Fractal Softworks Forum

Starsector => General Discussion => Topic started by: Grievous69 on July 07, 2020, 03:53:45 AM

Title: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 07, 2020, 03:53:45 AM
It's been happening here as well as on the subreddit (probably on Discord too but I don't read stuff there that much), and it's the exact opposite thing of what I've been used to in most games. Usually people defend OP stuff so they can play with them longer (especially if it's a multiplayer game), and I can understand that mindset. But I've come across people defending bad ships and weapons and instead of acknowledging that they clearly underperform, they call them ''niche'' or straight up tell others that they just don't know how to use them properly. Now I understand that game balance is very tricky, not everything can be perfect, and in some cases it's good to have a few worse options (for example here, easier early game enemies). But what is the point of being in denial that a certain ship or weapon isn't bad? I just want someone to explain that to me. Is it a challenge thing? Or maybe something that makes you feel superior to others since you use options  most people say are inferior?

Whatever the reason may be, it's just annoying having every other discussion end up with ''no you're wrong, x thing is just niche'' or ''it's just a matter of playstyle'', playstyle being fast-dying-ships fleet. I feel like it's super lazy and doesn't contribute anything to the subject.

In other thread I saw people defending Vigilance, Buffalo Mk II is a more useful ship. I've seen people praising Shrike as the essential ship to have in your fleet at all times. Same with Venture, same with Condor and so on...

And the argument is always the same, ''it just has a very specialized role''. In this case, specialized role can mean: dying super fast, suicing into whole enemy fleets, Salamander spammer, sitting brick of a duck...

If the same arguments were made for OP ships, half of the community would lose their mind, but apparently it's ok to have totally useless ships that are just there for visual stimulation. I care about balance, it's true that broken ships are a priority but it's also frustrating when a large number of ships are inferior in every way possible than some others.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Yunru on July 07, 2020, 04:23:17 AM
I haven't seen it personally (probably because I don't go on Canc- Reddit), but it can't be a challenge thing: The challenge would be in succeeding with bad ships, which requires acknowledgement of them being bad :P
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Igncom1 on July 07, 2020, 04:29:11 AM
I put thematics before balance so the idea of everything having a niche or use just doesn't really do it for me as much.

Title: Re: A weird mindset I've been seeing lately about game balance
Post by: DatonKallandor on July 07, 2020, 04:52:12 AM
Having bad ships is absolutely critical. Pirates need to fly clunkers for the early game progression to make sense.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 07, 2020, 05:02:32 AM
Having bad ships is absolutely critical. Pirates need to fly clunkers for the early game progression to make sense.
I agree, but not every ''bad'' ship is a pirate one. Some just have no excuses, which is my point here.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Serenitis on July 07, 2020, 06:34:20 AM
I'm guilty of this. For a very specific reason.

All the ships in the "base_bp" category are essentially failsafes that are there so a faction that doesn't have access to heavy industry or blueprints can create at least passably functional defence and trade fleets for the campaign layer. (Some are even essential to fleet compostion for every faction.)
Those ships are literally the bare minimum needed to fulfil thier role. They don't need to be "good", just "good enough".
And you can't make them "too good" either, because then you risk undermining thier other, equally important function:
Having bad ships is absolutely critical. Pirates need to fly clunkers for the early game progression to make sense.

Take this as tongue-in-cheek (or don't, I'm not your mom)
The very specialised role of the Condor is: Get 2x fighter wings into battle.
That's it.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 07, 2020, 06:52:09 AM
I'm perfectly fine with inferior ships that still have some use, like you said Condor, being a common, cheapest carrier you can get. And I'm fine with all its flaws, except 40 speed, Mora has 45 btw. It's these things that don't make sense to me on ''good enough'' ships. I shouldn't feel bad for using these ships imo.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: SCC on July 07, 2020, 08:21:07 AM
Buffalo Mk II can work, but it's hard to pull off. The main body of the fleet has to be slower than them, so they can be protected from the enemy, and it doesn't work very well when outnumbered (seeing how that is the default state when fighting in the campaign, it's understandably hard).
Venture isn't bad, per se, because it's ratio of value to price is acceptable, it's just that when you slow down to cruiser speed, you might as well grab something that's actually worth slowing down instead of Venture.
Shrike isn't bad either, just not very capable. Shrike (P) is an acceptable light destroyer, though, despite nominally being a downgrade.
Condor is terrible, though. Perhaps my perspective is somewhat biased towards the tournament environment, but Condor just doesn't have anything going for it. It ceases to be a choice, if there's anything else present, bar Colossus Mk III (which is more of a troop transport anyway!). It's near the bottom when it comes to non-fighter capabilities, fighter capabilities, survivability, campaign utility. The only thing going for it is spamming salamanders, being the cheapest carrier in absolute price and destroyer burn level. If it was 8 maintenance, it could be acceptable.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Terethall on July 07, 2020, 08:23:29 AM
I feel like some ships being worse but easier to find and purchase adds a level of verisimilitude. In real life, some cars are just worse than other cars. Some boats are worse than other boats. But since they aren't 100% useless, they are cheap, accessible alternatives. I get more upset about a handful of OP ships because I feel like my endgame fleet always has the same composition if I follow the game's incentives. I'd rather have a few clunkers that only see action early game, plus a big level field of good but not OP ships for late game, than a big level field of good ships plus five standouts that will eventually be the only ships I use.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Harmful Mechanic on July 07, 2020, 08:56:46 AM
Some of the outlying stats, like the Condor's speed, are issues, but I think the short length of the midgame and the high endgame floor on the availability of the best possible tech are bigger problems.

If cruisers and capitals had to be salvaged in chunks, destroyers and ships like the Dominator would have more of a niche (and salvaged fleets built wide on destroyers would be more viable). If rare weapons sometimes showed up with defects that made them less desirable, it would take longer to accumulate a huge pile of elite hardware.

Making the player scavenge more (I would really like more difficulty sliders in player hands on starting a new game), and make do with what's available would make the presence of non-optimal ships and weapons more forgivable.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 07, 2020, 09:02:33 AM
So your solution to this is... grind? No thanks, it's already super annoying trying to find something due to RNG.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Harmful Mechanic on July 07, 2020, 09:19:35 AM
Depends; if the player gets regular injections of rare tech from missions and exploration (complete and with no battle damage), then it's not grindier; it's just that rare stuff is harder to replace.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Flet on July 07, 2020, 09:28:00 AM
Ive seen this strange behavior all over. Ill for example review a game with something like "Pretty fun game, but the crafting system is badly designed", just a simple one sentence review. Then i will get people defending its crafting system. What argument do they use? Do they point out some way that its actually good? No. Their argument is "you can beat the game with out crafting at all so its fine!". That may well be, but it doesn't change that that system is bad.

Im reminded of the old TES leveling system before skyrim came out, where you were encouraged to actually select the skills you did not want to use as your primary skills and the skills you did want to use as your minor skills, and in this way could control your leveling speed and never risk leveling up with a bad stat multiplier. This was a bad system because it was counterintuitive and backwards, it was widely acknowledged, but to this day there are people who will defend it purely because you 'dont need' perfect level up multipliers.

Somewhere people have taken things not being catastrophic game breaking issues to mean they are fine and even good because you can still play the game. The standard for these peoples judgement seems entirely out of calibration, or perhaps they have become hyper polarized in everything and to them things can only be perfect or horrible and nothing in between exists.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 07, 2020, 09:34:35 AM
Not the most accurate comparison since those are general mechanics in a game, rather than a single item or spell. But I guess the same logic still applies, where some people just choose to ignore that something isn't right and then keep telling themselves and others ''it's working as it should''. Essentially sweeping the problems under the rug and making excuses meanwhile. Then those same people eventually get used to the bad stuff and completely forget it was problematic to begin with.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Megas on July 07, 2020, 09:46:12 AM
Depends; if the player gets regular injections of rare tech from missions and exploration (complete and with no battle damage), then it's not grindier; it's just that rare stuff is harder to replace.
Rare stuff hard to replace happened before 0.8a, and I reloaded games the moment my side took a casualty and replayed until I won without casualties because it was faster to play that way.  Easier to reload and replay a fight once or twice (to undo a mistake) than to play on and grind hours for replacements.

We do not need junk that is easily found, most of that can be found in shops or as enemy loot.

Looting good ship types is easy.  Restoring them costs an arm-and-a-leg.  However, with permamods involved next release, restoration might be the way to go if income is high enough.  If not, save-scum like in old versions.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: FooF on July 07, 2020, 12:50:52 PM
I agree with the OP but I see as symptomatic of a meta-game issue. Let's take the Vigilance as the example:

I never use them. I enjoy it when the enemy does because I know they're easy to kill. Some people use them once they have a few Destroyers or Cruisers to screen for them but  at the end of the day, its a support frigate whose glory days are over within 30 minutes of a playthrough. I've seen people defend it a few times but it's not "intentionally bad" like a Buffalo Mk. II or some of the pirate stuff. (Same as the Condor, though it is described as a hack-job.)

What to do with the Vigilance? It's a Medium Missile and a Medium Energy with average flux stats and average speed. If we buff it, how do we so? Make it faster so that it can harass better? Give it more flux so that it can engage its Medium Energy more reliably? Reduce its cost (4 supply/mo & deploy)? Give it free Expanded Missile racks? Even if we tweak stats, the fundamental role hasn't changed and a support frigate just isn't that useful past early game. We can make it better, sure, but will it ever be "good?"

In a vacuum, we could make the Vigilance look good on paper but is it intra-competitive with other Frigates of roughly the same logistical cost/rarity? Is it better than a Wolf, Lasher, Centurion, Brawler, or Omen? (I'd argue, no). Would I rather have 2 Kites? (Maybe) And yes, a Buffalo Mk. II has about the same logistical profile but is a better missile platform (though it is much slower). So we have a situation where we can buff the ship in question and it would still be a consolation prize unless we change it at some fundamental level. That's not to say it's not in need of a buff but I still wouldn't use it even if it did. I can't justify its role. (The Doom used to be in this category but then its role was fundamentally changed via the Mine Strike system, so its not without precedent!)

So, tl;dr, I agree with you but the solution isn't as simple as stat tweaks.

Commonly cited "bad" stuff:

For the Venture: increase its burn speed by 1 and it's in my fleet tomorrow. I think it's a cheap damage sponge but it's too dang slow.
For the Condor: it does need to be faster but I'm still ok with its existence as the lowest-bar carrier option
For the Shrike: I don't think it's terrible but the (P) version is better, which shouldn't be the case.
For the Thumper: It needs to be sustained fire, not burst. Lower the number of projectiles/sec but it's just a constant barrage that fighters/missiles can't get through and ships can't just ignore. Good anti-fighter/missile, otherwise a pressure weapon.
For the  Ion Pulser: Its range is too low which is why I never use it. It's half of an Autopulse in terms of damage but it's a knife-fighter when Energy is dying for range. It's also a "premium" weapon at 11 OP, which is counter-intuitive.



Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Hiruma Kai on July 07, 2020, 01:30:27 PM
For me, playstyle does factor into this.

At the end of the day, it is a single player game.  The objective is to have fun.  How to have that fun differs from player to player.  Which also means what makes a ship "bad" is going to also vary from player to player.

Some players like amassing an all powerful death fleet with perfect ships and skills that can crush anything the game throws at you. Their objective is end game, and its a perfectly fine way to play.

Some players like playing missions, sometimes just the hardest ones.  Perfectly reasonable.

Some like silly challenges, like building an all buffalo II fleet.  Or playing ironman spacer start without buying ships.  Perhaps they like the challenge of keeping their fast-dying-ship fleet from dying fast.  Also a perfectly fine way to play.

Some people play for the role playing aspects and to tell a story.  Rising from a lone buffalo to flying fleets of Atlases.  Having both super ships and clunkers is true to life, as already mentioned. There's plenty of military hardware in real life that is sub-par, and others that are best in class.  It can add to the immersion, and can be a fun way to play.

I view the campaign layer as a RNG mission generator.  Sure there's progression, but I find the fights along the progression are just as fun as the end game fights (1 destroyer vs 10 frigates or 5 capitals vs 45 capitals, both can be equally interesting).  I also tend to play iron man, and often times simply restart from scratch if I get into a fleet wipe situation.  Sometimes I'll make a misplay at the campaign layer mid-game, and lose half my fleet in a retreat situation and continue playing from there. I actually enjoy the early game fights just as much as the late game fights.

Game balance and ship balance is important, but only in the service of the question of, "Is it fun?"  Keeping in mind, you can't please all of the people all of the time. 

Ship balance is necessary to some level, as most people do tend to gravitate to the most powerful or effective options.  Particularly ineffective ships will generally not count as a real choice for the majority of players.  However, in the case of a single player game, how does one determine a particularly ineffective ship?  Who's definition are you using?  Not winning ship tournaments with it?  Losing one on one simulator fights?  Ability to get to end game in the campaign?

Sure a condor is much worse than a drover, no question.  Its not going to win any tournaments, nor is it much in a 1 on 1 simulator fight.  But you can certainly "finish" the game with condors in your fleet.  So if someone has beaten the game using condors and shrikes, and had fun, are they wrong to call them good based on that metric?  Are you saying you can't win with them?   Or they're not fun?  People have different tolerance levels for how bad a ship can be before they start not having fun using it.

In one ironman game, I used a solo SO shrike to distract a multi-fleet expedition from a relatively new colony that was in the process of building a starbase.  Kept them flying in circles for about 20 days or something like that.  Burn 10, 180 speed plus mobility ability, and sabots/heavy blaster to kill frigates that caught up when I did engage and retreat were useful when I needed to get them to stop in place for a short period.  Sure, its generally worse than a Medusa or Hammerhead, but it was good enough for my purposes at the time.  By the time they engaged the starbase, they had no frigates left, and were down a few destroyers.  Should I feel bad for having used it instead of an SO Hammerhead which without a mobility system would likely have gotten encircled during those engagements?

Admittedly, I'm guessing most players haven't engaged enemy fleets with the intent of losing and retreating.  It can be an interesting tactic on Ironman in certain desperate colony defense situations because of the way CR works and ability to store and/or restore ship CR at stations.

Perhaps its a disconnect between comparing between ships and comparing between ships and what you need to do in game to succeed?  You're clearly comparing ship to ship.  Perhaps they're comparing ship when combined with player and character skills versus game situations.  If they play the campaign and win with them, is it weird for them to think the ship is fine as is or perhaps even good?
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Megas on July 07, 2020, 01:32:25 PM
Quote
I never use them. I enjoy it when the enemy does because I know they're easy to kill. Some people use them once they have a few Destroyers or Cruisers to screen for them but  at the end of the day, its a support frigate whose glory days are over within 30 minutes of a playthrough.
That is the fate of all conventional fighting frigates (not just Vigilance), except maybe Tempest.  They die too easily and low PPT means they die if the cowardly AI succeeds at stalling.  Not to mention officers and fleet slots are a valuable resource.

For the Venture: increase its burn speed by 1 and it's in my fleet tomorrow. I think it's a cheap damage sponge but it's too dang slow.
For the Condor: it does need to be faster but I'm still ok with its existence as the lowest-bar carrier option
For the Shrike: I don't think it's terrible but the (P) version is better, which shouldn't be the case.
For the Thumper: It needs to be sustained fire, not burst. Lower the number of projectiles/sec but it's just a constant barrage that fighters/missiles can't get through and ships can't just ignore. Good anti-fighter/missile, otherwise a pressure weapon.
For the  Ion Pulser: Its range is too low which is why I never use it. It's half of an Autopulse in terms of damage but it's a knife-fighter when Energy is dying for range. It's also a "premium" weapon at 11 OP, which is counter-intuitive.
Lack of burn speed is a fatal flaw of Venture.  If it has faster burn, I probably would use it occasionally.  It would also be nice if its flight deck could accept any fighter.

Condor is okay as the entry-level starter option.  Yes, it is bad, but it is functional.

Normal Shrike needs that hybrid.  Pirate version is superior as long as the hybrid has a ballistic.

Thumper before 0.8a had sustained fire.  Combined with windup and less range, it was so bad that no weapon was better than mounting it.  Even Vulcan was a better weapon than pre-0.8a Thumper.  Sustained fire made it easier to face-tank Thumper and shrug off hits.  Current Thumper can use improvements.  Either lower its OP cost and/or give it a special script to ignore minimum armor damage (i.e, does full 100% damage to hull).

Ion Pulser is only useful on Aurora, but Aurora is overpriced for what it can do.

Proximity bombs is a terrible weapon for ships.  Overpriced, horribly slow shots, burns through ammo fast.  Needs to be worth 7 DP or given ammo regeneration.

Mining laser needs more oomph somehow.  It is only useful after adding a laundry list of hullmods plus maybe Advanced Countermeasures 3 - yuck!  By the time I acquire the hullmods, I have (LR) PD and can use those instead.  Cheap options for other light mounts are fine out-of-the-box.

Quote
Some players like amassing an all powerful death fleet with perfect ships and skills that can crush anything the game throws at you. Their objective is end game, and its a perfectly fine way to play.
This is me to a T.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Eji1700 on July 07, 2020, 01:33:51 PM
Having bad ships is absolutely critical. Pirates need to fly clunkers for the early game progression to make sense.

I disagree, sort of.

Yes having early game pirates in super ships is bad, but I think the "draw" of games like escape velocity was the idea that in player hands, I could take ANYTHING, and turn it into my ship(and you very much could).

To me it's a huge waste of effort to spend all this time creating assets and code for all these things, and then to just cut off entire avenues of gameplay because "well obviously they suck". Especially when you've already got a system in the game to help with this (d mods).  This was arguably a big complaint among the EV:Nova community (vellos were super restricted and Polaris were just better by design)

One of my favorite mods for the old EV's to help with replay value was themed starts (ditto for any RPG like Skyrim/Fallout).  For starsector the idea that you could start as a rim explorer, faction officer, bounty hunter, or pirate clan leader all make a ton of sense, and punishing the player for enjoying that playstyle doesn't make a ton of sense to me.

I'm hoping story points fix this to some extent, and if i actually put up and shut up it's one of the first things i'd try to mod, but this "it must be this way" mindset in general is usually wrong.  There's so many games out there that there's almost always a counter example.

All that said, and to be fair to the devs, dev time is a finite thing.  I get a "it's good enough for me" approach when you've got a million other features to work on that we don't even know about, but speaking from a pure theory standpoint I absolutely believe that "Every ship is viable in a players fleet" is an achievable, if very difficult, goal.  Especially given we've already got so many easy ways to asymmetrically tweak things (hull mods, player skills, and upcoming story points)
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Morrokain on July 07, 2020, 01:53:02 PM
Some of the outlying stats, like the Condor's speed, are issues, but I think the short length of the midgame and the high endgame floor on the availability of the best possible tech are bigger problems.

I agree with this. (Also doesn't have to be grind if it's fun and creates excitement to find something rare, but I agree that it can be grind if done improperly.)

Rare stuff hard to replace happened before 0.8a, and I reloaded games the moment my side took a casualty and replayed until I won without casualties because it was faster to play that way.  Easier to reload and replay a fight once or twice (to undo a mistake) than to play on and grind hours for replacements.

We do not need junk that is easily found, most of that can be found in shops or as enemy loot.

Looting good ship types is easy.  Restoring them costs an arm-and-a-leg.  However, with permamods involved next release, restoration might be the way to go if income is high enough.  If not, save-scum like in old versions.

I don't think save-scumming is such a bad thing unless excessive in which case it becomes annoying. I think a good counter-balance to harder to find rare ships would be to reduce the cost of restoration to match the cost of the ship - maybe slightly higher but not by much. That way, finding one means you can essentially always "buy" at least one to replace it.

I would even be a fan of tying the restoration cost to commission/reputation to further make that more nuanced. So you can't just restore a good ship on a lucky find in the early game. You need the connections to reduce the cost enough to make it worth it, OR you can eat a large cost in credits to get it immediately.

I feel like that provides the most flexibility and a plethora of meaningful player choices.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Goumindong on July 07, 2020, 02:04:45 PM
1) maybe balance doesn’t mean “everything has use at all points in the game” but rather “there is a progression defined by advancement and change which produces an enjoyable experience as you move through the ships.


2) Maybe you’re just wrong?

Quote
In other thread I saw people defending Vigilance, Buffalo Mk II is a more useful ship.

But like... its not? The Vigilance does the one thing that any ship in a player fleet really needs to do, which is not die. And the Buffalo Mk II does not do that...

The Buffalo may be cheaper than the vigilance and may have more ordinance. But it cannot fit a turret medium energy for 1000 range pressure. It does not have a shield. Its 50 speed slower than the vigilance and has half the peak performance time!

Like... because it has 1k range pressure and a medium missile slot the vigilance remains valuable long after most frigates leave the value discussion. Its not good early because long range pressure doesn’t mean much to small fleets but is hella valuable Vs cruisers + as fleets get bigger. 

Think of them like small missile based Sunders instead of like lashers. The Sunder isn’t as good as the Hammerhead in a 1v1. But when there are cruisers around the Sunder is a much more potent destroyer. Able to hit to 1400 range (battleship ballistic range!) with big damage
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Megas on July 07, 2020, 02:52:53 PM
Quote
I would even be a fan of tying the restoration cost to commission/reputation to further make that more nuanced. So you can't just restore a good ship on a lucky find in the early game. You need the connections to reduce the cost enough to make it worth it, OR you can eat a large cost in credits to get it immediately.
What kind of connections?  With factions?  What if I am otherwise self-sufficient with more assets than the core worlds?  (I tend to build colonies fast so I can get away from faction politics and be self-sufficient, then annihilate all of the core worlds if they do not stop their feeble bullying, which they never do.)

