actual bug reports. Sort of like what I'd imagine modders are seeing when using a combination of STRIKE, USE_VS_FRIGATES for those special-case weapons. Which is why I think there is some room for a "just don't fire vs fighters at all" tag. But, again, I emphatically think it would need to be used super sparingly.


I mean I get you Alex. But I also got missile AIs with hyper intelligent targeting picking algorithms that make vanilla missile AIs look... Bad, and I do think there is potential here for *guns* to get at least a small fraction of that sort of intelligence. I see way too many bad fights where fighters just *** on everything because AI makes incredibly foolish decisions regarding them. Is one (of quite a few) reasons fighter swarms are so incredibly game breaking right now.

Eh, missile AI is part of a missile's balance and intended feel; it doesn't necessarily need to be "good" or "bad". And I'll note that vanilla missile AI is mainly intentionally the way it is, e.g. target tracking could obviously be more effective but then missiles would be too hard to dodge. I don't particularly think target picking is something most vanilla missiles need to worry about. Locusts do, but then they do target-picking decently. But primarily I think target-picking is the player's job (or the ship AI's). Otherwise you get a game that plays itself, or at least a move in that direction...

As far as ships vs fighters, I think it's mostly - like I said earlier, and like Morrokain said - an issue with not deciding to commit. Which is more or less unavoidable. If you've got a good example of poor vs-fighter targeting making a big impact, though, I'd love to see it! (Preferably simulator with vanilla loadouts etc...)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Histidine on July 12, 2020, 05:26:39 PM
Don't know if doing this specifically is the best plan, but: If the hypothetical weapons that didn't autofire at fighters clearly said so on their stats card, that would make the behavior clearly-not-a-bug.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 12, 2020, 05:29:04 PM
^ I'll hopefully give some video evidence of what I'm talking about later tonight after I watch some Survivor.  :)

To be fair, I totally get where you are coming from - especially when the work effort calculation seems not worth it for the payoffs! I think the nuance is small- but snowballs into problems under certain circumstances. And those problems outweigh the problems created by the opposite implementation. (I don't think it would create bug reports if the description mentioned something, btw, but that's just one tiny facet of the overall equation.)

This will likely include vanilla and modded ships (in separate simulations) to hopefully really nail down the point.

*EDIT* Histidine beat me to it.  ;D
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 12, 2020, 05:29:42 PM
Don't know if doing this specifically is the best plan, but: If the hypothetical weapons that didn't autofire at fighters clearly said so on their stats card, that would make the behavior clearly-not-a-bug.

That's... a very good point. Yeah! I like this a lot, coming from sort of an in-fiction reason why it doesn't/can't do that, rather than being a purely an attempt to adjust the AI. So it stops being an AI thing and becomes an explicitly billed feature of the weapon.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 12, 2020, 06:14:10 PM
Don't know if doing this specifically is the best plan, but: If the hypothetical weapons that didn't autofire at fighters clearly said so on their stats card, that would make the behavior clearly-not-a-bug.

That's... a very good point. Yeah! I like this a lot, coming from sort of an in-fiction reason why it doesn't/can't do that, rather than being a purely an attempt to adjust the AI. So it stops being an AI thing and becomes an explicitly billed feature of the weapon.

I also wonder, is there design space for anti-massed fighter/missile spam weapons?  I mean, I only recently discovered the proximity charge launcher as being effective, and there's also flak, but it just doesn't stack the same way as fighters do.  You can't currently combine all the PD of the fleet in one place to handle a spike in fighters, but fighters can stack to focus all their fire power on one ship.  And due to flux mechanics, spike damage is much more powerful than sustained damage.

Remember, the player controlled spam fighter fleet is far more dangerous than the AI spam fighter fleet, since a player can call coordinated bombing runs which any individual ship can't survive.  They can pull back to a way point, gather strength, and then go again and take out another ship.

But what if the defending fleet could gather effectively an entire fleet's worth of PD in one spot?  I do know you've modified the Paladin to have an AoE component, which will be interesting to see, given it can shoot over allied ships to hit fighters on the other side.

If you do get enough AoE damage in one place that can last long enough, it is possible to bring down a swarm of sparks.  I remember doing something like that against a 12 Drover spark swarm in the simulator using an Onslaught XIV with hand picked Officer (Advanced Countermeasures, Armor Skills, Damage skills, Flux skill) + armor/flak focus on the ship itself.  With the magnified armor, it survived the first pass swarm and took out enough fighters along the way with its purely flak loadout, it eventually became immune to the uncoordinated return flights, and just slowly burn drived down each Drover.

So is there a place for a missile or maybe high tech energy weapon that chains between enemy fighters/missiles within a certain distance from each other like lightning, hitting each target only once, but then jumping to all targets within range of that target, and so on until all possible targets are exhausted?  A couple of these and sufficient density of fighters suddenly makes the damage spread to the entire swarm.  Below a certain density, it only hits a few and then runs out of range.  And against single wings, well, it only hits a single wing.  And against a ship, assuming its not bumping another ship, you get a single hit.  So now, you've got an anti-fighter weapon which fired from different directions on the swarm, hits all of them.  Potentially concentrating fire from multiple ships.

If there were some dedicated PD variant files that used such a weapon, and they showed up enough, they would give over concentrations of fighters some pause, at least in some engagements.

Not sure how easy or hard to script such a weapon, although it'd be a bit like ion damage jumping, but between fighters/ships instead of just on the ship.

^ In regards to player piloting balance vs player admiral balance: (Bit of a tiny derail but I think it's relevant to the balance discussion)

Not a derail at all.  The thread is a balance discussion, which includes AI and fighters, along with the Condor itself.

If you were using half bomber, half thunder Condors and had way more wins than I did, then I either unknowingly had other changes in my files I don't remember, or my Condors had one hell of a bad luck. I'll run some battles tomorrow and if they stay abysmal like that, then I'll have to reinstall my Starsector and check if that changes anything.

So I'm thinking you have had the Condors get unlucky, and I got the Condors to be lucky.

Fresh install, ran another 8 simulation.  Results are 2 wins, 6 losses (8 total matches) for the Condors (broadsword/perdition x3, thunder x3).

If I tally up all matches run, yours and mine, I get 7 wins, 1 tie, and 20 losses (out of 28 matches).  So if the Condors have a true underlying 25% chance to win, getting 1 win in 12 trials has about (12 * 0.25*0.75^11 = 12.6% or so).  Not likely, but not crazy unlikely.  Call my test 4 wins,4 losses (70*0.25^4*0.75^4= 8.6%).  Again, unlikely, but not crazily so.

In any case, I don't think the Condors are doing as well as the Drovers with this setup now that we've got 28 samples.

Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: MesoTroniK on July 12, 2020, 06:23:24 PM
Eh, missile AI is part of a missile's balance and intended feel; it doesn't necessarily need to be "good" or "bad". And I'll note that vanilla missile AI is mainly intentionally the way it is, e.g. target tracking could obviously be more effective but then missiles would be too hard to dodge. I don't particularly think target picking is something most vanilla missiles need to worry about. Locusts do, but then they do target-picking decently. But primarily I think target-picking is the player's job (or the ship AI's). Otherwise you get a game that plays itself, or at least a move in that direction...

As far as ships vs fighters, I think it's mostly - like I said earlier, and like Morrokain said - an issue with not deciding to commit. Which is more or less unavoidable. If you've got a good example of poor vs-fighter targeting making a big impact, though, I'd love to see it! (Preferably simulator with vanilla loadouts etc...)
The sorts of things I was talking about doesn't override player (or AI) targeting decisions most of the time except when it is the only move that truly makes sense. Like let me give some examples:
- A PD missile won't target ships *at all* unless there are no missiles or fighters within range.
- A big slow derp missile, will never target fighters unless there are no ships within range.
  - A big slow derp missile if the original target is destroyed or retreats or whatever, will retarget the nearest non fighter ship within range basically as per the above. This is a big one and one of the big issues with vanilla missile AI. Oh I fired this Harpoon volley at an overloaded ship, but something else killed it as they were enroute. Well, they retarget... Fighters nearby, rather than a destroyer just a bit farther away. This is terrible! And conceptually generally the same issue as big huge alpha slow cannons being generally wasted on fighters in most situations and all of them in the case of some really enormous mod ones.

As far as examples to show regarding guns, will see what can be done. I have seen it hundreds and perhaps thousands of times but will take a little bit of digging to list a reproducible scenario.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 12, 2020, 06:34:38 PM
Spoiler
I also wonder, is there design space for anti-massed fighter/missile spam weapons?  I mean, I only recently discovered the proximity charge launcher as being effective, and there's also flak, but it just doesn't stack the same way as fighters do.  You can't currently combine all the PD of the fleet in one place to handle a spike in fighters, but fighters can stack to focus all their fire power on one ship.  And due to flux mechanics, spike damage is much more powerful than sustained damage.

Remember, the player controlled spam fighter fleet is far more dangerous than the AI spam fighter fleet, since a player can call coordinated bombing runs which any individual ship can't survive.  They can pull back to a way point, gather strength, and then go again and take out another ship.

But what if the defending fleet could gather effectively an entire fleet's worth of PD in one spot?  I do know you've modified the Paladin to have an AoE component, which will be interesting to see, given it can shoot over allied ships to hit fighters on the other side.

If you do get enough AoE damage in one place that can last long enough, it is possible to bring down a swarm of sparks.  I remember doing something like that against a 12 Drover spark swarm in the simulator using an Onslaught XIV with hand picked Officer (Advanced Countermeasures, Armor Skills, Damage skills, Flux skill) + armor/flak focus on the ship itself.  With the magnified armor, it survived the first pass swarm and took out enough fighters along the way with its purely flak loadout, it eventually became immune to the uncoordinated return flights, and just slowly burn drived down each Drover.

So is there a place for a missile or maybe high tech energy weapon that chains between enemy fighters/missiles within a certain distance from each other like lightning, hitting each target only once, but then jumping to all targets within range of that target, and so on until all possible targets are exhausted?  A couple of these and sufficient density of fighters suddenly makes the damage spread to the entire swarm.  Below a certain density, it only hits a few and then runs out of range.  And against single wings, well, it only hits a single wing.  And against a ship, assuming its not bumping another ship, you get a single hit.  So now, you've got an anti-fighter weapon which fired from different directions on the swarm, hits all of them.  Potentially concentrating fire from multiple ships.

If there were some dedicated PD variant files that used such a weapon, and they showed up enough, they would give over concentrations of fighters some pause, at least in some engagements.

Not sure how easy or hard to script such a weapon, although it'd be a bit like ion damage jumping, but between fighters/ships instead of just on the ship.
[close]

I think something like that could work, yeah. Basically AoE that's specifically more effective vs fighters  - most other AoE doesn't quite get the job done due to the explosion radius not being enough. I mean, a hypothetical flak with 500 explosion range - a couple of those would chew up just about any number of fighters. The Doom is quite good at this sort of thing already, btw, but that's the closest there is currently to a hard counter for fighters.

I think massed fighters will already be weaker in the next release, though - less buffs through skills, and the buffs scale down sharply with the number of fighter bays in the fleet. So it's discouraging a fighter mono-fleet from another angle. Plus, anti-fighter officer skills are also more effective.

For example, you can get... I think +50% fighter replacement rate, fleetwide - but only at 6 fighter bays in the fleet - not deployed, but fleetwide total. (Numbers could be tweaked, of course; 6 feels like it might be a bit high.) So you could have one or two very effective carriers, with some support - or you could have a ton of more lackluster ones. Etc.


The sorts of things I was talking about doesn't override player (or AI) targeting decisions most of the time except when it is the only move that truly makes sense. Like let me give some examples:
- A PD missile won't target ships *at all* unless there are no missiles or fighters within range.
- A big slow derp missile, will never target fighters unless there are no ships within range.
  - A big slow derp missile if the original target is destroyed or retreats or whatever, will retarget the nearest non fighter ship within range basically as per the above. This is a big one and one of the big issues with vanilla missile AI. Oh I fired this Harpoon volley at an overloaded ship, but something else killed it as they were enroute. Well, they retarget... Fighters nearby, rather than a destroyer just a bit farther away. This is terrible! And conceptually generally the same issue as big huge alpha slow cannons being generally wasted on fighters in most situations and all of them in the case of some really enormous mod ones.

Gotcha. My point really is more that this isn't "good" or "bad" but a design choice. E.G. the Harpoon being basically useless in that scenario is ... just how it works. I think it'd be a mistake to think of an addition of more intelligent re-targeting in this case as a strict improvement - it'd be a change that makes the weapon more effective, but it's just a change, with different gameplay consequences.

Like... is it making the missile AI better at doing damage? Yes. Is it making the game better because it now does that? That depends, so: design choice.

As far as examples to show regarding guns, will see what can be done. I have seen it hundreds and perhaps thousands of times but will take a little bit of digging to list a reproducible scenario.