The thing is if save-scumming is faster than grinding up new replacements (ships, weapons, story points, income, whatever), then I see no problem save-scumming to undo casualties, even if it is annoying (because it is less annoying than spending hours grinding just to recover what I lost).

I like that in the current release, I can shrug off casualties late in the game.  I lose Paragon here or three smaller ships there, no problem, just build new ones with my Orbital Works and high income.

I hope permamods does not mean building ships is a one-and-done event because permamods will be so good and relatively hard to come by.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: pairedeciseaux on July 07, 2020, 03:03:51 PM
(had I read what Hiruma Kai wrote a few messages above, I wouldn't have written the wall of text below, as I'm saying mostly the same thing with different words, yet ... Shrike lover unite! such a blow against our beloved ship can't be left unanswered! ;D )

Several things contribute to making Starsector a great video game. One of them is the great gameplay diversity it allows. Both in battle and outside of battle. There is not a single way to play. There are many ways. One obvious tool used to achieve that gameplay diversity is ship diversity, right?

Shrike and Pirate Shrike - use them as bigger Wolf with a unique gameplay, provided you like said gameplay - I you don't, that's fine as other ships will suit you better. How many ships allow either instant rush with shield up in front or instant flee with shield up in the back? How many ships allow having a medium energy turret fire in one direction, a shield up in another direction, and the ship move in another direction all at the same time? Biggest problem IMO is AI don't use it properly (mainly the mobility ship system issue), except maybe for pursuit. As a player ship I love it, it has replaced Medusa in my fleets (because Medusa is so rare).

Venture - use them as bigger Shepherd, either when you can't get Shepherd or when you reach a stage when you want to consolidate on bigger ships and you still need to do exploration. Unless I'm mistaken it as the same logistic profile as a Falcon, a good point for a utility ship that you can bring in battle. Indeed burn speed is an issue, fortunately Augmented Drivefield or Militarized Subsystem fix that easily. I don't use it often, because I usually do a quick transition from Shepherd to several logistic ships with Surveying Equipment for my exploration needs, but on a few occasions Venture appeared as the solution at hand.

I don't have much to say about Condor other than in my current run I still Have 2 Condor doing their jobs as I've reached mid/late game: fleet and station bounty duty, mostly around 200K and one 300K. They shall be retired soon, worked as intended I guess. Maybe Condor should have a 50 or 55 max speed (closer to Enforcer).

So count me in the "those are not useless" camp. Hopefully, this does contribute to the subject.

Also, IMO, thinking about this only in terms of balance or meta-game is preciselly missing the one point that matter. Think of it in terms of gameplay, "there is a purpose for this and for that". Please note I didn't write niche, as the word seems to convey poor value to what has the highest value here: gameplay. I would even go as far as claming: the meta-game viewpoint here can be dangerous as it might restrict one's view to "I want the best", which is indeed an issue in several video game community, especially where PvP fight is involved - and the balance viewpoint is dangerous as is encourage to level everything to a similar playing field.

I think the Starsector designers (and several modders too) go to great length to provide great gameplay, please do not undervalue this. This is not the only component of a video game, but it is a very important one.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Morrokain on July 07, 2020, 03:29:04 PM
What kind of connections?  With factions?  What if I am otherwise self-sufficient with more assets than the core worlds?  (I tend to build colonies fast so I can get away from faction politics and be self-sufficient, then annihilate all of the core worlds if they do not stop their feeble bullying, which they never do.)

The thing is if save-scumming is faster than grinding up new replacements (ships, weapons, story points, income, whatever), then I see no problem save-scumming to undo casualties, even if it is annoying (because it is less annoying than spending hours grinding just to recover what I lost).

I like that in the current release, I can shrug off casualties late in the game.  I lose Paragon here or three smaller ships there, no problem, just build new ones with my Orbital Works and high income.

I hope permamods does not mean building ships is a one-and-done event because permamods will be so good and relatively hard to come by.

Colonies would probably tie this to an industry like orbital works or heavy industry so it wouldn't require a faction commission/high reputation. That would just be one way to go about it. In that sense, everything you mentioned here would be maintained. As long as you have the blueprints you can do all the same things. To preserve casualties for high value assets just make sure they have an officer or Reinforced Hull so that they can be recovered. Or, don't, and build them like you said.

The idea is that it does nothing to affect late game. It provides more meaningful early and middle game and lengthens the duration of those two levels of the campaign.

For players that want to go straight to late game, this is still very possible - either with an advanced game start only available to veterans (maybe unlocked by your first medium sized colony or something) or by knowing enough of the game to be able to "pull the right levers" of the campaign to get there at the cost of difficulty. (Read as hard quests most likely.)
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Megas on July 07, 2020, 04:01:51 PM
While Shrike is mediocre, it does one thing Wolf cannot do, which is support a proper hard flux energy weapon.  Shrike has as much burn as a frigate, and it cheaper than other destroyers that Shrike feels more like an extra-large frigate than a destroyer.  I kind of wish the starter Wolf was replaced by a Shrike with a good loadout (Heavy Blaster and Sabot Pod).

Only problem with Shrike as a playership?  It turns too slowly without Helmsmanship or Auxiliary Thrusters.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Thaago on July 07, 2020, 05:23:01 PM
The Shrike does its role of "frigate leader" very well, as it brings a lot of tankiness and firepower for a burn 10 ship and its very very cheap. But the phase of the game where a ship of that role is useful is chopped pretty short at the moment: the tutorial gives the player burn 9 proper destroyers that will all defeat a Shrike head to head. I've used the Shrike successfully as cheap, long PPT 'super frigates' that I don't mind losing, but I wouldn't call them top notch. Useful, but not top.

I think the example of the Vigilance being a bad ship is both correct and incorrect. Its underpowered, especially its flux stats, which makes it a truly horrendous gun ship. Its a bit expensive at 5 DP.

But would I take one and usefully use it once I'm at the cruiser/destroyer phase of the game? Yes, and I think at that point it would be much more useful than a Wolf/Lasher/Hound/other completely obsolete frigate. In testing in the mission Forlorn Hope (I posted about this in another thread) they successfully survived and landed many Harpoon shots, and disabled some ships with their ion beam. They honestly did better than I would expect a Lasher/Wolf/other gun frigate when fighting cruisers and destroyers.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Goumindong on July 07, 2020, 06:12:42 PM
Nah the Shrike maintains its usefulness as a mid size swarmer. Compare with the Medusa:

Medusa
12 OP
120 deg Omni @ .6
95 DP
7.616 OP/DP
400 Flux
33.3 Flux/DP

Shrike
8 OP
150 deg Omni @ .7
80 DP
10 OP/DP
350 Flux
43.65 Flux/DP

It does indeed not bring any kinetic damage while the Medusa can bring two LN's. And it does indeed have a slightly worse mobility system. But its still just as fast and with a heavy blaster is bringing better armor damage/DP than a Medusa does. And its less likely to take damage due to its larger shield.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: intrinsic_parity on July 07, 2020, 06:24:04 PM
Medusa has universal mounts for kinetics which is a huge difference that isn't represented in the stats.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Terethall on July 07, 2020, 06:42:49 PM
(and salvaged fleets built wide on destroyers would be more viable)
These fleets are actually surprisingly good when combined with d-mods, reinforced bulkheads, and industry skills, and used to prey on opponents with good ships but low numbers. It's a very fun way to play, except that outfitting thirty different destroyers on salvaged weapons is a huge timesink.

For the Shrike: I don't think it's terrible but the (P) version is better, which shouldn't be the case.
I shudder to think how you must feel about the Falcon (P) in that case. I think it's fine if sometimes the pirates luck into legit improvements.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Thaago on July 07, 2020, 06:46:59 PM
Regarding the Shrike vs Medusa flux budget, most of the time both ships will have maxed vents, so the ratio of flux/DP is even better:

Shrike: 550/8 = 68.75
Medusa: 600/12 = 50

Of course flux/dp isn't all that telling of a metric; as others have pointed out the kinetic slots on the medusa are very important to its performance and make it a vastly better duellist.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Goumindong on July 07, 2020, 07:10:25 PM
Medusa has universal mounts for kinetics which is a huge difference that isn't represented in the stats.

Literally the first thing i mentioned after the stats... But two small kinetics do not kill ships. Flux into blasters does.

Of course the medusa cannot mount a sabot pod either if we're going there.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: MesoTroniK on July 07, 2020, 07:42:21 PM
or give it a special script to ignore minimum armor damage (i.e, does full 100% damage to hull).
Megas, that would be obscenely OP... You would have armor stripped ships, taking salvos from Thumpers that are equal to torpedoes in effect more or less.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: FooF on July 07, 2020, 07:54:39 PM
I shudder to think how you must feel about the Falcon (P) in that case. I think it's fine if sometimes the pirates luck into legit improvements.

Falcon (P) is better than base Falcon in the vast majority instances, yes, but it is fundamentally different in nature, strategy, and tactics. Most Luddic Path ships are in this category, too: an LP Lasher is generally better than standard but has different tactics. This is opposed to the Shrike (P), which is only different in that it has access to a superior ballistic weapon but is otherwise the same M.O. as the base version.

It is fine that Pirates have decent ships from time-to-time but the standard Shrike is anemic to me and always has been. Giving it a Hybrid slot would solve a lot of those issues but the (P) version was created instead of tweaking the base model. I thought that was a roundabout way to fix it but it's not my game. :P
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: TaLaR on July 07, 2020, 07:55:02 PM
or give it a special script to ignore minimum armor damage (i.e, does full 100% damage to hull).
Megas, that would be obscenely OP... You would have armor stripped ships, taking salvos from Thumpers that are equal to torpedoes in effect more or less.

Emm, 5% minimum armor is a relatively recent change. I don't remember Thumper being considered OP at any point. It would still be a ballast until you get through shield and armor.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: MesoTroniK on July 07, 2020, 07:59:30 PM
Emm, 5% minimum armor is a relatively recent change. I don't remember Thumper being considered OP at any point. It would still be a ballast until you get through shield and armor.
It got changed to dump a really fast and heavy burst, in the same update that the min armor damage change happened in if I recall correctly. While before it was a slow constant fire.

Also, the Thumper actually does decent amount of damage to shields during the burst while being good antifighter.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Megas on July 07, 2020, 08:00:43 PM
or give it a special script to ignore minimum armor damage (i.e, does full 100% damage to hull).
Megas, that would be obscenely OP... You would have armor stripped ships, taking salvos from Thumpers that are equal to torpedoes in effect more or less.
I do not think so.  It is the payoff for putting up with worse anti-shield and anti-armor damage (from the opportunity cost of mounting Thumper instead of another kinetic or HE weapon) and waiting longer before armor is stripped.  I saw what Thumper did to hull before minimum armor damage was in and while fun, it was a chore getting that far with one ship.  (I do not remember if it was the burst version or the old stream.)  There were more powerful options than Thumper spam.