Thank you! Honestly, I probably wouldn't spend too much time on it, but if you have something fairly easily reproducible, then yeah, I'll check it out. A bunch of various changes already on my end, so it'll be interesting to see if it still happens with the dev build, and to what degree. (I'm more leaning towards including the "don't fire at fighters" hint, btw. The idea of calling it out explicitly is really selling me on it; could see maybe using it for a few vanilla weapons, even.)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: FooF on July 12, 2020, 07:47:48 PM
Re: Weapons being billed as "will not shoot at fighters:

I'm sure you'll come up with more nuanced version but for me, if one rule was followed, I'd be very happy with such a tag.

*Any weapon that costs >300 flux/shot won't shoot at fighters.*

To be explicit: Mjolnir, Guass Cannon, Heavy Blaster, Plasma Cannon, Hypervelocity Driver, Hellbore, AM Blaster, Mining Blaster. (Heavy Mauler is about there, too, along with the Mk. IX. I'm not sure how you would look at high-flux beams like Ion Beam, HI Laser or, Tachyon Lance, but the Phase Lance is fine.) Outside of the Mjolnir, every other weapon is a high-damage, relatively slow-firing projectile that has little probability of hitting a particular fighter and would almost always be a Pyhrric victory even if it did.

My only concern is the number of weapons I listed: 1 Small, 2-4 Medium, 4-7 Large. Large Weapons have the easiest excuse not to target small/fast-moving targets but that does leave a lot of Large Weapons not firing at fighters, even if it does make gameplay sense.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 12, 2020, 08:30:52 PM
Re: Weapons being billed as "will not shoot at fighters:

I'm sure you'll come up with more nuanced version but for me, if one rule was followed, I'd be very happy with such a tag.

*Any weapon that costs >300 flux/shot won't shoot at fighters.*

To be explicit: Mjolnir, Guass Cannon, Heavy Blaster, Plasma Cannon, Hypervelocity Driver, Hellbore, AM Blaster, Mining Blaster. (Heavy Mauler is about there, too, along with the Mk. IX. I'm not sure how you would look at high-flux beams like Ion Beam, HI Laser or, Tachyon Lance, but the Phase Lance is fine.) Outside of the Mjolnir, every other weapon is a high-damage, relatively slow-firing projectile that has little probability of hitting a particular fighter and would almost always be a Pyhrric victory even if it did.

My only concern is the number of weapons I listed: 1 Small, 2-4 Medium, 4-7 Large. Large Weapons have the easiest excuse not to target small/fast-moving targets but that does leave a lot of Large Weapons not firing at fighters, even if it does make gameplay sense.

I don't think heavy blasters projectiles are that slow.  I actually rely on auto-fire heavy blasters turrets on my SO Aurora builds to help swat fighters quickly.  I don't aim them, but I do back up at with plasma burn on, and fighters tend to fly straight at the Aurora, making them easy targets for the auto-fire turrets.

Similarly, if the fighters are as thick as flies, I want the AI Plasma Cannons firing since they have pass through and will hit multiple targets.   Hypervelocity drivers shots are fast and long range enough that I see them picking off bombers on attack runs or returning all the time.  Hellbore is probably slow enough you wouldn't want to risk a high deflection shot, but against a bombing run coming straight in, its fine.  Also, wasn't pass-through recently added to it as well?

And if a ship has sufficient flux dissipation to cover firing the weapon, why is it a bad idea to fire it?  An SO Aurora can be flux neutral firing 3 heavy blasters.  Why wouldn't you want to fire them in that case?  It doesn't harm your ship in any way when your shields are up - since that dissipation is going to waste anyways. I don't want my ship sitting there using only 1/10th of its soft flux dissipation firing PD weapons only while surrounded by fighters.

If the fighters are moving in a straight line towards or away, like bombers on an attack run against a capital ship, firing big guns can be a good idea with decent odds of hitting.

Certainly on most vanilla variants, flux dissipation doesn't equal or exceed flux generation, but on player designed ships, it can.  At which point such rules start to be detrimental rather than advantageous.

To be honest, if there was a section to weapons setup in addition to groupings that let a player customize target priority and willingness to fire in something like a matrix (i.e. 1,2,3,4 and never, split along missiles, fighters,ships for each weapon, like how we setup weapon groups) that would be really cool.  Although perhaps that is too much fiddling for vanilla.

In theory, is such a thing possible for a mod?  Not sure how well they can hook into the UI like that.  Given we already have a hull mod that makes PD weapons prioritize missiles over fighters, as well as make all small weapons prioritize missiles, I'm guessing it'd be possible under the hood, but making an easy to use interface is the hard part.

Then players who want to have plasma cannons fire at missiles with max priority, could.  And the players who never want plasma cannons to shoot at missiles or fighters could as well.  I mean, as a player, I'm using Plasma cannons all the time to shoot down reapers or atropos on my Odyssey.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Nafensoriel on July 12, 2020, 09:45:27 PM
Not sure I like the idea of "x flux = cant shoot at fighters". We have tons of references(honorverse off the top of my head as the main one) that reflect "capital" ships utilizing mainline guns to strengthen PD. It's squarely in "design" and "balance" choice wise though so it's up to Alex.

If anything allowing all projectiles to pass through fighters to continue doing damage to the wing would probably have more impact than a special PD weapon.
If plasma batteries were tweaked to fire very quickly they are extremely effective fighter sweeps.


-----------
As to some guns having more "sweep" power... just give them conical flak with long lifetimes and low individual damage after the round expires or hits a fighter. PD saturation would then increase as the AI retreats from fighter swarms and on the initial approach.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: TaLaR on July 12, 2020, 11:32:26 PM
*Any weapon that costs >300 flux/shot won't shoot at fighters.*

That's a horrible idea.  Cleaning up the approaching fighter wave with all available firepower is very much viable strategy. You don't even need to be accurate to hit large fighter cloud, just shooting in their general direction is good enough - this could be different if fighters dodged like bullet hell protagonists, but they just fly in patterns.
It's not like I always have just one weapon group that could be controlled manually (like 2 Plasma Odyssey).
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Tartiflette on July 12, 2020, 11:51:55 PM
A decision like "don't fire at the fighter because a better target is not in range, but will be in range soon" is too difficult to make well. And it's more decision-making that I think autofire should do - it should be predictable rather than "smart" since it's more of a control for the ship's main AI than a separate brain.

I could see a use case for something not firing at fighters *at all* though. I just don't think it would make sense for this to apply to the vast majority of weapons, e.g. nothing in vanilla.

I mean, I think I understand where you're coming from! Just, to me it seems like "having a set of tags that make target selection better" sounds a lot better than it would actually be, for practical reasons.

Right, a IGNORE_FIGHTER is limited, but it will already help immensely with cruiser/cap-mounted spinal weapons, weapons with long chargeup, strike weapons with clips etc.

Now another thing that makes a lot of weapons vastly underperform against fighters is the turret rotation dampening while firing and cooling down. It was designed when the game was much slower overall: There were a lot less mobility systems, ships were slightly slower and fighters were a LOT slower. Maybe it should be toned down or removed entirely given the current balance of the game? Or at least there could be another weapon hint like NO_ROTATION_DAMPENING?
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Goumindong on July 13, 2020, 12:18:27 AM
I could see a use case for something not firing at fighters *at all* though. I just don't think it would make sense for this to apply to the vast majority of weapons, e.g. nothing in vanilla.

Antimatter Blasters
Ion Pulsar*
Autopulse Laser

Are three that come to mind. The AB's delay makes it really hard to hit fighters. the Pulsar and the APL just dump charges. Though an accuracy clutch might fix these as well.

Though the main AI tag i would like would be if some weapons refused to fire at your selected target and instead maintained PD/fighter priority. Particularly for things like burst PD and Flak cannons.

*the ion pulsar could probably use a strike tag too. And it would be interesting to see what would happen to the game if HE/Frag weapons in general were given an "anti-armor" tag that caused them to fire "if the enemies shield was down or if their flux was high"
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: intrinsic_parity on July 13, 2020, 12:36:22 AM
I really don't think firing at fighters with high flux weapons that are unlikely to hit is more understandable than not firing. Firing a weapon and missing is actively worse than not firing so weapons with slow projectile speed/ low rate of fire/wind ups /slow turn rate are really not suited too shooting fighters down the majority of the time. If they're likely to miss, then you're just wasting flux. I think turn rate and projective speed are a bigger factor. Maybe there could be some logic to not shoot at things moving too fast to hit/track?
I think most weapons are fine to shoot at bombers because they move slow and are easy to hit (and its very valuable to shoot them down before they fire), but shooting at fighters/interceptors with big guns can be really detrimental.

I'm also of the opinion that spending lots of flux capacity to clear fighters with inefficient weapons is bad as well. You're basically doing the fighters job for them by running up your own flux. It depends on your loadout and the situation of course, but it's definitely bad to fire some weapons at fighters, even if they hit.

Also, backpedaling to deal with fighters is very frequently the right choice, even for the player. You usually can't just push through fighter swarms to go for the carriers. Fighters are really strong, I don't think the AI is necessarily to blame for having a tough time dealing with them. I don't mind that the AI is not prone to making desperado charges at carriers through fighters, and the player is left to make decisions about aggression. I do wish the player had a bit more control since it is their responsibility to make those decisions though. The AI ignoring my orders is pretty annoying and the control point system can hurt too. I wish there was something in between eliminate and engage. Eliminate is borderline suicidal and engage is more of a suggestion.


Another thought: what if the player could set weapon groups to have behaviors like 'strike', 'PD', 'anti fighters' etc.? That might let people have the control they want, and as long as there was a 'general purpose' setting that was default, I don't think it would be too much of a complication for beginners.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Yunru on July 13, 2020, 02:34:42 AM
Don't know if doing this specifically is the best plan, but: If the hypothetical weapons that didn't autofire at fighters clearly said so on their stats card, that would make the behavior clearly-not-a-bug.

That's... a very good point. Yeah! I like this a lot, coming from sort of an in-fiction reason why it doesn't/can't do that, rather than being a purely an attempt to adjust the AI. So it stops being an AI thing and becomes an explicitly billed feature of the weapon.
I'm actually genuinely surprised the current weapons do get used on fighters.
Between point-defense weapons and Integrated Point Defense AI, I'd assumed that all weapons by default didn't target missiles and fighters.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Igncom1 on July 13, 2020, 02:54:25 AM
They don't missiles, but fighters are almost treated like tiny frigates by the AI.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Grievous69 on July 13, 2020, 03:04:15 AM
Well it would appear I'm disagreeing with the majority here since I'd rather have ships fire all of their guns in the general direction of fighters rather than wait for them to come into almost melee range. Yes, you're running up your own flux, but that's soft flux, if fighters come too close, then you're stuck with hard flux and they're even harder to get since they start circling around ships instead of coming in a straight line. A weapon not being accurate matters only if you're targeting a single wing. When there's a huge swarm coming, and your ships start firing everything, most of the shots actually connect. And that then makes the whole fight easier since I won't probably see a ship of mine get instantly nuked by fighters.

The only weapon in vanilla I'd say is a horrible choice to fire at fighters in every scenario is the Antimatter Blaster. Everything else depends on the situation. I get that it would be super useful for mods tho, I'm just talking about vanilla weapons here.

But one thing that pisses me off the most with AI is indecisiveness, constant target switching. This is easily observed with beam weapons. AI rarely focuses on one ship, instead it fires at something a few times, and then when it's high on flux or even overloaded, it switches to some random frigate/destroyer waaay back or to the side instead of finishing the ship directly in front of it. I guess something even more annoying would be if it started blasting at fighters in the middle of a duel, which actually started this whole discussion because of what happened in the tournament.

Re: Missile picking thing
I don't get how the game would play itself if the AI actually started firing HE missiles at right targets instead of small speedy ships it can never hope to hit. This is why I stopped using Hurricane MIRVs on AI ships, it's absolutely ridiculous seeing it fired at a Wolf or a Hound. And since capital spam is trying to get solved by making enemy fleets more balanced, it's gonna be even more useless. Locusts will be a better choice 99% of the time. Not to mention the horrible spread without ECCM on a HE missile...
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: DatonKallandor on July 13, 2020, 03:45:01 AM
Having big guns shooting fighters would be more understandable if depleting a carriers fighters supply was more of an option. But as it stands, replacements are so frequent it's a losing maneuver. And many fighters don't even get destroyed by big gun hits, just disabled and they limp back to the carrier or take a second shot to kill. And if a fighter causes a big gun to shoot twice, the fighter has already done massive damage.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Grievous69 on July 13, 2020, 03:54:37 AM
I blame Expanded deck crew for that, it's a no brainer on every dedicated carrier.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: FooF on July 13, 2020, 11:09:37 AM
I really don't think firing at fighters with high flux weapons that are unlikely to hit is more understandable than not firing. Firing a weapon and missing is actively worse than not firing so weapons with slow projectile speed/ low rate of fire/wind ups /slow turn rate are really not suited too shooting fighters down the majority of the time. If they're likely to miss, then you're just wasting flux. I think turn rate and projective speed are a bigger factor. Maybe there could be some logic to not shoot at things moving too fast to hit/track?
I think most weapons are fine to shoot at bombers because they move slow and are easy to hit (and its very valuable to shoot them down before they fire), but shooting at fighters/interceptors with big guns can be really detrimental.

I'm also of the opinion that spending lots of flux capacity to clear fighters with inefficient weapons is bad as well. You're basically doing the fighters job for them by running up your own flux. It depends on your loadout and the situation of course, but it's definitely bad to fire some weapons at fighters, even if they hit.

Also, backpedaling to deal with fighters is very frequently the right choice, even for the player. You usually can't just push through fighter swarms to go for the carriers. Fighters are really strong, I don't think the AI is necessarily to blame for having a tough time dealing with them. I don't mind that the AI is not prone to making desperado charges at carriers through fighters, and the player is left to make decisions about aggression. I do wish the player had a bit more control since it is their responsibility to make those decisions though. The AI ignoring my orders is pretty annoying and the control point system can hurt too. I wish there was something in between eliminate and engage. Eliminate is borderline suicidal and engage is more of a suggestion.


Another thought: what if the player could set weapon groups to have behaviors like 'strike', 'PD', 'anti fighters' etc.? That might let people have the control they want, and as long as there was a 'general purpose' setting that was default, I don't think it would be too much of a complication for beginners.

You elaborated where I didn't. Thank you.

That's what I meant by Pyhrric Victory: by firing these flux-intensive weapons at fighters, you lose even if you hit. If there is nothing else to fire at and you're at 0-flux, I get it, but the fighters are absolutely winning if the ship in question generates more flux trying to kill them than the fighters' weapons themselves.  At best, firing these big guns are grossly inefficient when they hit. At worst, you're dumping huge flux/shot and hitting nothing.

Tracking speed/shot speed is something I considered but that's a little more subjective. I do agree that it's probably a better standard than flux/shot but you might get weird edge-cases where the Heavy Blaster is still considered "ok" when it's probably the worst offender out there.

I do like the idea of designating certain weapons as "PD" or not, but unless you can designate a class of weapons or weapons group, that would become tedious. I would love the option, though, because it would make arbitrary rules like the one I suggested irrelevant.

Having big guns shooting fighters would be more understandable if depleting a carriers fighters supply was more of an option. But as it stands, replacements are so frequent it's a losing maneuver. And many fighters don't even get destroyed by big gun hits, just disabled and they limp back to the carrier or take a second shot to kill. And if a fighter causes a big gun to shoot twice, the fighter has already done massive damage.

Agreed. A Heavy Blaster shot on a shielded fighter just overloads it and doesn't actually impact the replacement rate. You're spending a lot of flux for literally no gain.

Well it would appear I'm disagreeing with the majority here since I'd rather have ships fire all of their guns in the general direction of fighters rather than wait for them to come into almost melee range. Yes, you're running up your own flux, but that's soft flux, if fighters come too close, then you're stuck with hard flux and they're even harder to get since they start circling around ships instead of coming in a straight line. A weapon not being accurate matters only if you're targeting a single wing. When there's a huge swarm coming, and your ships start firing everything, most of the shots actually connect. And that then makes the whole fight easier since I won't probably see a ship of mine get instantly nuked by fighters.

The only weapon in vanilla I'd say is a horrible choice to fire at fighters in every scenario is the Antimatter Blaster. Everything else depends on the situation. I get that it would be super useful for mods tho, I'm just talking about vanilla weapons here.

I understand this position, especially if the choice is "do nothing" vs. "do something, even it it's inefficient." Something like a Plasma Cannon probably can hit quite a few fighters that are bunched together. The question I have is whether or not it was worth 1,650 flux to kill 1-2 fighters. How long would it take those same fighters to generate that kind of flux against shields? Likewise, sustained fire from a Heavy Blaster is 720 flux/sec. Whole wings of fighters aren't putting out that kind of damage against shields, soft flux notwithstanding. You are right, though, everything is relative and situational. Firing a Heavy Blaster for a Paragon does not have the same relative "cost" attached to something like say, a Wolf. The former can afford to do so, the latter not so much. However, as a general rule, spending 720 flux/sec is non-trivial even to a Paragon and a poor use of flux to kill fighters.

In the case of having flux-parity between weapons and dissipation, as Hiruma Kai pointed out, that's a scenario where being able to fire all weapons, regardless of efficiency, is acceptable because there is no opportunity cost. However, I would argue that's the exception that proves the rule. Outside of finely-tuned ships, flux parity is extremely rare and my AI allies are the ones I have issue with using grossly inefficient weaponry to kill fighters. If the AI wouldn't use certain weapons as they backpedal from fighter swarms, they might actually be at flux parity and have a much greater chance of outlasting the swarm rather than punching themselves out and dropping shields. AI using big guns against fighters is a kind of "hyperventilating" where it's a short-term gain but long-term loss and if they had just "remained calm," they would have been fine. If a ship isn't at/near flux parity, which is more likely the case, those big guns are using flux that could otherwise be used for more appropriate/efficient guns from firing. Most of the big guns I listed are killing fighters incidentally or haphazardly anyway, so unless there is virtually no cost involved, the risk/reward is almost always too high.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: SCC on July 13, 2020, 11:25:32 AM
Perhaps weapons that aren't point defence or specified as anti-fighter should fire only if there are no ships in range and if ship isn't gaining flux otherwise. This would result in periodic bursts of fire from all weapons or a constant fire from point defence and anti-fighter weapons.
An interesting idea would be to tie fighters range to fighter replacement rate, though perhaps not linearly. If fighters lost 25% range whenever fighter replacement rate isn't maxed out, it would make even relatively small losses have an impact, by either slowing fighter waves or forcing carriers to drive closer and hit you with their swords.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 13, 2020, 12:19:49 PM
Re: Weapons being billed as "will not shoot at fighters:

I'm sure you'll come up with more nuanced version but for me, if one rule was followed, I'd be very happy with such a tag.

*Any weapon that costs >300 flux/shot won't shoot at fighters.*

To be explicit: Mjolnir, Guass Cannon, Heavy Blaster, Plasma Cannon, Hypervelocity Driver, Hellbore, AM Blaster, Mining Blaster. (Heavy Mauler is about there, too, along with the Mk. IX. I'm not sure how you would look at high-flux beams like Ion Beam, HI Laser or, Tachyon Lance, but the Phase Lance is fine.) Outside of the Mjolnir, every other weapon is a high-damage, relatively slow-firing projectile that has little probability of hitting a particular fighter and would almost always be a Pyhrric victory even if it did.

I really don't think firing at fighters with high flux weapons that are unlikely to hit is more understandable than not firing. Firing a weapon and missing is actively worse than not firing so weapons with slow projectile speed/ low rate of fire/wind ups /slow turn rate are really not suited too shooting fighters down the majority of the time. If they're likely to miss, then you're just wasting flux.

I just don't think that's right - building up soft flux from firing weapons and building up hard flux from getting hit on shields are qualitatively different. (As Grievous was saying earlier.)

The AI manages which groups autofire based on flux levels and their flux use (there are considerable improvements regarding this in the dev build, btw), so weapon fire like this is a spectrum - it's not "always fire at fighters", but rather "the more flux it costs, the better the flux situation needs to be to fire at fighters (edit: or anything else)". That's a way better place to be than a hard "don't do this" flag, in the general case (with exceptions, for, well, anything exceptional).

Consider also that not all fighters are equal, and that having a lot of weapons flat out not fire at fighters really limits the design space for fighters. Any fighter that's more powerful becomes, well, even more powerful. I think it's even likely that this would be an overall *buff* for fighters.

For a quick example: using a Medusa with 2x Heavy Blasters, 2x Railguns, 2x IR Pulse, and 2x PD Laser (some changes in-dev, such as IR Pulse being better) vs a Condor with 2x Talon. And then the same test, just removing the Heavy Blasters, to simulate them not firing at fighters (it never gets to fire at the Condor, in any case, without an Eliminate being ordered). It's actually quite a drastic difference - the loadout with Heavy Blasters survives over an extra minute compared to the one without.

And this is a loadout that's *extremely* overfluxed - 2k+ flux buildup vs 600 dissipation. And, it's facing a constant stream of fast fighters - just about the worst-case scenario in terms of driving up flux use, not getting much of a break to vent/dissipate, and having a higher chance to miss. And yet, the AI manages to keep its flux below half for almost the entire fight.

Basically, using high-flux weapons on autofire vs fighters is a benefit, since the AI will use it when there's flux, and it'll stop when there are problems. I'm not sure how much of this is due to in-dev improvements to autofire management...

If you *don't* fire high-flux weapons vs fighters at all, you're wasting your flux dissipation, unless the lower-flux weapons build enough flux to fully consume the dissipation rate. And if that's the case, then the high-flux stuff will get turned off.


Another thought: what if the player could set weapon groups to have behaviors like 'strike', 'PD', 'anti fighters' etc.? That might let people have the control they want, and as long as there was a 'general purpose' setting that was default, I don't think it would be too much of a complication for beginners.

I think this is a dynamic, tactical decision, and not one that can really be made at ship loadout creation time. Managing autofire status based on flux levels and weapon flux use seems better.

Right, a IGNORE_FIGHTER is limited, but it will already help immensely with cruiser/cap-mounted spinal weapons, weapons with long chargeup, strike weapons with clips etc.

Yep, makes sense.

Now another thing that makes a lot of weapons vastly underperform against fighters is the turret rotation dampening while firing and cooling down. It was designed when the game was much slower overall: There were a lot less mobility systems, ships were slightly slower and fighters were a LOT slower. Maybe it should be toned down or removed entirely given the current balance of the game? Or at least there could be another weapon hint like NO_ROTATION_DAMPENING?

It's actually a turret rotation *bonus* when the weapon is not firing, btw. The value in the CSV is the rotatio rate, in degrees/second, for when the weapon is firing. IIRC the point of this bonus was to keep the while-firing turn rate relevant as a balancing factor for a weapon's effectiveness vs fighters and missiles, while not having the weapons be slow as molasses and take upwards of 10 seconds to just switch targets. If something turns slowly and underperforms vs fighters as a result, that's literally the goal, so if that's not desired, the solution is to up the turn rate.


Antimatter Blasters

The AB's delay makes it really hard to hit fighters.

Hmm - pretty sure it's not going to fire vs fighters due to being STRIKE.


Perhaps weapons that aren't point defence or specified as anti-fighter should fire only if there are no ships in range and if ship isn't gaining flux otherwise. This would result in periodic bursts of fire from all weapons or a constant fire from point defence and anti-fighter weapons.

Right, yeah - I think with the autofire flux management, that's more or less how it works!

An interesting idea would be to tie fighters range to fighter replacement rate, though perhaps not linearly. If fighters lost 25% range whenever fighter replacement rate isn't maxed out, it would make even relatively small losses have an impact, by either slowing fighter waves or forcing carriers to drive closer and hit you with their swords.

Interesting mechanically, yeah. I think it'd be a pain to convey the range to the player, for both their and enemy ships. When it's fixed, at least you can get a feel for it...
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: SCC on July 13, 2020, 12:39:18 PM
Interesting mechanically, yeah. I think it'd be a pain to convey the range to the player, for both their and enemy ships. When it's fixed, at least you can get a feel for it...
If we had a visual cue showing us the range of fighters from the flagship, we could use this indicator to see if the range changes. Actually, it would be a neat thing to get regardless of if my idea goes anywhere.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 13, 2020, 12:40:41 PM
Edit: Alex beat me to this point I think.

That's what I meant by Pyhrric Victory: by firing these flux-intensive weapons at fighters, you lose even if you hit. If there is nothing else to fire at and you're at 0-flux, I get it, but the fighters are absolutely winning if the ship in question generates more flux trying to kill them than the fighters' weapons themselves.  At best, firing these big guns are grossly inefficient when they hit. At worst, you're dumping huge flux/shot and hitting nothing

It's a very complicated question actually.  It doesn't need to be a 0-flux game to be worth it.  It depends on the fighter, the weapon in question, and how much flux you're generating right now versus flux dissipation.  If the fighters are all on one side of your ship, then only half your guns are firing.  A broadside ships exploit this fact.  Also, if only PD weapons are firing, generally you are nowhere near hitting your dissipation rate.

Take a 4400 flux Hammerhead, turn off all weapons fire, raise shields and sit there.  Send 2 wings of broadswords at it from a Condor.  It'll overload in about 3 seconds from when the Broadswords start firing.  Just tested in sim.  On paper a single broadsword deals 156 kinetic damage per second, or 312 shield damage per second.  I vaguely remember fighter machine guns firing half as often than ship ones or the like.  Anyways, 4400 flux/0.8 efficiency/6 fighters/3 seconds = 305 shield damage per second per fighter.  Seems to check out roughly.  So we have a rough estimate of the DPS of a single Broadsword (which I suppose means dual Broadsword Condors with Harpoons should be kinda scary - 936 kinetic damage per second at long range, flux free followed up by HE missiles).