Current Thumper is weak (despite being a little better since 0.8a), and more expensive than Mortar or Arbalest.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: MesoTroniK on July 07, 2020, 08:16:01 PM
And a quick mod away removing the min armor fraction stat...
(https://i.imgur.com/Cj0WBGL.gif)

Whew, Fair and Balanced™. Exactly as I predicted.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: intrinsic_parity on July 07, 2020, 08:50:11 PM
Well the gif shows the last ~25% of the hull... It should take at least 5 full bursts from two thumpers to kill an onslaught with 0 armor. I feel like that is what frag weapons are supposed to be: really good finishers that suck while armor and shields are active, not all around bad weapons that are sometimes ok against fighters.

I'm not saying this change is perfectly balanced, or the right way to go, but it does feel like an actual useful role for fragmentation weapons.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Morrokain on July 07, 2020, 09:19:10 PM
And a quick mod away removing the min armor fraction stat...

Whew, Fair and Balanced™. Exactly as I predicted.

Just a thought: It would probably be helpful to put up another weapon close to the Thumper's OP cost under the same conditions for comparison. Right now this doesn't give that much information other than it dies fast at low health. It only matters if it dies much, much faster than a similarly priced weapon, if that makes sense. It would also give a comparison for flux cost over the same amount of time, etc.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Thaago on July 07, 2020, 09:26:15 PM
Well if its hitting pure hull with no reduction, thumpers deal 2k damage per spike at ~500 dps. A heavy mortar against a residual onslaught is going to do 157 dps, give or take a point or two, so the thumper with no armor reduction is doing about 3.2 times more damage, with a heavy alpha spike to speed things up further.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Morrokain on July 07, 2020, 09:37:35 PM
Well if its hitting pure hull with no reduction, thumpers deal 2k damage per spike at ~500 dps. A heavy mortar against a residual onslaught is going to do 157 dps, give or take a point or two, so the thumper with no armor reduction is doing about 3.2 times more damage, with a heavy alpha spike to speed things up further.

Ah then yeah I'd count that as too large of a difference. I'd say the most it could be for that kind of balancing metric would be 2x (maaaybe 2.25x but that would be pushing it) that of a similar weapon. Needing stripped armor and no active shields is a big downside, though.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: MesoTroniK on July 07, 2020, 10:25:12 PM
Needing stripped armor and no active shields is a big downside, though.
Current Thumper is still is doing a 500 damage burst against shields which is pretty good, and is a nasty thing to fire into a swarm of fighters, while nuking stripped armor ships pretty good up until you get into very heavy armor categories. Note I went back and did that same canned test again but with the 0.05 min armor fraction variable restored. And paired Thumpers was doing 850ish damage per burst against the armor stripped Onslaught. That isn't exactly weak unless you are comparing to large ballistics, or alpha strike based energy weapons (and missiles heh).

Additionally if you compare that sort of damage output against a heavily damaged ship against other med ballistics? It is more complex than just armor penetration or DPS, or even alpha. The Thumper dumps that burst *fast* and is highly accurate allowing you to slip a burst in between shield activations etc etc, it can take advantage of opportunities. Heavy Mortar sprays all over the place, Mauler is highly accurate but lowish DPS.

I feel the Thumper is fine... It is a good early game weapon, later it is useful mixing one with a battery of more conventional weapons especially on "slot spam" ships notably the Onslaught. If it was to be buffed? I would at the most lower its OP cost by 1, and make it a bit more flux efficient. So a burst costs 500 flux instead of 600. So it at least trades equal against shields like energy weapons but with the finisher factor of the frag burst.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Morrokain on July 07, 2020, 10:43:09 PM
The Thumper dumps that burst *fast* and is highly accurate allowing you to slip a burst in between shield activations etc etc, it can take advantage of opportunities.

This is a really good point, yeah. Pen and paper is a nice thing to look at, but sometimes stuff like this makes a much bigger difference than you would think. This is because pen and paper stats naturally assume things like the shield can be activated in time if there is enough flux to tank, etc.

*EDIT*

I think one thing to keep in mind as a counter point to this, however, is the viability of the AI taking advantage of the opportunity vs the player taking advantage of it. If only the player can do this, then the weapon is really only "usable" on the player build if that is taken into consideration as a balance factor - which is 1/25th of builds on average. So that's something to think about too.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Eji1700 on July 07, 2020, 10:43:58 PM
I would personally really like a hull mod/story point thing/flipping something that lets us weaken minimum armor.

The idea of using a well placed thumper/devastator to rip through something or just "moar dakka' chewing apart a ship with enough vulcans should be doable/fun.  Probably shouldn't be the go to strategy, but it really feels like it's a lot of effort to setup the sorts of scenarios where this stuff would even matter, and the payoff is pretty poor.

Edit-

In relation to thumper slipping shots between shields-

And?  Like if it's too good sure tone it down, but yeah i'd really like more weapons that reward precision stuff like that.  Nothing feels better than a long range reaper, so i'm not really worried about the idea that with the right build a thumper might actually stick around in a late game fleet.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: intrinsic_parity on July 07, 2020, 11:41:13 PM
Current Thumper is still is doing a 500 damage burst against shields which is pretty good, and is a nasty thing to fire into a swarm of fighters, while nuking stripped armor ships pretty good up until you get into very heavy armor categories.

You really don't need much armor to neuter the thumpers DPS. 500 armor (hammerhead) is enough to half the dps to hull. For any armor over 880, heavy mortar has straight up better hull dps in addition to way way better armor penetration. Those aren't particularly heavy armor values. For anything more than a light destroyer, its at best marginally better, and at worst significantly worse than a heavy mortar in hull dps, which is where it is supposed to be strong. At low armor values, it does lots of damage, but those are also the easiest ships to kill, so it makes little sense to devote an entire weapon just to trying to kill them a bit faster.

Also, efficiency is much more important to shield damage than burst. If you do a burst to the enemy shields, but you effectively do a bigger burst to your own shields, you're gonna lose the flux war. Burst isn't bad against shields per say, but inefficient burst isn't really a good thing: you're usually hurting yourself more than the enemy. Especially if you consider the ships that the thumper goes on, they generally have pretty mediocre or bad flux stats, and they really can't afford to be trading at 1.2 flux/damage. Burst matters more for HE/Hull because you only have short windows to deal damage and its usually worth trading your flux capacity to deal damage faster.

Personally, I really don't like the idea of making the thumper better against shields, that takes it towards the other weapons in the balance space and just makes it an alternative generalist weapon option for ships with really strong specialist options. I would much prefer the thumper (and frag weapons in general) be aimed towards being specialist finisher weapons that also provide a bit of shield pressure. Something like switching the damage from 100x20 to 200x10 effectively gives the weapon an extra 70-80 hull dps at most relevant armor values without changing the shield effectiveness.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: SCC on July 08, 2020, 12:02:03 AM
Making the Thumper an exceptoin from armour damage reduction floor mechanic doesn't fix its issues, not to mention it's a rather inelegant solution to the issue at hand. If it's possible to fix Thumper without making it an exception to the rules, I'd rather have that.
It's more expensive than either Heavy Mortar or Arbalest Autocannon, which are budget medium ballistic guns with defined roles, while Thumper is more expensive and seemingly worse at anything you want to set out to achieve. It could use getting reduced to 8 or 7 OP.

Another issue is that it's just hard to find a spot where you can put the gun without feeling bad about it. Offhand I can mention Enforcer and Onslaught, but to find more than that, not an easy task. Midline ships typically want better, not cheaper guns, so they're out. Legion can do it, but it can also use fighters, like Talons, which can substitute Thumpers and have a longer range, too. Dominator can be built to use Thumpers, but they're rather low range for Dominator's low mobility, and I personally don't like to use Dominators without flaks without mods that add superb small ballistic PD. This is a rather narrow set of circumstances where Thumper might be desirable.

I don't think that Thumper is actually good against fighters, unless it's massed fighters. Against few, it has trouble with insufficient target leading and accuracy. It might benefit from a small projectile speed increase or turn rate increase.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 08, 2020, 12:20:11 AM
@Eji1700
Thanks for bringing up the point about recovering anything and doing good with it as the player, I kinda forgot about that one. As you said, D-mods are a thing that can make enemies easier, so to make whole ships really weak at base is a bit annoying to me. Especially their capitals, because I really like the design of Prometheus MkII, I think it's a great ship with a lot of potential for different builds yet the campaign stats kill it, much like Atlas MkII. I mean what other ship has a large hybrid, let alone two. Both of these capitals need so many hullmods and maxing out flux stats just so they can be not horrible, but then you barely have any OP for weapons. It's so weird liking a ship but feeling bad when you use it. It's not even about challenging myself, I'm just making my life harder for no reason. Burn 6 is really a deal breaker. And yeah I know story points will help with some ships but so will with all the others, so nothing changes essentially.

Re: Rest of the discussions

First, I never said Shrike is bad because the ship is poorly designed, I think it's bad purely because of AI. I'd actually agree with you guys and say it's a phenomenal early game flagship, burn 10 *** yeah. But, in any other scenario that someone else is gonna be piloting it, I immediately hate it. Good point about the pirate variants being better than normal ones, I guess it's not so bad when a ship is vastly changed but the pirate Shrike has one small mount that's different, that's stupid. Either make the AI better or improve the base version.

Lmao @ the comparison between Medusa and Shrike, gotta love dem stats in a vacuum that don't prove anything. One and only thing is the most important difference, Medusa can, wait to hear this, BACK OUT OF A FIGHT. Someone mentioned what other ships enables to shield you back while boosting away from danger. I mean what, good luck doing that in an actual fight. Oh and btw Odyssey has exactly the same things you said no other ship has. Same omni shield, same ship system, same god awful AI.

Thumper has no right being 9 OP without doing one role really well, if you don't count overfluxing yourself as a role. I'm fine with it getting more projectile speed and turn rate, make it a really good anti-fighter weapon and there you go, finally a useful weapon.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: SCC on July 08, 2020, 01:16:18 AM
Venture - use them as bigger Shepherd, either when you can't get Shepherd or when you reach a stage when you want to consolidate on bigger ships and you still need to do exploration. Unless I'm mistaken it as the same logistic profile as a Falcon, a good point for a utility ship that you can bring in battle. Indeed burn speed is an issue, fortunately Augmented Drivefield or Militarized Subsystem fix that easily. I don't use it often, because I usually do a quick transition from Shepherd to several logistic ships with Surveying Equipment for my exploration needs, but on a few occasions Venture appeared as the solution at hand.
Venture doesn't offer the combination of good cargo efficiency and utility hullmods like Shepherd does. So you aren't getting it for the cargo, because at cruiser speed you want a Colossus; you aren't getting it for utility hullmods, because you already have Shepherds and you aren't getting it for combat capability, because Falcon is just as cheap, without committing you to cruiser burn level.

Also, IMO, thinking about this only in terms of balance or meta-game is preciselly missing the one point that matter. Think of it in terms of gameplay, "there is a purpose for this and for that". Please note I didn't write niche, as the word seems to convey poor value to what has the highest value here: gameplay. I would even go as far as claming: the meta-game viewpoint here can be dangerous as it might restrict one's view to "I want the best", which is indeed an issue in several video game community, especially where PvP fight is involved - and the balance viewpoint is dangerous as is encourage to level everything to a similar playing field.
"The only reason I'm using X is because I want to go with the worst option available" significantly limits enjoyment I get from using X and makes my gameplay experience worse. It's better for me to actually have reasons to go with a more difficult playstyle, other than because I want to increase my e-schlong length.

It does indeed not bring any kinetic damage while the Medusa can bring two LN's. And it does indeed have a slightly worse mobility system. But its still just as fast and with a heavy blaster is bringing better armor damage/DP than a Medusa does. And its less likely to take damage due to its larger shield.
Literally the first thing i mentioned after the stats... But two small kinetics do not kill ships. Flux into blasters does.
It's more likely to take damage, because its shield is worse, its mobility backwards is worse, the ship system is likely to put it at risk and heavy blaster's utility is greatly diminished. Using heavy blaster to overcome the enemy shields is inefficient by default, whereas it takes 0,45 efficiency shields for railgun to deal more flux to you, than hard flux to the enemy. And if you want to use heavy blaster anyway, Tempest is way better at it. Shrike is okay, Shrike (P) is very much decent, but they can't stand up to Medusa.
I shudder to think how you must feel about the Falcon (P) in that case. I think it's fine if sometimes the pirates luck into legit improvements.
It's hilariously overpowered, only somewhat tempered by its rarity. The moment the player finds a blueprint for it, it can replace everything in player's fleet.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Goumindong on July 08, 2020, 01:32:06 AM
Have you all like... played with shrikes in fleets?? In the hands of the AI its not that much worse than the medusa at surviving. Yea the medusa is better at backing away but like... you get three shrikes for every 2 medusa. And the medusa is really bad about eating damage on the side of its shields. 120 degrees is not enough to cover the entire front of the ship... let alone when its sliding to center whatever shot its selected to block.

The Shrike is much better than the odyssey at keeping away from enemies. It is still a 100 spd destroyer remember and so does not suffer the 75% reverse acceleration penalty.

The shrike can bring both a heavy blaster for armor and hull cracking and a Sabot pod for shields. Not every ship has to win a missileless 1v1 duel.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 08, 2020, 01:46:17 AM
Have you all like... played with shrikes in fleets??
I could ask the same question to the people defending them. I just don't understand how people can see them as useful when they die faster than fighters. Do you have lvl 20 officers on them or something? That might explain a few things.

I feel like the Shrike is the second Conquest, by that I mean it completely divides the community. But I can understand it with Conquest, it's hard to build right, meanwhile with Shrike it's one build with minor modifications.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Goumindong on July 08, 2020, 01:57:12 AM
Faster than fighters? What? Faster than a tempest maybe but like... tempests are really really good and not merely really good. They did slower than Sunders and ain’t nobody got a problem with them.

Sometimes they might get an officer but usually not. Depends on how big things are. If I am deploying 10+ Capitals and cruisers probably not. But if I am deploying less then a few probably get an officer

Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 08, 2020, 02:00:22 AM
I was exaggerating a bit but it's not that far from the truth. Why would anyone have problems with Sunders when they're the best ship in the game? I don't get it.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: SCC on July 08, 2020, 02:59:29 AM
Tempest is pretty killy. Medusa is pretty killy. Shrike is kinda killy with its missiles, until it isn't. I might as well get a ship that's always good, instead of sometimes good. Or I could, had Medusa not been super rare for some reason...
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Serenitis on July 08, 2020, 03:18:17 AM
Shrike is kinda killy with its missiles, until it isn't.
This is the issue with Shrike (and a few other ships). It tends to get itself into situations it can't easily get out of with alarming regularity, and as a result is frequently in the recovery list at the end of the battle.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: TaLaR on July 08, 2020, 04:27:49 AM
Shrike is kinda killy with its missiles, until it isn't.
This is the issue with Shrike (and a few other ships). It tends to get itself into situations it can't easily get out of with alarming regularity, and as a result is frequently in the recovery list at the end of the battle.

Every ship does that. AI simply lacks foresight to intentionally avoid dead end situations. What does differ is threshold for what counts a problem for particular ship.

But AI will find a way to suicide even essentially un-killable ship.
Exhibit A: 2 beam Auroras vs Paragon. Getting through Aurora's shield require MUCH more time than it needs to safely retreat. Yet Auroras simply don't retreat because Paragon also has high flux (very much intentionally, to exploit this AI behavior).
Spoiler
https://www.youtube.com/watch?v=FOqtFfLmBcs&t=23s
[close]
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Megas on July 08, 2020, 04:56:32 AM
Whew, Fair and Balanced™. Exactly as I predicted.
If you are being serious, then I agree on being balanced.  Especially since Thumper costs more than Arbalest and Mortar.

20% to 25% of hull off of Onslaught from five Thumpers?  That is exactly how much damage they should do, if not more, especially since those Thumpers struggle to get through shields and armor to get to that point.  I pity the Enforcer that spent too much time chewing through shields and armor with five Thumpers before it can shoot at the chewy insides for the payoff.

EDIT:  Double checking the pic, I see two Thumpers instead of five.  I guess it may be a little on the high side (but still not too overly high) given modern releases' lower-powered calibrations (which feel too low powered at times).  However, two Thumpers on Enforcer is an opportunity cost, either no flak or fewer kinetic/HE guns.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Megas on July 08, 2020, 05:23:37 AM
Re: Shrike
Shrike needs more turning speed if it keeps Plasma Burn.  Without Auxiliary Thrusters or skills, it cannot turn fast enough to plasma burn away from enemies when it is time to get out.  Shrike does not have the OP to spare for Auxiliary Thrusters; it is one of the more OP-starved ships.

Plasma Burn is a problem system for AI.  AI kills itself too easily with it.  With Shrike, it may be okay because it is cheap.  With Odyssey, it is unacceptable.  AI cannot use the good Odyssey brawling loadouts because it will burn into a mob and die.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: TaLaR on July 08, 2020, 05:42:52 AM
AI's main problem with PB is that it's only used to burn straight at enemy. Never to dodge (and get short breather to dissipate flux), get behind an enemy or disengage.

AI Odyssey's idea of brawling an enemy group is to charge with PB into it and get mobbed. Player Odyssey would just kite the group in counterclockwise circle using speed advantage granted by PB.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Mondaymonkey on July 08, 2020, 07:51:52 AM
Funny fact: if you just replace Plasma burn for Plasma jets for Shrike and Odyssey... well, became really good in AI hands. Even with no system at all, Shrike is far less suicidal.

So, I blame "plasma burn" to be bad AI shipsystem, not Shrike or Odyssey as a bad AI ships.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: TaLaR on July 08, 2020, 08:26:49 AM
I think for player piloted Odyssey getting Plasma Jets would be a nerf.
- PB seems to provide more overall speed boost (Odyssey can catch a fleeing Aurora, despite 10 lower base speed) and is more controlled (2 burst charges with fast recovery are better than single long activation + long cooldown).
- While dodging enemy shots with PB may be hard (compared to skimmer), PJ can't do it all (too slow).
- Broadside Odyssey is still able to fire in one direction while using PB in another, partially negating PB disadvantage.

If only AI could use PB properly...
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Mondaymonkey on July 08, 2020, 08:34:21 AM
Quote
I think for player piloted Odyssey getting Plasma Jets would be a nerf.

Truth.

I think we are talking here about AI controlled things...
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Thaago on July 08, 2020, 08:40:24 AM
I use Shrikes in my fleets often, as they are cheap and available (and pirate ones are free...). They survive just fine for a light destroyer and I go many fights before one dies... at which point I don't care, because  they are cheap and available. Tempests die just as often or more often but are more expensive and rarer, at least in my experience.

The missile slot on the Shrike is a lot more flexible than people think. Yes, Sabots are good, but combat analytics showed me that Harpoons perform equally well in AI hands. I kind of want to try a Reaper next and see what the stats show! Remnant are nasty with their Reapers after all...

The medium energy is locked into very few choices: Heavy Blaster for builds that want to do gun damage, either Ion or Graviton for standoff beam build (which is usually a converted Hangar spam strategy build that works because it does not need 20 vents).

Sunders, Hammerheads, and Medusas are stronger than Shrikes: no doubt about it. But honestly the ships aren't nearly as bad as people talk about.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Mondaymonkey on July 08, 2020, 08:46:48 AM
Quote
I kind of want to try a Reaper next and see what the stats show!

Reapers + ECCM + EMR can be devastating to enemies. Although, it requires so many OP, so reapers become effectively only weapon available on ship. Occasional friendly fire.

Almost forgot: that is said if it does not suicide itself into enemy line.

Probably not the optimal build, but definitely fun!
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: pairedeciseaux on July 08, 2020, 01:21:29 PM
Venture - use them as bigger Shepherd, either when you can't get Shepherd or when you reach a stage when you want to consolidate on bigger ships and you still need to do exploration. Unless I'm mistaken it as the same logistic profile as a Falcon, a good point for a utility ship that you can bring in battle. Indeed burn speed is an issue, fortunately Augmented Drivefield or Militarized Subsystem fix that easily. I don't use it often, because I usually do a quick transition from Shepherd to several logistic ships with Surveying Equipment for my exploration needs, but on a few occasions Venture appeared as the solution at hand.

Venture doesn't offer the combination of good cargo efficiency and utility hullmods like Shepherd does. So you aren't getting it for the cargo, because at cruiser speed you want a Colossus; you aren't getting it for utility hullmods, because you already have Shepherds and you aren't getting it for combat capability, because Falcon is just as cheap, without committing you to cruiser burn level.

I guess it depends on player's requirements. If my requirements are (1) ship can go in battle and (2) ship has built-in Surveying Equipment, then Venture is a valid solution. So yes it can be useful.

Don't get me wrong, more cargo / fuel / built-in hullmods would serve as welcome additional incentives to use Venture as a utility ship. On the military side, maybe add a couple small turrets + matching additional OP.

Burn speed 7 is fine, it's the expected civilian cruiser speed.

Also, IMO, thinking about this only in terms of balance or meta-game is preciselly missing the one point that matter. Think of it in terms of gameplay, "there is a purpose for this and for that". Please note I didn't write niche, as the word seems to convey poor value to what has the highest value here: gameplay. I would even go as far as claming: the meta-game viewpoint here can be dangerous as it might restrict one's view to "I want the best", which is indeed an issue in several video game community, especially where PvP fight is involved - and the balance viewpoint is dangerous as is encourage to level everything to a similar playing field.

"The only reason I'm using X is because I want to go with the worst option available" significantly limits enjoyment I get from using X and makes my gameplay experience worse. It's better for me to actually have reasons to go with a more difficult playstyle, other than because I want to increase my e-schlong length.