Unskilled heavy blasters require 2 projectiles to connect to completely kill a broadsword.  It is worth it to kill a broadsword if they hit both hit, and it would have lived for 4.6 seconds longer otherwise (1440/312) assuming your shield is 1.0 efficient and you're already using up all your flux dissipation.  On the other hand, most ships do not reach their flux dissipation only firing their PD weapons, so 1440/312 isn't the right thing to compare.  Its flux above dissipation.  If your spare dissipation is, hypothetically, 800 (after shields and all other weapons), then the comparison is  640/312 = 2.05 seconds.

Take a shrike.  Lets say it has a Heavy Blaster, 4 PD Lasers, Sabot Pod, and 610 flux dissipation (a player design), weapons adds up to 880, and shield is another 105, so 985 max builldup versus 610 dissipation.

A wing of broadswords come in.  4 PD lasers deal 300 energy damage per second, at a cost of 160 flux per second.  Shield costs 105 flux per second.  So without firing the Heavy Blaster, you're sitting at -345 flux per second.  The broadswords are dealing 936 klinetic damage, or 1310 shield damage (including the 0.7 modifier) per second.  With 8200 flux capacity, it'll last 6.2 seconds or so with shields up.

Now, the Broadsword flares basically mean the PD lasers are useless for about 6 seconds.  The heavy blaster on the other hand, isn't distracted and will shoot at fighters.  Lets say half the heavy blaster shots hit.  So you're spending 1,500 extra flux (720*4-345*4) to kill a broadsword in 4 seconds.  If that broadsword would have lived for another 6.9 seconds, it was worth it.  Or the other way to put it, if it buys you a 6.9 second reprieve from a fighter (i.e. rebuild time and fly back out to you is 6.9 seconds or longer), and you've got 50% accuracy, you should be firing that Heavy blaster.  Given Broadswords take 10 seconds to replace, the answer is always yes (assuming that 50% hit rate).  For this particular ship against Broadswords.  Which is not a 0-flux balanced ship. 
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Goumindong on July 13, 2020, 12:47:26 PM
Strike tag only applies to the AI. If you have an AMB on auto it fires immediately against whatever it can hit.

Either way the point was more that there definitely are weapons that you don’t want to fire vs fighters much at all not that they all necessarily did so. Autopulse without an accuracy clutch is probably the most pertinent. Its likely to be turreted and so when it sees a fighter it just dumps its charges into the ether. 
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 13, 2020, 12:50:14 PM
Strike tag only applies to the AI. If you have an AMB on auto it fires immediately against whatever it can hit.

Either way the point was more that there definitely are weapons that you don’t want to fire vs fighters much at all not that they all necessarily did so. Autopulse without an accuracy clutch is probably the most pertinent. Its likely to be turreted and so when it sees a fighter it just dumps its charges into the ether.

Just tested that in the sim.  Put some AMB on a Shrike, set them to auto fire.  Didn't fire at broadswords.  Selected a broadsword as target. Still didn't fire.  I think Strike tag prevents firing against fighters.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: SCC on July 13, 2020, 12:50:58 PM
I vaguely remember fighter machine guns firing half as often than ship ones or the like.
This isn't actually true, it's just that Broadsword doesn't have enough flux to fire even just two light machine guns.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 13, 2020, 12:58:04 PM
This isn't actually true, it's just that Broadsword doesn't have enough flux to fire even just two light machine guns.

Huh, I never noticed that.  In that case, my estimate was off.  Using an Eagle, 16000 flux, and timing that, took roughly 20 seconds.  16000/0.8/6/20 = 167.  So actually about half my original estimate in the long term.

Which bumps that Shrike example from 6.9 seconds to 13.8 seconds.  Which is still probably a yes in most cases given the 10 second rebuild time + travel time unless you're literally sitting next to the carrier - at which point you'll be shooting the carrier.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: RustyCabbage on July 13, 2020, 01:13:40 PM
For a quick example: using a Medusa with 2x Heavy Blasters, 2x Railguns, 2x IR Pulse, and 2x PD Laser (some changes in-dev, such as IR Pulse being better) vs a Condor with 2x Talon. And then the same test, just removing the Heavy Blasters, to simulate them not firing at fighters (it never gets to fire at the Condor, in any case, without an Eliminate being ordered). It's actually quite a drastic difference - the loadout with Heavy Blasters survives over an extra minute compared to the one without.

And this is a loadout that's *extremely* overfluxed - 2k+ flux buildup vs 600 dissipation. And, it's facing a constant stream of fast fighters - just about the worst-case scenario in terms of driving up flux use, not getting much of a break to vent/dissipate, and having a higher chance to miss. And yet, the AI manages to keep its flux below half for almost the entire fight.

Basically, using high-flux weapons on autofire vs fighters is a benefit, since the AI will use it when there's flux, and it'll stop when there are problems. I'm not sure how much of this is due to in-dev improvements to autofire management...

If you *don't* fire high-flux weapons vs fighters at all, you're wasting your flux dissipation, unless the lower-flux weapons build enough flux to fully consume the dissipation rate. And if that's the case, then the high-flux stuff will get turned off.
Not sure if your dev build, or the mission I'm using to test, or some mod I have enabled is messing things up, but I can't reproduce this at all. Removing the Heavy Blasters (leaving the excess OP unused) from the Attack variant Medusa (the one you're using as an example) made the Medusa significantly more aggressive, to the point where it actually would reliably attack the Condor.

The effect is even more drastic if you compare the results against the 2x Broadsword Condor, where removing the HBs allows the Medusa to win almost unscathed versus losing over half its hull with them still equipped (or in unlucky cases, even dying).

edit: I have the same result with Broadsword Condor on vanilla using the Coral Nebula mission. Heavy blasters shooting at fighters is a major minus, at least in this example.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 13, 2020, 01:22:12 PM
Ok, so I've done some testing using an Onslaught with Helbores and dual flak vs the stock Astral Strike carrier and a couple things immediately stand out:

1) Flares distracting PD artificially increases the value of large weapons against fighters to a large degree because they still actually fire at fighters - generating more losses than would happen otherwise. Putting on Integrated Point Defense AI makes a world of difference there, and when that is equipped my theory holds true a little more than without it.

2) The AI, even in this version, is very good at doing its best to keep low flux - and picks it targets pretty carefully. Even still, the majority of helbore shots miss even bombers - which are ridiculously slow and do not try and dodge anything. In this regard, the TPCs of the Onslaught actually do better against incoming waves than any other weapon. This breaks down completely if the wave is coming from anywhere but the front obviously.

3) Despite 2, the flux raised in a 1v1 scenario only slows the battle down. It is not detrimental and the Onslaught actually wins 2/3 times even with the Astral's OP ship system. It takes about 30 minutes, but it still wins.

4) Despite 3, fighter losses more or less occur at the same rate if the Helbores don't fire at them. Maybe one or two additional bombers are lost while retreating simply due to the long range, but up close PD is far, far more effective. If the Onslaught gets its zero flux boost sooner by not firing them, the battle would likely be shorter.

5) Longbow/Dagger/Astral system is extremely potent even not considering flares/kinetic damage from the Broadswords. Even a fully PD oriented Onslaught (except Helbores) cannot stop everything and shield tanking is absolutely necessary. That wouldn't be so bad if the system didn't prevent PD from doing pretty much anything to fighters even with IPDA installed. By the time the missiles are stopped and the strike craft are close enough, they are teleported away without any damage except the long range damage from TPCs/Lucky Helbore hits. I would imagine this alone kind of skews the perspective of large non-pd weapons being necessary against fighters.

6) When testing against 2 stock Herons, again the positioning matters, Daggers are very hard to stop, and Helbore shots hurt the Onslaughts ability to both chase and get the zero flux boost so that it can turn fast enough to actually use its shields to tank the Daggers. This is very subtle because on the surface it would seem that the Helbores' lucky hits are good, but it isn't enough to reduce the replacement rate fast enough to matter and the zero flux boost is the more important part in that particular matchup. The thing that kills the Onslaught 100% of the time is Daggers striking where its shields can't cover.

7) When testing against 2 stock Moras, Helbore shots are completely wasted, but it really doesn't matter much. This is both because the Mora's fighters aren't nearly as much of a threat compared to Daggers and PD can handle them, and because the Mora actually engages the Onslaught itself, so chasing/keeping low flux isn't as necessary.

Conclusions so far:

I maintain my stance that the Helbore could stand to have the "DO_NOT_FIRE_AT_FIGHTERS" tag. It hurts more than it helps. That being said, I was surprised at the difference Hypervelocity Drivers, Heavy Maulers, and even the flux hungry Gauss Cannon can make due to their faster projectiles and the sluggishness of bombers.


These tests were all in a 1v1 or 1v2 (equal DP) setting, so I think the next thing to do is test these same things (and energy weapons) in a large fleet scenario and see how that changes things.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: intrinsic_parity on July 13, 2020, 01:24:11 PM
Another thought: what if the player could set weapon groups to have behaviors like 'strike', 'PD', 'anti fighters' etc.? That might let people have the control they want, and as long as there was a 'general purpose' setting that was default, I don't think it would be too much of a complication for beginners.

I think this is a dynamic, tactical decision, and not one that can really be made at ship loadout creation time. Managing autofire status based on flux levels and weapon flux use seems better.
Isn't this decision currently being made at the weapon design stage when weapons are given AI tags? I don't see how that decision is being made tactically in combat, but maybe I don't understand something about the AI, or we are not talking about the same thing.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Tartiflette on July 13, 2020, 01:30:21 PM
It's actually a turret rotation *bonus* when the weapon is not firing, btw. The value in the CSV is the rotatio rate, in degrees/second, for when the weapon is firing. IIRC the point of this bonus was to keep the while-firing turn rate relevant as a balancing factor for a weapon's effectiveness vs fighters and missiles, while not having the weapons be slow as molasses and take upwards of 10 seconds to just switch targets. If something turns slowly and underperforms vs fighters as a result, that's literally the goal, so if that's not desired, the solution is to up the turn rate.

Then the issue is that it isn't possible to make a large weapon able to track fighters that won't turn cartoonishly fast when not firing, and we could still use a NO_ROTATION_BOOST tag.

I just don't think that's right - building up soft flux from firing weapons and building up hard flux from getting hit on shields are qualitatively different. (As Grievous was saying earlier.)
Counterpoint: riding the flux high means that even a single wing fighter can force a capital ship shield down, at least in the currently released version of the game.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: TaLaR on July 13, 2020, 01:37:47 PM
I maintain my stance that the Helbore could stand to have the "DO_NOT_FIRE_AT_FIGHTERS" tag. It hurts more than it helps. That being said, I was surprised at the difference Hypervelocity Drivers, Heavy Maulers, and even the flux hungry Gauss Cannon can make due to their faster projectiles and the sluggishness of bombers.

Passthrough weapons (Hellbore, Gauss, Plasma) on high level character are all awesome against fighters. Enemy fleet concentrates multiple carriers on you -> backpedal while firing -> most fighters die before they reach you (rest is handled by PD and allied interceptor screen) -> enemy carriers are at low replenishment and open for attack.

HVD, Mauler, etc also become a lot more accurate with character skills (faster projectiles, less recoil, better target leading...).
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 13, 2020, 01:50:42 PM
I maintain my stance that the Helbore could stand to have the "DO_NOT_FIRE_AT_FIGHTERS" tag. It hurts more than it helps. That being said, I was surprised at the difference Hypervelocity Drivers, Heavy Maulers, and even the flux hungry Gauss Cannon can make due to their faster projectiles and the sluggishness of bombers.

Passthrough weapons (Hellbore, Gauss, Plasma) on high level character are all awesome against fighters. Enemy fleet concentrates multiple carriers on you -> backpedal while firing -> most fighters die before they reach you (rest is handled by PD and allied interceptor screen) -> enemy carriers are at low replenishment and open for attack.

HVD, Mauler, etc also become a lot more accurate with character skills (faster projectiles, less recoil, better target leading...).
Edit: Alex beat me to this point I think.

Spoiler
That's what I meant by Pyhrric Victory: by firing these flux-intensive weapons at fighters, you lose even if you hit. If there is nothing else to fire at and you're at 0-flux, I get it, but the fighters are absolutely winning if the ship in question generates more flux trying to kill them than the fighters' weapons themselves.  At best, firing these big guns are grossly inefficient when they hit. At worst, you're dumping huge flux/shot and hitting nothing

It's a very complicated question actually.  It doesn't need to be a 0-flux game to be worth it.  It depends on the fighter, the weapon in question, and how much flux you're generating right now versus flux dissipation.  If the fighters are all on one side of your ship, then only half your guns are firing.  A broadside ships exploit this fact.  Also, if only PD weapons are firing, generally you are nowhere near hitting your dissipation rate.

Take a 4400 flux Hammerhead, turn off all weapons fire, raise shields and sit there.  Send 2 wings of broadswords at it from a Condor.  It'll overload in about 3 seconds from when the Broadswords start firing.  Just tested in sim.  On paper a single broadsword deals 156 kinetic damage per second, or 312 shield damage per second.  I vaguely remember fighter machine guns firing half as often than ship ones or the like.  Anyways, 4400 flux/0.8 efficiency/6 fighters/3 seconds = 305 shield damage per second per fighter.  Seems to check out roughly.  So we have a rough estimate of the DPS of a single Broadsword (which I suppose means dual Broadsword Condors with Harpoons should be kinda scary - 936 kinetic damage per second at long range, flux free followed up by HE missiles).