Let us reason together, and not talk past one another, please. Not using the best does not necessarily translate into using the worst. And by the way, what does worst mean? Or best?

Condor vs nothing? What's the worst? Condor brings 2 fighter wings, nothing brings 0 fighter wings. If player's requirement is to bring fighters in battle early-mid game, then Condor is a valid solution, sometimes the only available solution. Obvious gameplay benefit: player gets fighters early if he so choose! This is not "worse experience", this is "better experience" and "early game option".

You want a small&fast ship that can rush/flee with shield up and wield decent fire power? Shrike is the best... well it's the only ship that can do that. So it allows a specific piloting gameplay, not necessarily more difficult for players used to pilot high tech frigates. Players shall use said gameplay to distract, damage and destroy enemy ships. Obvious yet not so obvious gameplay benefit: new gameplay!

And you know what both Condor and Shrike have in common? Both are easily available a the start (or any point) of a campaign, at a low price, with standard logistic profiles. That can't be said of their respective alternatives / closest siblings.

Now can we let our disagreements aside and petition to have Medusa leave it's hideout and be more generally available? I can't remember the last time I used one.

Re: Shrike
Shrike needs more turning speed if it keeps Plasma Burn.  Without Auxiliary Thrusters or skills, it cannot turn fast enough to plasma burn away from enemies when it is time to get out.  Shrike does not have the OP to spare for Auxiliary Thrusters; it is one of the more OP-starved ships.

I would not consider it a strong "need" on Shrike. I put Auxiliary Thrusters on many ships, but almost never on Shrike. If you anticipate a 90 degree right turn before you need to get out, medium turret will still fire while the ship is in position to perform an instant escape. Obviously not a satisfying solution if you want to fire reapers at your targets.

Plasma Burn is a problem system for AI.  AI kills itself too easily with it.  With Shrike, it may be okay because it is cheap.  With Odyssey, it is unacceptable.  AI cannot use the good Odyssey brawling loadouts because it will burn into a mob and die.

Yes, it happened to my Pirate Shrike yesterday. AI put it in front of the large gun section of a midline station, destroyed in 1 second. I blamed myself for this loss because I didn't pay attention when choosing which ships to bring into battle, Shrike should have stayed on the sideline.

Improving AI would be much welcome here: before deciding to use the ship system, anticipate movement induced by ship system in order to build a better tactical situation assessment. Currently AI seems to think "let's do it, we'll see how it goes", which is strange because AI seems to be much more careful with regular movement.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 08, 2020, 01:39:51 PM
So if a ship is better than having nothing it's balanced? Well thank god some people aren't developers. But the thing I see mentioned a lot that doesn't make sense to me is this ''early game option''. Some seem to have an idea to solve problems of bad ships by gating decent ships behind grind, and just making them harder to get in general, instead of, you know, making bad ships less bad. I mean what's the point in designing a ship that's only ever gonna be useful in the first 10% of the game, if that even. It's the same as if an RPG has a spell tree with lots of cool and amazingly designed spells to use, but there's no scaling. Early game spells get replaced by stronger ones and eventually you end up with similar build all the time. Isn't it better to just level everything so the player has as many possible choices in the game, improving the fleet diversity by a ton?

I don't get how some don't get this, they're essentially saying less choice is good. You have to have bad ships in the early game and good ones in late game.

Another bonus analogy: A weapon in an action game that has a fun moveset, but gets outclassed by everything else. You COULD use it, but only to upload meme gifs or videos.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Morrokain on July 08, 2020, 02:00:05 PM
So if a ship is better than having nothing it's balanced? Well thank god some people aren't developers. But the thing I see mentioned a lot that doesn't make sense to me is this ''early game option''. Some seem to have an idea to solve problems of bad ships by gating decent ships behind grind, and just making them harder to get in general, instead of, you know, making bad ships less bad. I mean what's the point in designing a ship that's only ever gonna be useful in the first 10% of the game, if that even. It's the same as if an RPG has a spell tree with lots of cool and amazingly designed spells to use, but there's no scaling. Early game spells get replaced by stronger ones and eventually you end up with similar build all the time. Isn't it better to just level everything so the player has as many possible choices in the game, improving the fleet diversity by a ton?

I don't get how some don't get this, they're essentially saying less choice is good. You have to have bad ships in the early game and good ones in late game.

Another bonus analogy: A weapon in an action game that has a fun moveset, but gets outclassed by everything else. You COULD use it, but only to upload meme gifs or videos.

Honestly I think you are overly obsessed with this whole grind thing. I think any kind of progression you consider grind when that is not what defines it. If choices are meaningful along the way, and the early part is still fun, then it's not grind. If anything, player/officer levels and skills are far more "grindy" than anything else in the game.

You are entitled to your opinion, of course, but I really think all games have progression of some kind or they get boring very quickly. You can make a case that strategy games don't, but even then only to a point. When they took away base building in Dawn of War II I stopped investing in the series. It was the one source of progression and they axed it to be more like Mobas. If I wanted to play a Moba I would have bought one. Dawn of War fans were not Moba fans and the devs made a serious mistake in thinking that they were or that they would cross over genres.

I don't think less choice = good, as a default. But I also don't think equal ship accessibility is fun either. It's fun to have those carrots that you look forward to. At least for me, personally. And I think we can disengage from the idea that progression = boring, crappy early game ships.

It can solely be flavor, if needed, not purely based upon function alone.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Thaago on July 08, 2020, 02:17:08 PM
Those things that you say would be bad are present in 95% of games because it is a fundamental tenant of game design for there to be progression, and for the game to push players to do different things at different times. Like, you put forward those points like they don't happen or if they are bad: but they happen constantly and they are very very good for gameplay.

The only exceptions I can think of are games where there is literally no progression: players from the start have their complete set of equipment and moves. The original Halo comes to mind... except even then, there is development in terms of what vehicles are available in what levels: the player tends to get the tank and/or attack aircraft only after doing a few levels where they slogged it out on foot or in a jeep, and thats intentional game design. The player's game enjoyment with the later equipment is changed by their earlier experiences.

Another example might be a fighting game like Tekken... except that even there, as the player completes more runs they unlock more characters. A lot of the time, those new characters have movesets that are just better than old ones. But the player probably had fun figuring out the move sets of the old characters and overcoming challenges: its not bad game design that those characters aren't used by a player that has unlocked everything, because the experience of using those characters when they were available/when the player had to was part of the game.

I'm actually struggling to think of any games that have no progression where later content obsoletes earlier (I started writing the above because two examples because I thought they would be good examples of no progression/obsoleteing, but then realized that they have it). Maybe some card games? Some board games? Dating sims?
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 08, 2020, 02:24:05 PM
Honestly I think you are overly obsessed with this whole grind thing. I think any kind of progression you consider grind when that is not what defines it. If choices are meaningful along the way, and the early part is still fun, then it's not grind. If anything, player/officer levels and skills are far more "grindy" than anything else in the game.

You are entitled to your opinion, of course, but I really think all games have progression of some kind or they get boring very quickly. You can make a case that strategy games don't, but even then only to a point. When they took away base building in Dawn of War II I stopped investing in the series. It was the one source of progression and they axed it to be more like Mobas. If I wanted to play a Moba I would have bought one. Dawn of War fans were not Moba fans and the devs made a serious mistake in thinking that they were or that they would cross over genres.

I don't think less choice = good, as a default. But I also don't think equal ship accessibility is fun either. It's fun to have those carrots that you look forward to. At least for me, personally. And I think we can disengage from the idea that progression = boring, crappy early game ships.

It can solely be flavor, if needed, not purely based upon function alone.
I don't know why are you putting so much emphasis into the grind sentence, it wasn't even the point I was trying to make, merely a thing that other people suggested that I think wouldn't help the gameplay. Btw grind to me can be fun, if the gameplay loop is good enough, I really don't mind it (hey I like roguelites after all), but of course it's not always the thing. The biggest point I tried to make is that some of these cool and fun ships are getting the short end of the stick and because of that they get labeled as ''early game budget choices'' and then ignored and left as such. Again, I don't have a problem with objectively worse ships, it's just that some are so sad yet people still defend them.

Good that you mentioned RTS games (also a fan of the first Dawn of war). If a unit is useful only a small part of the game, eventually gets replaced by a clear superior choice, but has flavor and sense, is it really that bad? I'd say no, even tho I prefer games where each unit has a role in the entire match (Starcraft for example). But the thing is, progression in RTS games is super fast, matches last maybe half an hour (wildly depending on the game, I know), meanwhile a playthrough in Starsector probably lasts more than a dozen hours. Gameplay >> flavor

I agree that not every ship should be equally accessible. Not sure I even said that somewhere but just trying to clear it up.

EDIT: @Thaago
I even hate that in fighter games you mentioned. Once you unlock secret characters that are strong, the rest of the game becomes a breeze and you can unlock everything else with them easily (at least in some games). And then when you play it with friends they keep picking the secret characters because it's ez win. Like imagine if you could unlock Jinpachi in Tekken 5 (not sure on the name, been ages since I played it), the final boss, that would be bonkers. Sometimes progression can make the gameplay boring, contrary to its whole reason it's there.

Yeah I'm definitely going too far and beyond over a couple underpowered ships. Guess I'll blame insanity and boredom...
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: pairedeciseaux on July 08, 2020, 02:39:34 PM
So if a ship is better than having nothing it's balanced?

It's not about balance, it's about gameplay.

Well thank god some people aren't developers.

 :)

But the thing I see mentioned a lot that doesn't make sense to me is this ''early game option''. Some seem to have an idea to solve problems of bad ships by gating decent ships behind grind, and just making them harder to get in general, instead of, you know, making bad ships less bad. I mean what's the point in designing a ship that's only ever gonna be useful in the first 10% of the game, if that even. It's the same as if an RPG has a spell tree with lots of cool and amazingly designed spells to use, but there's no scaling. Early game spells get replaced by stronger ones and eventually you end up with similar build all the time.

Spells uh? What about player characters?

In some RPGs, some class or archetypes are objectively superior. Yet, people do not play only with those, people play with whatever satisfies their role-play fancy and/or their gameplay preference at a given time. And in RPGs with a player-controlled party of characters, party composition matter. Maybe one character in the party has a weaker build overall but it servers a purpose in the party.

Does this analogy make sense?

Isn't it better to just level everything so the player has as many possible choices in the game, improving the fleet diversity by a ton?

Yes and no, you can't just use such broad statement, whether discussing gameplay or balance. It's unreasonable, IMO.

Another bonus analogy: A weapon in an action game that has a fun moveset, but gets outclassed by everything else. You COULD use it, but only to upload meme gifs or videos.

I see your point, a valid one. IMO this does not apply to Starsector to the same extent.

Allow me to have some fun with a few more analogies:

When playing Super Mario Bros, Mario starts small and needs to get a mushroom in order to grow. And it doesn't end here, because at this point Mario still can't fly nor shoot fireballs.  :)

When playing Mario Kart, are Koopa and Donkey Kong the best or the worst? Or maybe they provide a specific gameplay other characters do not.  ;)

In the Chess board game, each side starts with 16 pieces, including 8 pawns. Are the 8 pawns useless or just meme material? Should the player have the choice to start with a front row of 8 queens?  ;D
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Morrokain on July 08, 2020, 03:18:31 PM
The original Halo comes to mind... except even then, there is development in terms of what vehicles are available in what levels: the player tends to get the tank and/or attack aircraft only after doing a few levels where they slogged it out on foot or in a jeep, and thats intentional game design. The player's game enjoyment with the later equipment is changed by their earlier experiences.

Can't forget the weapon limit too. And ammo. So what you are given as far as enemies go affects what you can realistically use as your toolset.


I don't know why are you putting so much emphasis into the grind sentence, it wasn't even the point I was trying to make, merely a thing that other people suggested that I think wouldn't help the gameplay. Btw grind to me can be fun, if the gameplay loop is good enough, I really don't mind it (hey I like roguelites after all), but of course it's not always the thing. The biggest point I tried to make is that some of these cool and fun ships are getting the short end of the stick and because of that they get labeled as ''early game budget choices'' and then ignored and left as such. Again, I don't have a problem with objectively worse ships, it's just that some are so sad yet people still defend them.

Good that you mentioned RTS games (also a fan of the first Dawn of war). If a unit is useful only a small part of the game, eventually gets replaced by a clear superior choice, but has flavor and sense, is it really that bad? I'd say no, even tho I prefer games where each unit has a role in the entire match (Starcraft for example). But the thing is, progression in RTS games is super fast, matches last maybe half an hour (wildly depending on the game, I know), meanwhile a playthrough in Starsector probably lasts more than a dozen hours. Gameplay >> flavor

I agree that not every ship should be equally accessible. Not sure I even said that somewhere but just trying to clear it up.

Mentioning Starcraft - What is the role of the Scout? :P (Just being cheeky but overall I definitely agree with your assessment.)

As far as the grind emphasis vs ship quality, it's more that I think you, and others, have a worst-case scenario knee-jerk reaction to some progression mechanics because you think you are going to be stuck in a Buffalo MkII for 20 hours of gameplay because that is something a lot of modern gaming companies would actually do. And that is as horrifying a thought to me as it is to you, haha.

Outliers in ship balance is definitely a valid concern to me and I agree with you there, but when "grind" is mentioned it sort of acts as a buzz word with a negative connotation that others may paint over too large an area in the overall game's design. (Sheesh, I don't know if I'm making sense here but I'm trying to flesh out a complicated snag in design practice that comes from generalizing.) To simplify, stating that gating ship accessibility is inherently guaranteed grind is disingenuous to actual good progression design.

Progression in some ways is more about pacing the content to a new player without overwhelming them while also giving players new, different toys or considerations to keep their interest peaked. Then, when the "dam breaks" as far as reaching real difficulty, the player has practice with all the tools they need. If that is too much, at least they can go back to "calmer waters" as far as what they have to deal with. That can be done either with the sliding scale difficulty that was discussed a while ago in regards to pirate bounties, or simply starting a new game and practicing the early-mid game more. For experienced players, the design should cater to the idea that good gameplay and choices = faster progression and higher difficulty access. To not do this would be considered grindy.

Take Guild Wars 2. I haven't started a new character in that game because: A) You can zone to newbie areas and your stats scale, though you will still be ridiculously OP due to your skillset and gear. (Which is actually a problem for me!) And, B) The game is soooo boring with only a few skills available to spam. The actual fun part of the game is when you have a full skill set and the specialization mechanics to create a nuanced build.

Colonies, already, do a good job of implementing this concept - so that is why I advocate this on the earlier stages as well. At first, a player simply has to manage their fleet. When colonies come into play, there are so many more things to consider and strategize around and it becomes more complex/awesome. That is before Nex even comes into play, and with Nex that is emphasized even more.

I see early game through mid game as lacking in that department. The sole exception is either higher cost but more powerful ships (which can be determined by hullsize or ship tier - either works really, but I agree that designing and spriting throw-away ships is a bit of a waste) or more-complex-to-pilot ships that provide flavorful and fun gameplay.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Megas on July 08, 2020, 03:32:50 PM
Learning movesets (and moves that require precise timing like King's Rolling Death Cradle or Mishima EWGF) is annoying and not a good option for me when arcade game costs two credits per game, and the CPU knows all of the moves.  I do not care much about progression when playing an arcade game.  I want to last as long as possible by any means necessary.  I did not like waiting week after week for more characters to be unlocked for Tekken games, especially if the character I want to play was locked away.

There is progression of sort in a fighting game (and others).  How many rounds you can beat up the CPU with flashy and fun moves like King's Rolling Death Cradle before the CPU becomes a max difficulty or perfect play opponent and you are stuck with the few boring but safe moves (or AI breaker strategies) that can beat the computer.

I suppose there is progression in many old '80s arcade classics too.  They get faster and faster until you cannot keep up and die, or you become so good that you can last until the power gets turned off or real-life otherwise intervenes.

Quote
Like imagine if you could unlock Jinpachi in Tekken 5 (not sure on the name, been ages since I played it), the final boss, that would be bonkers. Sometimes progression can make the gameplay boring, contrary to its whole reason it's there.
Yes, it would be bonkers.  No, I would like it (in a single-player game).  Seeing the unfair SNK boss powers he had (hard-to-avoid two-hit kill fireball, ultimate priority or unblockable stun move that opens victim up to everything including said 2HKO fireball), I want him!  At least there were codes in some games to play overpowered bosses (even if somewhat depowered).  A single playable SNK boss that is not banned would be bad in head-to-head because they degenerate the game to a single mirror match.  I have seen this for Tekken 4, where Jin was better than everyone else by a wide margin.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Yunru on July 08, 2020, 03:37:10 PM
No, I get it. Even in single player games, I feel compelled to make the most optimal choices.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: intrinsic_parity on July 08, 2020, 06:34:56 PM
I think the really important part of 'progression' is that it implies there are requirements for the progression i.e. goals that the player is obligated to achieve. You can't gain access to stuff that you want/need unless you complete the requirements with currently available options, which creates interesting challenges to be solved. What I really want is an interesting challenge that I have to solve to win the game or get rewards, and I think progression systems have the potential to create those challenges and rewards very effectively. Bad progression creates difficult challenges via required repetition (grinding), but that is not inherent to progression. Requirements and imposed goals are completely absent from the game right now.

One very common video game design theme I can think of that highlights this:
The player is given some very difficult challenge, then when they complete it, they get access to some new ability/item that trivializes some of what they just did but also creates the possibility for new challenges. If the player had access to all their abilities from the start, they would have more choices for completing the game, but the problems that the game presents to them would be less interesting (or from another perspective, there would be less interesting challenges that could be created for the player). It's the constraint of having limited access to abilities/items that makes the problems interesting to solve, and allows for a wider variety of problems to be in the game. I prefer this sort of unlock system to RNG based tech access.

In the context of starsector, this might mean limiting your access to military tech or big ships, which might allow for interesting and difficult missions that would never happen if you could get any tech you wanted (stuff like the campaign missions). Wouldn't it be way more fun to be required to beat a fleet of paragons (without any of your own) to get a paragon blueprint, or assassinate a TT admiral in the middle of a defended system to get access to hegemony cruisers? Maybe that's just me, but that sounds like a much more fun game, even though your access to tech is 'gated' and you have less ships to choose from at most points in the game.

I guess you can frame it entirely in that context: adding more constraints to what the player can do (reducing choice) also increases the challenge of achieving goals. I find enjoyment in games from the challenge/difficulty so I'm happy to lose some choice if it means the decisions I have to make, and the challenges I have to overcome, are more interesting. 


Another completely different though which isn't worth a separate post: If all ships are perfectly balanced with each other, it sort of makes decisions between ships irrelevant. Your choice matters because you could choose a bad ship. It's the existence of bad ships that give you a reference to call other ships good.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: TaLaR on July 08, 2020, 07:26:03 PM
Re: Shrike
Shrike needs more turning speed if it keeps Plasma Burn.  Without Auxiliary Thrusters or skills, it cannot turn fast enough to plasma burn away from enemies when it is time to get out.  Shrike does not have the OP to spare for Auxiliary Thrusters; it is one of the more OP-starved ships.

I would not consider it a strong "need" on Shrike. I put Auxiliary Thrusters on many ships, but almost never on Shrike. If you anticipate a 90 degree right turn before you need to get out, medium turret will still fire while the ship is in position to perform an instant escape. Obviously not a satisfying solution if you want to fire reapers at your targets.

Without Auxiliary Thrusters, characters skills (EA1 + Helm1) or SO Shrike isn't maneuverable enough to get behind most DE or Falcon/Eagle. Since Shrike is weak and can only win by doing this or spamming missiles, saying that Shrike needs Auxiliary Thrusters is not wrong.
But AI doesn't use PB to get away or behind the enemy, so it's kind of moot point unless Shrike is player-piloted.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: SCC on July 08, 2020, 11:29:26 PM
Let us reason together, and not talk past one another, please. Not using the best does not necessarily translate into using the worst. And by the way, what does worst mean? Or best?

Condor vs nothing? What's the worst? Condor brings 2 fighter wings, nothing brings 0 fighter wings. If player's requirement is to bring fighters in battle early-mid game, then Condor is a valid solution, sometimes the only available solution. Obvious gameplay benefit: player gets fighters early if he so choose! This is not "worse experience", this is "better experience" and "early game option".

You want a small&fast ship that can rush/flee with shield up and wield decent fire power? Shrike is the best... well it's the only ship that can do that. So it allows a specific piloting gameplay, not necessarily more difficult for players used to pilot high tech frigates. Players shall use said gameplay to distract, damage and destroy enemy ships. Obvious yet not so obvious gameplay benefit: new gameplay!

And you know what both Condor and Shrike have in common? Both are easily available a the start (or any point) of a campaign, at a low price, with standard logistic profiles. That can't be said of their respective alternatives / closest siblings.
The issue is that Condor isn't actually all that more available early game. Want a Condor? Buy it, or get it from tutorial graveyard. Want a Drover? Buy it for about twice the price. The issue comes up when you compare them. You can get a Condor one bounty earlier, but Drover is going to give you way more bang for your buck, is less likely to die for a myriad of reasons (costing you more credits in the long run), is more capable for a couple of reasons (increasing your profit in the long run) and is barely any more expensive in maintenance. And you can't just go anywhere to buy it, but have to look for it in Persean League, Sindrian Diktat, Tri-Tachyon or Independent colonies, or over half the colonies in the sector, but that is an issue only if you don't know who sells Drovers and don't leave Hegemony or Luddic space.
Condor without Drover is a crappy carrier you use until you get cruiser carriers which are universally better, except for burn level and absolute price. Condor with Drover taken into consideration is unjustifiable, unless you really, really, really need a single carrier for the next battle and only that battle and have no interest in using carriers afterwards. The moment any other cruiser becomes viable, Condor becomes obsolete for all purposes.