Unskilled heavy blasters require 2 projectiles to connect to completely kill a broadsword.  It is worth it to kill a broadsword if they hit both hit, and it would have lived for 4.6 seconds longer otherwise (1440/312) assuming your shield is 1.0 efficient and you're already using up all your flux dissipation.  On the other hand, most ships do not reach their flux dissipation only firing their PD weapons, so 1440/312 isn't the right thing to compare.  Its flux above dissipation.  If your spare dissipation is, hypothetically, 800 (after shields and all other weapons), then the comparison is  640/312 = 2.05 seconds.

Take a shrike.  Lets say it has a Heavy Blaster, 4 PD Lasers, Sabot Pod, and 610 flux dissipation (a player design), weapons adds up to 880, and shield is another 105, so 985 max builldup versus 610 dissipation.

A wing of broadswords come in.  4 PD lasers deal 300 energy damage per second, at a cost of 160 flux per second.  Shield costs 105 flux per second.  So without firing the Heavy Blaster, you're sitting at -345 flux per second.  The broadswords are dealing 936 klinetic damage, or 1310 shield damage (including the 0.7 modifier) per second.  With 8200 flux capacity, it'll last 6.2 seconds or so with shields up.

Now, the Broadsword flares basically mean the PD lasers are useless for about 6 seconds.  The heavy blaster on the other hand, isn't distracted and will shoot at fighters.  Lets say half the heavy blaster shots hit.  So you're spending 1,500 extra flux (720*4-345*4) to kill a broadsword in 4 seconds.  If that broadsword would have lived for another 6.9 seconds, it was worth it.  Or the other way to put it, if it buys you a 6.9 second reprieve from a fighter (i.e. rebuild time and fly back out to you is 6.9 seconds or longer), and you've got 50% accuracy, you should be firing that Heavy blaster.  Given Broadswords take 10 seconds to replace, the answer is always yes (assuming that 50% hit rate).  For this particular ship against Broadswords.  Which is not a 0-flux balanced ship.
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First of all, thank you for providing math! It's beyond what I am willing to do haha.

I would be curious to see a retest of that scenario - only with IPDA installed on the Shrike. As I mentioned in my above post, flares heavily skew the benefit of things like the Heavy Blaster exactly for the reasons you state. If it's the only weapon that actually can fire at the fighters, then it makes a lot more sense for it to do so. In fact, I'd even go so far to say that flares are too strong. Anyway, the point is that it's sort of an isolated situation. You could argue the same thing in regards to the Spark having shields vs beams, actually. Heavy Blaster would probably look useful there too assuming it can hit the Spark. But it's more a limitation of the PD weapon than the effectiveness of the Heavy Blaster. Maybe try IPDA with a couple IR pulse lasers and it might be different in the Spark scenario.

Now, compared to Autopulse Laser wasting charges, I think the Heavy Blaster is a much better candidate to shoot at fighters.

Passthrough weapons (Hellbore, Gauss, Plasma) on high level character are all awesome against fighters. Enemy fleet concentrates multiple carriers on you -> backpedal while firing -> most fighters die before they reach you (rest is handled by PD and allied interceptor screen) -> enemy carriers are at low replenishment and open for attack.

HVD, Mauler, etc also become a lot more accurate with character skills (faster projectiles, less recoil, better target leading...).

I haven't tested Plasma yet but that is what I've heard. I already said Gauss was pretty good... though I didn't see any passthrough there against Daggers. Helbore?? That is not my experience at all after several hours of testing.

Yes, it is without character skills but that is the point! Not all of your AI ships can have officers so they should be left out of the equation completely. I don't want behavior that is only good for 1/3 of my allied ships!  ;)

*EDIT* Another counterpoint to that - it would make those skills more mandatory than they really need to be.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 13, 2020, 03:02:20 PM
Not sure if your dev build, or the mission I'm using to test, or some mod I have enabled is messing things up, but I can't reproduce this at all. Removing the Heavy Blasters (leaving the excess OP empty) from the Attack variant Medusa (the one you're using as an example) made the Medusa significantly more aggressive, to the point where it actually would reliably attack the Condor.

The effect is even more drastic if you compare the results against the 2x Broadsword Condor, where removing the HBs allows the Medusa to win almost unscathed versus losing over half its hull with them still equipped (or in unlucky cases, even dying).

edit: I have the same result with Broadsword Condor on vanilla using the Coral Nebula mission. Heavy blasters shooting at fighters is a major minus, at least in this example.

Hmm - you didn't spend the OP freed up by removing the blasters, did you? I suspect in-dev changes to flux management and autofire factor in here, too.

It does do better without blasters vs the 2xBroadsword Condor, though - for me, it takes damage in both cases, and the fight seems like it could go either way (in my quick test, it barely beat the Condor with the HBs, and had about half hull left without HBs). A variant with Pulse Lasers instead of Heavy Blasters does better than either of these, winning consistently and easily while only taking a sliver of hull damage. And it's still a very over-fluxed variant, 2x flux generation vs dissipation - around 1200 vs 600.


Isn't this decision currently being made at the weapon design stage when weapons are given AI tags? I don't see how that decision is being made tactically in combat, but maybe I don't understand something about the AI, or we are not talking about the same thing.

Which tags? My point is that the decision to fire or not is right now being made by the AI. Tags can factor in, but they either are part of defining what the weapon IS (such as a PD tag) or some hints about how it works (such as DO_NOT_AIM vs GUIDED_POOR). The closest thing to what you're talking about is the STRIKE tag, which basically says not to waste shots, but that is reserved for weapons that are qualitatively different, not applied to like half the "normal" weapons. Those "normal" weapons don't generally have any tags guiding AI use.

Edit #2: bringing it back around to the suggestion, I think configuring target priorities isn't great because it's unlikely to be what you want even for an entire battle. Say, I don't know, the enemy deploys a second wave of carriers or frigates or whatever, and now a different set of priorities would be optimal. It's also really, really hard to test that out and get a good feel for it in the simulator; that can be hard enough with just the stock weapons, without having targeting priorities be tunable, too.

Basically I think it gets too complicated and doesn't bring enough to the table to justify that. It's tempting to "solve" an AI problem with "just make this configurable!" but it's really just making the player do extra work - which, in this case, also includes an ungodly amount of playtesting.

Then the issue is that it isn't possible to make a large weapon able to track fighters that won't turn cartoonishly fast when not firing, and we could still use a NO_ROTATION_BOOST tag.

Fair enough, yeah.

Edit: added "NO_TURN_RATE_BOOST_WHEN_IDLE" weapon hint.

Counterpoint: riding the flux high means that even a single wing fighter can force a capital ship shield down, at least in the currently released version of the game.

In theory (and in the dev build :D), the AI shouldn't be autofiring high-flux weapons to that degree. If it is, it's a problem, but solving it by making drastic changes to how the AI uses a large fraction of weapons ... doesn't seem like the right move.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 13, 2020, 03:19:50 PM
In theory (and in the dev build :D), the AI shouldn't be autofiring high-flux weapons to that degree. If it is, it's a problem, but solving it by making drastic changes to how the AI uses a large fraction of weapons ... doesn't seem like the right move.

Yeah I agree with this overall. To be fair, I don't think most people are arguing for a *large* fraction of weapons to be changed - depending upon your definition of large. It is more just that there are use cases here that exist in vanilla weapons that would be an overall benefit to vanilla if that makes sense. A large fraction of weapons would probably be going too far with it - if things like the Heavy Blaster and Gauss Cannon are any indication.

From what I've seen the heavy kinetic damage + high impulse of multiple Atropos torpedoes is more what causes overloads than the AI overrunning it's flux - though an argument could certainly be made that it could be the combination of those two things (inefficient flux use being the second) that gets the AI in trouble in the first place - so there is definitely a gray area to consider.

(And of course the diversity of design spectrum that has already been mentioned. Vanilla comes first! But, well, mods are also a pretty big factor too considering the number and quality of them that currently exist. Not trying to be pushy here, btw, in case it seems that way because text != tone. I'm just getting my overall thoughts out on the subject. :) Anyway, the number of responses already indicates you take these things seriously and I think I can speak for all of us when I say we really appreciate it.)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 13, 2020, 03:43:44 PM
From what I've seen the heavy kinetic damage + high impulse of multiple Atropos torpedoes is more what causes overloads than the AI overrunning it's flux - though an argument could certainly be made that it could be the combination of those two things (inefficient flux use being the second) that gets the AI in trouble in the first place - so there is definitely a gray area to consider.

Yeah, that makes sense. It seems easy to underestimate just how quickly a bunch of kinetic damage can drive up flux, and in the case of Broadswords, it seems like firing off an HB shot or two and not makes a difference of a few seconds, which isn't too much.

Still, the HB is definitely a tricky weapon for the AI to use! It's just... how it is, I suppose, with it being a bit of an outlier in terms of flux use and damage and so on. It really benefits from more situational awareness and forward planning. So it'll naturally be less good in AI hands in some situations, of which "vs *some* (but not all) fighters" is one, but not the sum total. So it probably doesn't make too much sense to over-focus on fixing that specific one.

(Actually, talking about this now, I'm remembering spending a bunch of time tuning the "whether to put a group on autofire" logic specifically for these kinds of situations! That the HB is better even in some situations, on a heavily over-fluxed loadout, seems like a win.)

Even something like Hellbores - they'll miss fighters a lot, but they're pretty effective vs, say, incoming Piranhas or Flash bombers, no? Due to the shots passing through missiles. And that's a cool moment, to see a hellbore shell carve a path through a cloud of bombs. Plus it's flux-cheap! I understand what you mean about it costing zero-flux bonus, though; I'm sure you're right in it being detrimental for that reason in that situation. But that seems like a rather minor issue overall; I don't know that it's worth the cost of "adding a new rule the player has to remember about the Hellbore so they're not confused" and "the Hellbore is also *less* useful in some (possibly/maybe smaller) number of situations".

Not trying to be pushy here, btw, in case it seems that way because text != tone. I'm just getting my overall thoughts out on the subject. :)

No worries, not taking anything here in a bad way at all!
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: RustyCabbage on July 13, 2020, 04:34:32 PM
Not sure if your dev build, or the mission I'm using to test, or some mod I have enabled is messing things up, but I can't reproduce this at all. Removing the Heavy Blasters (leaving the excess OP empty) from the Attack variant Medusa (the one you're using as an example) made the Medusa significantly more aggressive, to the point where it actually would reliably attack the Condor.

The effect is even more drastic if you compare the results against the 2x Broadsword Condor, where removing the HBs allows the Medusa to win almost unscathed versus losing over half its hull with them still equipped (or in unlucky cases, even dying).

edit: I have the same result with Broadsword Condor on vanilla using the Coral Nebula mission. Heavy blasters shooting at fighters is a major minus, at least in this example.

Hmm - you didn't spend the OP freed up by removing the blasters, did you? I suspect in-dev changes to flux management and autofire factor in here, too.

It does do better without blasters vs the 2xBroadsword Condor, though - for me, it takes damage in both cases, and the fight seems like it could go either way (in my quick test, it barely beat the Condor with the HBs, and had about half hull left without HBs). A variant with Pulse Lasers instead of Heavy Blasters does better than either of these, winning consistently and easily while only taking a sliver of hull damage. And it's still a very over-fluxed variant, 2x flux generation vs dissipation - around 1200 vs 600.
Thanks for double checking; I left the 24 OP unused, yes. I think your point about how the pulse laser performs significantly better indicates the importance of a rule for specific weapons - it's not so much an issue of how over-fluxed the ship variant is as it is specific weapons having detrimental effects when targetting fighters.

I don't think it's very many weapons either, imo it's only really problematic with the Heavy Blaster, the Gauss and the Tachyon Lance - generally inefficient but high burst and in the latter cases high refire delay.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 13, 2020, 04:52:58 PM
Yeah, that makes sense. It seems easy to underestimate just how quickly a bunch of kinetic damage can drive up flux, and in the case of Broadswords, it seems like firing off an HB shot or two and not makes a difference of a few seconds, which isn't too much.

Still, the HB is definitely a tricky weapon for the AI to use! It's just... how it is, I suppose, with it being a bit of an outlier in terms of flux use and damage and so on. It really benefits from more situational awareness and forward planning. So it'll naturally be less good in AI hands in some situations, of which "vs *some* (but not all) fighters" is one, but not the sum total. So it probably doesn't make too much sense to over-focus on fixing that specific one.

(Actually, talking about this now, I'm remembering spending a bunch of time tuning the "whether to put a group on autofire" logic specifically for these kinds of situations! That the HB is better even in some situations, on a heavily over-fluxed loadout, seems like a win.)

Even something like Hellbores - they'll miss fighters a lot, but they're pretty effective vs, say, incoming Piranhas or Flash bombers, no? Due to the shots passing through missiles. And that's a cool moment, to see a hellbore shell carve a path through a cloud of bombs. Plus it's flux-cheap! I understand what you mean about it costing zero-flux bonus, though; I'm sure you're right in it being detrimental for that reason in that situation. But that seems like a rather minor issue overall; I don't know that it's worth the cost of "adding a new rule the player has to remember about the Hellbore so they're not confused" and "the Hellbore is also *less* useful in some (possibly/maybe smaller) number of situations".

You know, speaking of this, can you remember why the AI needs to put a STRIKE hinted weapon off autofire and fire it manually? - When the player putting such a weapon on autofire doesn't actually make it used on fighters? I'm curious about it.

(I'm more leaning towards including the "don't fire at fighters" hint, btw. The idea of calling it out explicitly is really selling me on it; could see maybe using it for a few vanilla weapons, even.)

Missed this! Yay!  ;D

I hope it happens. My mod really needs this for several weapons. Basically using any weapon that generates flux that isn't specifically designed to be used for fighters should not be used on fighters. (it's a DnD based mod so weapon types are more synergistic and role based and less multipurpose like how vanilla's are)

STRIKE,USE_VS_FRIGATES certainly helps, but it's not always fullproof in the case of missiles - especially when combined with DO_NOT_CONSERVE which is necessary to ensure the AI uses the full clip. I remember seeing non-missile weapons sometimes fire at fighters too with that hint... but tbh that could have been an earlier version or back when my station modules still had the periodic missile reload mod - which iirc changes autofire AI. It doesn't happen often.

One thing that is a downside is the no-autofire behavior I mentioned above. Too many weapon groups of that category and the AI won't switch between them and use them effectively.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 13, 2020, 05:44:33 PM
Thanks for double checking; I left the 24 OP unused, yes. I think your point about how the pulse laser performs significantly better indicates the importance of a rule for specific weapons - it's not so much an issue of how over-fluxed the ship variant is as it is specific weapons having detrimental effects when targetting fighters.

I don't think it's very many weapons either, imo it's only really problematic with the Heavy Blaster, the Gauss and the Tachyon Lance - generally inefficient but high burst and in the latter cases high refire delay.

Hmm - I think it's rather the opposite! It shows that even in a fairly constrained scenario (Medusa, 2x HB) it can be good to fire, or not. And that even in the "bad" case, it's pretty close! I don't think that replacing a dynamic algorithm that occasionally gets it wrong with a static rule that will *also get it wrong* is a step in the right direction. At best it's a lateral move.

(And static rules tend to produce more apparent, annoying problems. Consider a case of a Medusa with *just* 2x HB - should it still not fire them? It really should. So now that nice, clear, static rule has an exception. What about if it has one PD Laser and 2x HB? What about if it has 2 PD Lasers? What if it has Safety Overrides, drastically changing the flux calculation? It just doesn't work.

I mean, you could still go the "this weapon can't target fighters because its targeting systems aren't capable of it" route and have that be fine - it won't fire, because it "can't". But just as far as helping the AI perform better across the board, it's not going to do that.)

You know, speaking of this, can you remember why the AI needs to put a STRIKE hinted weapon off autofire and fire it manually? - When the player putting such a weapon on autofire doesn't actually make it used on fighters? I'm curious about it.

Putting STRIKE weapons on autofire seems like a bad idea, so the AI... doesn't. It's not specifically about fighters; STRIKE makes the AI take more care with aiming the weapon at other targets (which is why adding it can make it hesitant to fire, since it's looking for a higher-percentage shot).

(I'm more leaning towards including the "don't fire at fighters" hint, btw. The idea of calling it out explicitly is really selling me on it; could see maybe using it for a few vanilla weapons, even.)

Missed this! Yay!  ;D

I hope it happens. My mod really needs this for several weapons. Basically using any weapon that generates flux that isn't specifically designed to be used for fighters should not be used on fighters. (it's a DnD based mod so weapon types are more synergistic and role based and less multipurpose like how vanilla's are)

To be honest, I kind of forgot about Gauss/Hellbore piercing missiles; I probably wouldn't want to use this tag on them in vanilla. But for mods, yeah, it could be handy. My concern is it'd be overused by mods - i.e. put on weapons where equivalent-ish vanilla weapons don't do this...

STRIKE,USE_VS_FRIGATES certainly helps, but it's not always fullproof in the case of missiles - especially when combined with DO_NOT_CONSERVE which is necessary to ensure the AI uses the full clip. I remember seeing non-missile weapons sometimes fire at fighters too with that hint... but tbh that could have been an earlier version or back when my station modules still had the periodic missile reload mod - which iirc changes autofire AI. It doesn't happen often.

Hmm? Yeah, probably to do with the missile reload. As a rule, AI won't fire non-ANTI_FTR missiles at fighters unless it's in panic mode.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 13, 2020, 06:53:04 PM
Putting STRIKE weapons on autofire seems like a bad idea, so the AI... doesn't. It's not specifically about fighters; STRIKE makes the AI take more care with aiming the weapon at other targets (which is why adding it can make it hesitant to fire, since it's looking for a higher-percentage shot).

Ehhh, that doesn't seem to be the reason. The weapons I'm talking about are small, fast projectile weapons or even instant strike beams against capitals. They do fire, but not efficiently in regards to their clip/regen.

(Working on reproducing this. I have one case - but the weapon not being used is HE and the shields are up on the enemy vessel. So I'm not sure if that is a good example. That being said, other HE strike weapons are used on shields at times.)

Quote
To be honest, I kind of forgot about Gauss/Hellbore piercing missiles; I probably wouldn't want to use this tag on them in vanilla. But for mods, yeah, it could be handy. My concern is it'd be overused by mods - i.e. put on weapons where equivalent-ish vanilla weapons don't do this...

Why is that a concern? It would/certainly should be reported to the mod author- not against vanilla. If the modder chooses to do this then they would take on the burden of any subsequent bug reports (and again stat card/description explanations make a huge difference there.) If they get annoyed by it then they can just not use the hint.

Quote
STRIKE,USE_VS_FRIGATES certainly helps, but it's not always fullproof in the case of missiles - especially when combined with DO_NOT_CONSERVE which is necessary to ensure the AI uses the full clip. I remember seeing non-missile weapons sometimes fire at fighters too with that hint... but tbh that could have been an earlier version or back when my station modules still had the periodic missile reload mod - which iirc changes autofire AI. It doesn't happen often.

Hmm? Yeah, probably to do with the missile reload. As a rule, AI won't fire non-ANTI_FTR missiles at fighters unless it's in panic mode.

They don't have that hullmod anymore and in this case I'm talking about ships. And this is not the case in my experience regarding the Atropos - specifically. That is, unless "overwhelming" (as in just numerous not actually threatening) fighters cause panic mode for some reason.

Evidence:
Spoiler
Screens of Weapon definition:

Start:
(https://i.imgur.com/ltwOBkF.png)
End:
(https://i.imgur.com/lFPtYU1.png)

Video Evidence: (Towards the end.)
https://youtu.be/24fIDJOh3ro (https://youtu.be/24fIDJOh3ro)
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Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: FooF on July 13, 2020, 06:53:34 PM
I was under the assumption that the AI was more loose with flux (and firing high-flux weapons) than it actually is so I am more than happy to concede the point, though I appreciate the testing with the Medusa as the HB is kind of the poster-child for what I was getting at.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 13, 2020, 07:08:18 PM
Ehhh, that doesn't seem to be the reason. The weapons I'm talking about are small, fast projectile weapons or even instant strike beams against capitals. They do fire, but not efficiently in regards to their clip/regen.

(Working on reproducing this. I have one case - but the weapon not being used is HE and the shields are up on the enemy vessel. So I'm not sure if that is a good example. That being said, other HE strike weapons are used on shields at times.)

Ah - STRIKE has some baked-in assumptions, probably, then. Unless it also has USE_VS_FRIGATES? But anyway, that's getting pretty off-topic for the thread. My apologies for contributing to that, myself.

Why is that a concern? It would/certainly should be reported to the mod author- not against vanilla. If the modder chooses to do this then they would take on the burden of any subsequent bug reports (and again stat card/description explanations make a huge difference there.) If they get annoyed by it then they can just not use the hint.

Hmm, yeah.

https://youtu.be/24fIDJOh3ro (https://youtu.be/24fIDJOh3ro)

(Says video is private.)

I was under the assumption that the AI was more loose with flux (and firing high-flux weapons) than it actually is so I am more than happy to concede the point, though I appreciate the testing with the Medusa as the HB is kind of the poster-child for what I was getting at.

Your assumption is probably right given the currently-out state of the AI! And, yeah, Medusa + 2xHB is basically... maybe not the most overfluxed possible combination in vanilla, but it's up there. And especially as something where the disparity between player and AI control is larger. Which is something else I was trying to address while making the changes; so, yeah, hopefully that's in a better place in general, just as far as the AI using high-flux weapons more competently, vs fighters and otherwise.

(IIRC, the measuring stick was having the Attack Medusa be able to beat a stock Hammerhead - the one with Heavy Mortars -in a 1vs1, or some such... I think it used to consistently overflux itself and ether take chip damage or get harpooned. Now, it wins that fight consistently with minimal hull damage...

Ah, and that reminds me - I think I fixed (or at least mitigated a lot) the "turrets turn towards target, fire too early, first volley misses" issue, since that came up with HBs and the Medusa. To be perfectly honest, not 100% if this is already in the currently-out release, but I think it's only in the dev version. Forgot to add this to the patch notes I've been keeping, though.)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 13, 2020, 07:21:36 PM
(Says video is private.)

Whoops! Fixed that sorry!

Unless it also has USE_VS_FRIGATES? But anyway, that's getting pretty off-topic for the thread. My apologies for contributing to that, myself.

(It does, yeah. But agreed this is off-topic. I'll make a new post if I can get a solid case for it. My fault!)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: TaLaR on July 13, 2020, 08:10:36 PM
Passthrough weapons (Hellbore, Gauss, Plasma) on high level character are all awesome against fighters. Enemy fleet concentrates multiple carriers on you -> backpedal while firing -> most fighters die before they reach you (rest is handled by PD and allied interceptor screen) -> enemy carriers are at low replenishment and open for attack.

HVD, Mauler, etc also become a lot more accurate with character skills (faster projectiles, less recoil, better target leading...).

I haven't tested Plasma yet but that is what I've heard. I already said Gauss was pretty good... though I didn't see any passthrough there against Daggers. Helbore?? That is not my experience at all after several hours of testing.

Yes, it is without character skills but that is the point! Not all of your AI ships can have officers so they should be left out of the equation completely. I don't want behavior that is only good for 1/3 of my allied ships!  ;)

*EDIT* Another counterpoint to that - it would make those skills more mandatory than they really need to be.

After testing a bit more:
- Is Gauss actually passthrough? It can pass missiles/bombs, but now that I've checked even max skills Gauss can't pass through a Talon. Gauss is still decent to use vs fighters even if it doesn't penetrate though (never stopped by missiles/bombs, usually fully destroys fighters leaving no debree to obstruct more shots).
- In comparison even skill-less Plasma easily passes through a Talon, but leaves debree intact.
- Shields always prevent passthrough, so each shield stops at least 1 projectile. Not all fighters are shielded though.

Building fleet around 10 officers is already staple of current meta. Anything else is wildly sub-optimal, with sole exception of Spark Drover spam.

(to edit) It would no less stupid for max skilled ships to refuse to use their advantage (by simply not firing).
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 13, 2020, 08:34:46 PM
(Yeah, Gauss/Hellbore is just missile passthrough.)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 13, 2020, 09:34:38 PM
Building fleet around 10 officers is already staple of current meta. Anything else is wildly sub-optimal, with sole exception of Spark Drover spam.

(to edit) It would no less stupid for max skilled ships to refuse to use their advantage (by simply not firing).
I disagree on it being a wasted advantage if the ships are saving flux and using their other weapons effectively. You shouldn't need an anti-ship weapon (what non anti-fighter/PD large weapons ideally should be) to deal with fighters in the first place imo. Hellbore definitely qualifies as anti-ship in the era where shields weren't a thing. Gauss is the reaction to said shielded ships. To me, if that were the case and these larger weapons are needed to fend off fighters, there is a problem there in terms of overall fighter balance. That means, inherently, that things that don't have these weapons (so anything less than a capital in 95% of cases) are at a strict disadvantage against them.

If meta is based on officers, it really shouldn't be. Skill changes will hopefully address this a bit. I don't want really anything other than campaign difficulty designed around officers making a ship/weapon more powerful. If weapons are designed around that, the weapon is essentially broken in my eyes - one way or the other. There are soo many problems with that sort of design - and they hit hardest on the side of the enemy AI fleets. Officered ships aren't guaranteed to match weapons with hullmods or skills of any kind. The exception is carriers/non-carriers and even then only in category not in specific benefit. So if a weapon needs these skills to be effective at something, that is a losing gamble the majority of the time.

Weapons should ideally work within their role regardless of skills or even hullmods. Same goes for fighters. If a fighter is only useful with skills, it's a bad fighter and should be looked at - especially if it is high tier. These sorts of things are bonuses and as such they should not be design considerations for what works or does not work, but rather they are useful tools to get past a higher difficulty at the later stages of the game.

I also don't want to limit AI builds to whether the ship supports an officer or not. This is especially true because officers are less often found on smaller ships both with player fleets and AI fleets. Smaller ships suffer the most anyway due to limited PPT and weapons. It is already a little painful to have to limit builds based upon the AI limitations as it is. Though I definitely understand the considerations and difficulty of balancing, when I see things like "this isn't an AI-friendly ship/weapon" I grimace a bit. It's understandable to be sure, but ideal? No.

The point is to make changes trending away from this rather than towards it. That's how I see it, anyway. I'm also not advocating that all ship weapons only target ships, etc, I definitely agree there is room for multipurpose/multirole weapons and that is fine. But so is there room (and necessity in a couple cases) for the opposite- a more strict role that the weapon excels at over multipurpose weapons performing the same one.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Tartiflette on July 13, 2020, 10:21:49 PM
Fair enough, yeah.

Edit: added "NO_TURN_RATE_BOOST_WHEN_IDLE" weapon hint.
That plus a ignore fighters tag? Whooooo this is great, thanks a lot. Combined with a smarter autofire decision AI, it should help a LOT when dealing with ships supported by fighters.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Tartiflette on July 15, 2020, 11:58:53 PM
Relevant to the talk about weapons focussing too much on fighters:
https://twitter.com/NiaTahl/status/1283538572021301253

Turns out there was an oversight and in some (frequent) circumstances a ship would focus on the closest target regardless of its size, causing over-aggressive target switching to fighters.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 16, 2020, 10:16:07 AM
Relevant to the talk about weapons focussing too much on fighters:
https://twitter.com/NiaTahl/status/1283538572021301253

Turns out there was an oversight that in some (frequent) circumstances a ship would focus on the closest target regardless of its size, causing over-aggressive target switching to fighters.

That is very interesting.  I wonder how much that fix will change the AI behavior in heavy fighter spam situations.  Certainly, it should make improve the odds for the gunship in 1 on 1 gunship versus carrier situations.  It does make me wish we could test some of the AI modifications and fixes Alex has waiting for the next release, just to see the effects.  AI is such a huge factor in this kind of testing.

Anyways, I haven't forgotten the Condor testing I still wanted to do, but been a bit busy this week and will hopefully have some time this weekend.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Wyvern on July 17, 2020, 09:35:12 AM
For example, you can get... I think +50% fighter replacement rate, fleetwide - but only at 6 fighter bays in the fleet - not deployed, but fleetwide total. (Numbers could be tweaked, of course; 6 feels like it might be a bit high.)
Wait, wait.  Too high?  Six feels, to me, like the minimum acceptable value here - that's the point where I can apply full benefit to a single Astral if and only if I have no other fighters in my fleet at all.

...Of course, that is an Astral, so if you want it to not be higher than six, I can live with that, even if I'd prefer seven or eight just to allow for an Astral and some spare change.  But being able to go over the limit with a single carrier would just feel wrong.

Ah, and that reminds me - I think I fixed (or at least mitigated a lot) the "turrets turn towards target, fire too early, first volley misses" issue, since that came up with HBs and the Medusa. To be perfectly honest, not 100% if this is already in the currently-out release, but I think it's only in the dev version. Forgot to add this to the patch notes I've been keeping, though.)
That's got to be an in-dev change, because this issue is endemic to the current live version - including both the 'turret fires too early' issue, and the even-more-annoying 'Onslaught fires its side large turrets when they actually can't quite hit what it's aiming at' issue.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: SCC on July 17, 2020, 09:40:06 AM
Currently, 6 bays is nothing, but perhaps Alex has decreased the scale of battles that even a single capital ship is a centerpiece of the fleet. We will see.
The bigger issue I'm going to have with this skill is that Shepherds are going to needlessly dilute this bonus.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Wyvern on July 17, 2020, 09:48:39 AM
I'd presume that it doesn't count bays with built-in fighters?  I don't, personally, in the end-game, use Shepherds or Ventures, but having fighter bonuses get eaten up by Tempests would be kindof annoying.  (I think there was some comment from Alex that ships with only built-in fighters would neither count towards the limit nor benefit from the skill?  But I don't remember where it was.)

(Decreased battle scale is something I'm looking forward to in the next version.  I don't like having my endgame fleet consist of four paragons plus an enormous pile of backup ships that are just there to ensure I have enough deployment points available to actually put those four paragons on the field at once.)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 17, 2020, 12:27:02 PM
Wait, wait.  Too high?  Six feels, to me, like the minimum acceptable value here - that's the point where I can apply full benefit to a single Astral if and only if I have no other fighters in my fleet at all.

...Of course, that is an Astral, so if you want it to not be higher than six, I can live with that, even if I'd prefer seven or eight just to allow for an Astral and some spare change.  But being able to go over the limit with a single carrier would just feel wrong.

+50% fighter replacement rate is a lot. Having a single ship exceed the limit actually feels fine to me, even good - I think it would really help sell the scale of that ship. (I.E. "wow, the Astral is such a big ship, it can't even get the full bonus", etc.) Anyway, if it ended up with, say, +30% or whatever, that's... still huge.

Currently, 6 bays is nothing, but perhaps Alex has decreased the scale of battles that even a single capital ship is a centerpiece of the fleet. We will see.

Right - plus, this incentivizes having a few carriers as part of your fleet, rather than it being a carrier mono-fleet.

The bigger issue I'm going to have with this skill is that Shepherds are going to needlessly dilute this bonus.
I'd presume that it doesn't count bays with built-in fighters?  I don't, personally, in the end-game, use Shepherds or Ventures, but having fighter bonuses get eaten up by Tempests would be kindof annoying.  (I think there was some comment from Alex that ships with only built-in fighters would neither count towards the limit nor benefit from the skill?  But I don't remember where it was.)

I went back and forth on this, but ultimately, built-in decks both count towards the total and benefit from the bonus. It gets too weird otherwise, especially when you consider the breadth of possibilities for built-in wings in mods.

The Tempest is actually, I think, a fairly decent example where it'd be useful... well, more so than the Shepherd, anyway! Though I suppose it'd be useful as long as the Shepherd is useful as a combat ship, i.e. in the early game.


That is very interesting.  I wonder how much that fix will change the AI behavior in heavy fighter spam situations.  Certainly, it should make improve the odds for the gunship in 1 on 1 gunship versus carrier situations.  It does make me wish we could test some of the AI modifications and fixes Alex has waiting for the next release, just to see the effects.  AI is such a huge factor in this kind of testing.

I think it'll help in some specific cases, and not really have much of an impact in others. E.G. I don't think the Hammerhead is much affected by this, for example, due to the typically-"manual" guns being on hardpoints. For the Medusa, the "manual" guns would often both be able to focus on the same fighter, so it's much much more affected.

After a bit of testing, the Heavy Blaster Medusa seems to perform about the same vs a 2x Broadsword Condor, though the fight goes differently. Prior to the change, it would be able to "wear down" the fighters, then get in and do some damage to the Condor, before it bounced back with some fighters and ... either won or lost, very close either way. Now, it deals more consistent damage to the Condor throughout, but still wins or loses in a very close manner.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: intrinsic_parity on July 17, 2020, 01:16:49 PM
It feels weird that ships having built in wings are actively worse than if they didn't in a significant number of cases. Especially ships like the shepherd and venture that are more campaign stat sticks (for surveying and salvaging) than combat ships IMO. Now I have to weigh a combat malus on my carriers in addition to campaign stats, logistics and fleet cap concerns? It just feels weird (and very difficult to asses) to me. I also think ships like the gemini and colossus II/III will be hurt (basically all the weaker carriers feel worse). Also, maybe the tempests needs the nerf, but I like my tempests for pursuits and derelict fleets in late game :(. I of course realize that I can't really judge these changes without playing them, but these are my instincts on the changes.

Also how is this mechanic communicated to the player? It seems like it could be really difficult to figure out/there are lots of places for the player to make choices that have unforeseen/difficult to perceive (but still significant) consequences.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: SCC on July 17, 2020, 01:29:34 PM
Or it makes the player feel "ew, this ship makes the bonus go down? Maybe I shouldn't use it, it's too much".
When it comes to built-in fighters, though? I'd rather have them all not count. Tempest is already decent, but I like to acquire (or, well, never get rid of) Shepherds and use them until the end. Venture already isn't a very appealing ship, making it hurt your actually good carriers is going to make it feel even worse.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: TaLaR on July 17, 2020, 01:56:56 PM
Yeah, I'm also not fond of built-in wings de-buffing carriers by just being in fleet. This would restrict 'valid' fleet compositions quite a lot.

If I remember right, we'll be able to respec in next version, right? I don't see myself taking such restricted skill permanently, but I guess it could be fine for just early game.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Thaago on July 17, 2020, 03:11:36 PM
I think what really matters is how the skill scales, IE how fast the bonus drops off. +25% over 10 wings for example is going to be a much stronger force than +50% over 5 wings (with a hypothetical 5 wings max and -5% per extra wing). Sure the bonus is lower, but more fighters = less losses, especially if the scale of combat is smaller than present. Otoh, if its -10% per extra wing, then are 10 unboosted wings better than 5 boosted ones, given the opportunity cost those wings represent in terms of carriers/warships?

50% is already a huge, game changing number. Even if expanded deck crew is gone (I hope so), that means that a modest number of carriers for that captain will never run out of fighters. Just think about a pair of strike Herons in the midgame that rebuild their bombers in half the time (actually 40% of the time because of CR bonus...).
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: intrinsic_parity on July 17, 2020, 03:21:39 PM
I think what really matters is how the skill scales, IE how fast the bonus drops off. +25% over 10 wings for example is going to be a much stronger force than +50% over 5 wings (with a hypothetical 5 wings max and -5% per extra wing). Sure the bonus is lower, but more fighters = less losses, especially if the scale of combat is smaller than present. Otoh, if its -10% per extra wing, then are 10 unboosted wings better than 5 boosted ones, given the opportunity cost those wings represent in terms of carriers/warships?

50% is already a huge, game changing number. Even if expanded deck crew is gone (I hope so), that means that a modest number of carriers for that captain will never run out of fighters. Just think about a pair of strike Herons in the midgame that rebuild their bombers in half the time (actually 40% of the time because of CR bonus...).
I mean for most of the ships and situations we are talking about (tempest, venture, shepherd etc.) the wings are not actually contributing much, or at all. If you have 4 shepherds in your fleet for the salvage bonus and don't deploy them, they still count against you and your combat performance is worse (If I am understanding correctly). Tempest drones don't really benefit much from the bonus, and don't really contribute to the overall fighter density (at least nowhere near the extent a proper wing on a carrier would). Also, having 'backup' ships in your fleet for a potential second fight counts against you as well. In all those cases, you are straight up losing combat power, there's no trade off. In general I think the mechanic is interesting/good for dedicated carriers, but I think it really hurts ships that have fighter bays which don't contribute as much as a normal fighter wing, or ships that are more useful for non-combat reasons that just coincidentally have fighter bays.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 17, 2020, 04:08:41 PM
The bonus scales down linearly, so if it's 50% at 6, then it'd be 25% at 12.

And, yeah, I get what you're saying about Shepherds/Ventures. Kind of want to see how it actually works out; I mean, losing a bit of the bonus isn't a huge deal, and just in general I'd expect the various fleetwide bonuses to be less-than-maxed-at-all-times.

That said, I could see maybe adding a tag for certain wings or ships that make their bays not count (or get the bonus). But that's getting pretty off-topic for this thread.

Also, having 'backup' ships in your fleet for a potential second fight counts against you as well.

(That's super intentional, btw.)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Wyvern on July 17, 2020, 07:32:04 PM
Wait, wait.  Too high?  Six feels, to me, like the minimum acceptable value here - that's the point where I can apply full benefit to a single Astral if and only if I have no other fighters in my fleet at all.

...Of course, that is an Astral, so if you want it to not be higher than six, I can live with that, even if I'd prefer seven or eight just to allow for an Astral and some spare change.  But being able to go over the limit with a single carrier would just feel wrong.

+50% fighter replacement rate is a lot. Having a single ship exceed the limit actually feels fine to me, even good - I think it would really help sell the scale of that ship. (I.E. "wow, the Astral is such a big ship, it can't even get the full bonus", etc.) Anyway, if it ended up with, say, +30% or whatever, that's... still huge.
Hm.  Still doesn't feel right to me.  Then again, a properly-piloted Astral doesn't actually benefit much from replacement rate anyway, so I suppose it doesn't matter that much.  Unless you're nerfing the recall device?
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 17, 2020, 07:34:59 PM
Unless you're nerfing the recall device?

Yeah :)

Even if expanded deck crew is gone (I hope so)

(That's also nerfed a lot, though not "gone".)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: SonnaBanana on July 17, 2020, 08:42:26 PM
Deliberate exclusions from counting towards and bonuses through a zero OP hullmod.

Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: DatonKallandor on July 18, 2020, 02:56:01 PM
I'd be okay with it being somewhat flavor based and just say any drones don't count. That happens to fix all of the vanilla issues (Venture, Shepherd, Tempest) and also is a nice kick in the teeth for the overperforming Sparks.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Scorpixel on July 18, 2020, 03:08:56 PM
I'd be okay with it being somewhat flavor based and just say any drones don't count. That happens to fix all of the vanilla issues (Venture, Shepherd, Tempest) and also is a nice kick in the teeth for the overperforming Sparks.
This easily translate into an elite fighter/bomber squadron supported by a swarm of sparks and/or various drones, it wouldn't discourage carrier only fleets.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: DatonKallandor on July 18, 2020, 03:28:18 PM
This easily translate into an elite fighter/bomber squadron supported by a swarm of sparks and/or various drones, it wouldn't discourage carrier only fleets.

No I mean literally have the bonus not apply to or count any flight decks with drones in them. That way the ships with built-ins that are underperforming (venture) or logistics (sheperd) don't drag down the bonus and become (even more) undesireable and ships with built-in's that are already good don't get another bonus (tempest) and as a side effect you also stop what is already the best spammable fighter wing in the game (spark) from being even better.

It's not about stopping carrier-only fleets, because why would you - it's a legitimate play style. It's about stopping carrier-only from being much better than everything else. And also from being much worse than everything else. I think that's the whole point of scaling bonuses - it makes low-flight deck count fleets better by giving them a bigger bonus, still gives high flight deck fleets a smaller bonus (and because they have many flight decks even a small bonus is still going to be good) and no-flight-deck fleets can just not get the skill if they don't need it.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Morrokain on July 18, 2020, 03:59:06 PM
I'd be okay with it being somewhat flavor based and just say any drones don't count. That happens to fix all of the vanilla issues (Venture, Shepherd, Tempest) and also is a nice kick in the teeth for the overperforming Sparks.
This easily translate into an elite fighter/bomber squadron supported by a swarm of sparks and/or various drones, it wouldn't discourage carrier only fleets.

I don't think 50% replacement rate makes the fighter/bomber squadron elite, exactly, but even a 10% bonus to sparks is good because they perform far better individually than any other fighter. Having them not get any bonus and encouraging uses of other types of fighters though them getting the bonus is a pretty reasonable trade-off, imo.

At least as far as my initial thoughts go. Nothing seems to be an outright problem by going that route, anyway.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: TaLaR on July 18, 2020, 11:20:13 PM
+50% fighter replacement rate is a lot. Having a single ship exceed the limit actually feels fine to me, even good - I think it would really help sell the scale of that ship. (I.E. "wow, the Astral is such a big ship, it can't even get the full bonus", etc.) Anyway, if it ended up with, say, +30% or whatever, that's... still huge.

Also, having 'backup' ships in your fleet for a potential second fight counts against you as well.
(That's super intentional, btw.)

So, you get 3 bays worth of extra fighter replenishment as long as:
- you bring at least 6 bays total.
- avoid logistic ships and ones with built-in wings, as they would ruin the bonus by just being in fleet. Shepherd and Venture are obviously out. Buffing Tempest's replenishment is not as bad per se, but it has much shorter PPT than carriers... So it still spends more time de-buffing carriers from reserve bench than being useful.
- always deploy all carriers present in fleet (or none at all for easy fights). Player is allowed to have reserve direct combat ships, but not carriers. Weird. Then again, having only 10 officers to around primary deployment and reserves is already quite limiting, so I never have more than 1 or 2 reserve AI ships anyway.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: wei270 on July 19, 2020, 01:35:17 AM
Perhaps not all balance should be forced on combat performance, but also long term economic balance, in this aspect i find it interesting that while condor has the cheaper deployment cost, cr recover cost( which is the bulk of the bills), and maintenance cost, it is the drover that has the better cargo and fuel capacity.

so as an economic balance the two is also very interesting.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 19, 2020, 02:02:35 AM
Well, to be fair, we don't know how the other skills scale as well.  Or at least, I don't if there's been further details put somewhere.  If the skill opposite the Carrier group provides a similar CR bonus that gets split across ships (i.e. +15% CR up to 10 ships, then scaling down to +5% Cr at 30), then there is also a penalty to having reserve direct combat ships (or really, any reserve ships).  I'd need to see the all the skills before being able to make a statement about where this skill fits in.

I guess the question is, how does it stack up against say, a single ship skill from the combat tree.  In the current skill trees, the fleet wide skills all scale with the size of your fleet, while the combat skills do not.  If you want optimal power at end game, you prioritize the fleet wide bonuses from leadership and tech.  Currently, unless you're limited by cash for some reason, it is always better to have more and bigger ships in your fleet.  From an optimization view point, a +15% replacement bonus from Fighter Doctrine on a large fleet size likely beats out any single Combat skill.  Especially if its 20 fighter bays.  At 8 bays, this skill is the same as Fighter Doctrine 3 and Carrier Command 3 (a personal skill!) right now.  At 20 Bays its equivalent to the fleet wide Fighter Doctrine 3 by itself.

To be honest, +15% on 20 bays (equivalent to 10 Drovers) seems good.  More than that in your fleet, I'm kind okay with weakening it versus the current setup given how dominant fighter spamming is and the way it scales non-linearly.  Recovery also scales non-linearly.  If you have enough fighters in your wings, your recovery goes up.  If you build ships faster, you spend more time recovering replacement rate, which leads to fighters coming out faster.  There's some feedback there.

I agree it probably does lead to some unintended decision making, dumping non-combat ships with drones that never get deployed.  On the other hand, early game when you fail to escape a pirate fleet with your small exploration fleet, you'll want that bonus applying to any ships you have, to get as much of as an edge as you can get.  It'd be weird early game taking that skill, and then not having it help your shepherds which happen to be your only fighter ships at the time.  Having to stick hull mods which modify skill behavior strikes me as inelegant and non-intuitive.

Its not clear to me what is the right way to go in this situation without testing and without knowledge of all the other skill effects.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: SCC on July 19, 2020, 02:10:47 AM
Drover has to be just 10% better for it to be more cost-efficient than Condor, when looking at maintenance and salaries.
cr recover cost( which is the bulk of the bills)
Due to Condor using 10% CR per deployment and 10 supplies to recover and Drover using 15% CR per deployment and 12 supplies per deployment, it takes 70 supplies to recover from 0% to 70% for Condor, but only 56 supplies for Drover. If you run out of PPT, Condor becomes more expensive per deployment after it loses 10% of CR. It's possible to get more PPT out of Condors than out of Drovers, though, by retreating and redeploying to renew PPT.
The way CR drain works is a bit counter intuitive and obscure, I hope Alex will do something with it.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Yunru on July 19, 2020, 02:58:39 AM
One thing I'm curious about is thus:
Condor vs Gemini.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Hiruma Kai on July 19, 2020, 11:53:31 AM
Drover has to be just 10% better for it to be more cost-efficient than Condor, when looking at maintenance and salaries.
cr recover cost( which is the bulk of the bills)
Due to Condor using 10% CR per deployment and 10 supplies to recover and Drover using 15% CR per deployment and 12 supplies per deployment, it takes 70 supplies to recover from 0% to 70% for Condor, but only 56 supplies for Drover. If you run out of PPT, Condor becomes more expensive per deployment after it loses 10% of CR. It's possible to get more PPT out of Condors than out of Drovers, though, by retreating and redeploying to renew PPT.
The way CR drain works is a bit counter intuitive and obscure, I hope Alex will do something with it.

But how often does that happen?  From a credit point of view, running down your fleet to 0% is a terrible idea.  If you are concerned about credits as a balancing point, you would never consider that situation, as its going to be 5-10 times worse than retreating and engaging with a fresh PPT timer.  There's also the flip side of that CR stat.  Condors are only at 50% CR on their 3rd deployment, and 40% CR on their 4th.  A Drover is 40% on their 3rd, and 25% on their 4th.

In a multi-fight situation where you're running out of PPT on your destroyers multiple times in a few days, the Condors are 20% cheaper in terms of supplies, and on the 3rd and 4th deployments at significantly higher CR.

I suppose it is non-intuitive that letting ships with better CR costs per deployment (i.e. 10% versus 15 or 20%) are actually cheaper to restore from a fully broken state.  From a deployment perspective though, if you've been deploying and retreating, a 0% CR implies you've deployed the Condor 7 times and the Drover only 5 times.  I don't see a good way to avoid that with the mechanic.

Or are you saying that enemy Condors are more expensive than Drovers to recover in terms of supplies?  That is certainly true, but in that case, we perhaps should be comparing D-mod performance of Condors and Drovers?  Certainly a 4 d-mod Condor or Drover is going to be much cheaper to run (2 or 2.4 supplies per deployment) if credits are a concern.  800 credits or 960 credits difference per deployment compared to their pristine versions.  Given their monthly running costs are something like 2300 or 2500 credits (ignoring crew losses), assuming 2 fights per month, thats cutting your running expenses by like 38% or so.

Actually, here's a semi-related question.  When hyperspace storms deal damage and reduce CR, is it proportional to the CR per deployment (i.e. a 10% CR per deployment ship takes half the CR hit from a storm that a 20% CR per deployment ship) or is it some kind of flat supply value or what?

Credit balance also needs to consider the initial cost difference.  A Black market Condor costs 43,400 credits.  A Black market Drover costs 66,400 credits.  That is a 23,000 credit difference.  Throw on some moderately expensive fighters (i.e. ~10,000 per fighter), some crew (~3000), and maybe some PD guns (~500), and now its more like 67,000 versus 90,000.  Say you've got a 400k budget, having just come back from some bounties, and you want to add some fighter wings.  You could get 4 Drovers and 400 supplies.  Or you could get 5 Condors and 650 supplies.  Assuming you can find that many of each in the markets.

One thing I'm curious about is thus:
Condor vs Gemini.

Given the way fighters scale, Condor is going to outdo Gemini significantly simply because 2 fighter bays versus 1 at 10 DP versus 9 DP.  However, if you're considering it from a purely trader perspective and getting the most cargo space while having significant protection, that is a different question.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 19, 2020, 11:55:56 AM
Well, to be fair, we don't know how the other skills scale as well.  Or at least, I don't if there's been further details put somewhere.  If the skill opposite the Carrier group provides a similar CR bonus that gets split across ships (i.e. +15% CR up to 10 ships, then scaling down to +5% Cr at 30), then there is also a penalty to having reserve direct combat ships (or really, any reserve ships).  I'd need to see the all the skills before being able to make a statement about where this skill fits in.

(Yep, skills that affect specific kinds of ships generally scale based on what they affect. Bays for carrier skills, other things for other skills...)
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Thaago on July 19, 2020, 01:26:25 PM
I've been playing around with Gemini's recently: with a fighter wing that benefits well from RD, they are good for a 'cargo ship that can help in combat'. Similar to bringing along a Mule, only fighters/missile support instead of guns.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: Alex on July 20, 2020, 04:28:01 PM
Actually, here's a semi-related question.  When hyperspace storms deal damage and reduce CR, is it proportional to the CR per deployment (i.e. a 10% CR per deployment ship takes half the CR hit from a storm that a 20% CR per deployment ship) or is it some kind of flat supply value or what?

IIRC, it's based on a target supply value worth of damage it wants to deal, though it won't always be able to do that, depending on the ship that's picked.


Deliberate exclusions from counting towards and bonuses through a zero OP hullmod.
I agree it probably does lead to some unintended decision making, dumping non-combat ships with drones that never get deployed.  On the other hand, early game when you fail to escape a pirate fleet with your small exploration fleet, you'll want that bonus applying to any ships you have, to get as much of as an edge as you can get.  It'd be weird early game taking that skill, and then not having it help your shepherds which happen to be your only fighter ships at the time.  Having to stick hull mods which modify skill behavior strikes me as inelegant and non-intuitive.

Its not clear to me what is the right way to go in this situation without testing and without knowledge of all the other skill effects.

After a bit of thinking about it: yeah, a zero OP hullmod doesn't feel too elegant. That's not something I'd want to do unless it was completely unavoidable for some reason.

On the other hand, a hullmod that costs a bit of OP, removes built-in fighter bays, and gives a bonus to cargo capacity/reduces crew requirements per bay removed? That feels much cleaner. And if one of the carrier skills also unlocks it, for convenience... yeah, I think that'll work well. (Fake edit: for clarity, it only works on ships that *only* have built-in wings. Otherwise, it gets weird with needing to track LPC chips so they don't get eaten, just, no. Also, it's named "Converted Fighter Bays".)

As always, just want to say thank you to everyone for the feedback and discussion :) It's not a stretch to say that without the feedback here, I probably wouldn't have ended up implementing the hullmod idea, and things feel *so* much better with that in place.
Title: Re: 0.9.1a Balance Testing Case Study: Condor
Post by: SonnaBanana on July 20, 2020, 05:39:09 PM
On ships without built-in fighters, allow the CFB if no LPC's are slotted. Let us demilitarize our Geminis, please.