I'm not against Condor being cheap, I'm against Condor having borderline no advantages over every other carrier in the game, except for initial price.

Now can we let our disagreements aside and petition to have Medusa leave it's hideout and be more generally available? I can't remember the last time I used one.
Yeeeees.

In the context of starsector, this might mean limiting your access to military tech or big ships, which might allow for interesting and difficult missions that would never happen if you could get any tech you wanted (stuff like the campaign missions). Wouldn't it be way more fun to be required to beat a fleet of paragons (without any of your own) to get a paragon blueprint, or assassinate a TT admiral in the middle of a defended system to get access to hegemony cruisers? Maybe that's just me, but that sounds like a much more fun game, even though your access to tech is 'gated' and you have less ships to choose from at most points in the game.
I wouldn't mind faction relation having more meaning that free expedition bribes and access to the mostly skippable military market.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 09, 2020, 12:22:00 AM
@pairedeciseaux
The RPG classes analogy makes sense but not in comparison to this game. You choose one class and that's it, you have their abilities the whole game. In Starsector you can pick whatever ship you want and add it to your fleet. I agree that some characters will be weaker alone but shine in a party, that's also a thing here. But imagine there being a support class which is worse in all ways than another support class, now that's the thing I've been talking about. Actually SCC said it pretty well in the post above this about Condors. Being able to get it maybe one mission before is not exactly much cheaper in the grand scheme of things.

The chess thing made me laugh honestly. It's a completely different thing where you have a set of predetermined rules and both players MUST have the same exact figures or else the game wouldn't make sense.

@intrinsic_parity
Having to first find specific ships, then destroy them in combat, and then pray to RNGeesus that you'll be able to recover it would get pretty tiresome with rare ships. Save scum awaaaay. Anyways I thought this was already in the game, I mean the limiting access of military ships. You need a commission from a faction first, and the black market is usually a lottery (maybe buying bigger ships from black market should be more punishing?). I'm fine with the suggestion of having to earn ships to add to your fleet, but my problem is that some ships are very hard to get even now. Otherwise I don't think I would ever have a Medusa, Aurora or Odyssey in my fleet.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Hiruma Kai on July 09, 2020, 01:55:12 AM
I will point out the condor is cheaper in terms of DP.  If you're running up against a 150 or even 120 DP limit because you're outnumbered, the extra few fighters might matter.

Just to test that theory, I setup a mission with 10 Spark Drovers (2x Sparks, 2x Vulcan, 2x Sabot, 2x Harpoon), expanded deck crew, max capacitors, 2x vents up against 12 Condors with 2x Sparks, Expanded deck crew, Proximity launchers and 9 capacitors.  The Condors won with 0 or 1 losses (I ran it twice).
 
Tried swapping in swarmers for the anti-ship missiles on the Drovers.  Longer fight. 4 dead drovers, 6 retreats.  No condors lost.

Apparently, Proxmity charge launchers with fast missile racks are really good against fighters en mass and an extra 20% fighters work in the condors favor even though the drovers had both PD and a fighter ship system.  Also, I'm not sure how much the Condor 500 Armor and 5,000 hull versus Drover 4,250 Hull and 400 armor matter against spark beams.  The Drovers have a lot more shield strength though (7000 capacity at 0.8 versus 4000 at 1.2), but maybe 25 minimum armor versus 20 minimum armor is signifcant for PD beams?

About the only thing I did was order the condors to gather up at the start, and then deleted the waypoint.  Now its not a real campaign setup, but at least in a head to head fight of mono-ship fleets, configured for anti-fighter work, Condors look like they do better than Drovers.

And, I believe we all know, fleets of pure spark drovers can beat Ordos... So, where does that put Condors?
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 09, 2020, 03:02:14 AM
I'm really annoyed when people do these ''tests'' to prove a point, it's like a sim duel vs Onslaught but somehow even worse. You could do the same thing with Converted Hangar Valkyries and they'd probably do better than both if you also filled them with Sparks. Does that mean they're better than Drovers? Hell no, because there's a ton of more variables in real fights unlike in these pointless fleet duels. You have no pressure here, only fighters and long ranged weapons so it's basically who can field most fighters per DP.

Quote
So, where does that put Condors?
Into a super niche spot where they're effective only if your whole fleet is filled with them AND also the enemy's. Otherwise trash.

Also I suspect Sparks will get a nerf to prevent these ridiculous ''strats''.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: TaLaR on July 09, 2020, 03:59:17 AM
Problem is, this is fairly contrived scenario designed with single purpose of countering Drover advantages. PCLs allow Condors to seize initial advantage and snowball from there. Drover speed (can't outrun Sparks) or flux/shield (shield doesn't cover rear) advantages don't matter, neither does better replenishment (since they are never allowed to recover). PCL ammo limit doesn't matter because Drovers can't survive for long enough.

I guess this does prove that Condors are not hopeless, but I'd still take Drovers in actual campaign play.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Yunru on July 09, 2020, 04:38:24 AM
I'm really annoyed when people do these ''tests'' to prove a point, it's like a sim duel vs Onslaught but somehow even worse.
The Onslaught is OP! I did a couple of 1v1 Sim duels against an Onslaught, and my Onslaught beat it every time, only losing about 10-20% hull! :P
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: SCC on July 09, 2020, 05:15:01 AM
The Condors vs Drovers scenario seems too specific, but I'm not going to judge it, because single-carrier spam isn't something that I do or have experience with. Going by my own experiences with more balanced fleets, though, Condors are kinda there (if they aren't dying), whereas Drovers kick ass. It doesn't really matter that I can get 1 or 2 Condors more in my fleet, if each Drover performs like a Condor and a half.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Megas on July 09, 2020, 05:59:15 AM
Re: Shrike
Shrike needs more turning speed if it keeps Plasma Burn.  Without Auxiliary Thrusters or skills, it cannot turn fast enough to plasma burn away from enemies when it is time to get out.  Shrike does not have the OP to spare for Auxiliary Thrusters; it is one of the more OP-starved ships.

I would not consider it a strong "need" on Shrike. I put Auxiliary Thrusters on many ships, but almost never on Shrike. If you anticipate a 90 degree right turn before you need to get out, medium turret will still fire while the ship is in position to perform an instant escape. Obviously not a satisfying solution if you want to fire reapers at your targets.

Without Auxiliary Thrusters, characters skills (EA1 + Helm1) or SO Shrike isn't maneuverable enough to get behind most DE or Falcon/Eagle. Since Shrike is weak and can only win by doing this or spamming missiles, saying that Shrike needs Auxiliary Thrusters is not wrong.
But AI doesn't use PB to get away or behind the enemy, so it's kind of moot point unless Shrike is player-piloted.
When I tried to pilot unskilled Shrike, it is so sluggish that it cannot outmaneuver enemies, and by the time flux gets high, it is too late to turn and burn away because Shrike turns too slowly.  With skills, its maneuverability is adequate enough to outmaneuver enemies and burn away from enemies when flux gets too high.

And medium turret firing when I need to turn, burn, and escape is not what I want after Shrike is ready to flux out (because another hit on shield will overload).
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Megas on July 09, 2020, 06:57:51 AM
Having to first find specific ships, then destroy them in combat, and then pray to RNGeesus that you'll be able to recover it would get pretty tiresome with rare ships. Save scum awaaaay. Anyways I thought this was already in the game, I mean the limiting access of military ships. You need a commission from a faction first, and the black market is usually a lottery (maybe buying bigger ships from black market should be more punishing?). I'm fine with the suggestion of having to earn ships to add to your fleet, but my problem is that some ships are very hard to get even now. Otherwise I don't think I would ever have a Medusa, Aurora or Odyssey in my fleet.
This is why I raid a lot before I have all blueprints, and why I bring a pure phase fleet to Culann to avoid patrols, raid, and steal high-tech blueprints.  (It is what drove me to request for a phase transport a while back since phase warships have terrible capacity, worse than even conventional warships!)  With that said, I agree that high-tech warships are too rare.  Only Tri-Tachyon has them, but their warship doctrine is 1 while the other two are 3, for carrier and phase spam.

At least ship recovery is much better than boarding from 0.6a to 0.7.2a.  Boarding was random and stacked against you (37.5% for the riskiest best-case option), and it could take more than a hour of ruthless save-scumming to get a ship, especially after Alex added mild prevention that forced the player to save (at least two) in-game weeks before a (named bounty) fight to enable save-scumming again.  Even then, it was still much faster than waiting in-game months and spending millions of credits to empty shops hoping that fresh stock included that ultra-rare ship or weapon you want.  Then after I boarded the ship, I reloaded the instant that ship died in combat, because it was so rare and hard to replace.

Starsector has progression of some sort - money!  Maybe it is too easy to earn some, which I guess is why Alex made ships more expensive (and now named bounties scale faster than player can keep up just by killing some of them).  I like that I can buy good ships in Open or Black Market.  Shops with only bad clunkers means there is no reason to buy from shops.

Come to think of it, maybe I would enjoy a game that rejected the notion there must be progression, kept grinding to a minimum, and gave the good stuff from the start.  I think early game in Starsector is hell, and midgame is not much better.  Endgame when I have everything is when it is most fun.  I probably spend more time playing endgame than I do progressing from start to end, which I guess is easy if most of the sector is still unexplored by the time I reach endgame strength.  However, I suspect too many people want their progression or grinding (because grinding can be addictive), and it would be bad for revenue if it was not given it to them.

P.S.  I sort of do this in old arcade games that have difficulty or level select, like pick the green circle in Tempest and play max difficulty and speed right from the start.  I guess that is counter to staying alive as long as possible, but that was compensated by score bonuses that gave you a shot at the high score list, and I did want to be at the top of the list back when I was young.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Hiruma Kai on July 09, 2020, 07:41:14 AM
I'm really annoyed when people do these ''tests'' to prove a point, it's like a sim duel vs Onslaught but somehow even worse. You could do the same thing with Converted Hangar Valkyries and they'd probably do better than both if you also filled them with Sparks. Does that mean they're better than Drovers? Hell no, because there's a ton of more variables in real fights unlike in these pointless fleet duels. You have no pressure here, only fighters and long ranged weapons so it's basically who can field most fighters per DP.

Quote
So, where does that put Condors?
Into a super niche spot where they're effective only if your whole fleet is filled with them AND also the enemy's. Otherwise trash.

Also I suspect Sparks will get a nerf to prevent these ridiculous ''strats''.

I was actually surprised by the result.  I was expecting I'd have to keep decreasing the number of Drovers until the Condors started winning, producing an X% effectiveness.  I figured the reserve deployment on the Drovers should have overcome the 20% deficit, but apparently AoE proximity charges in bulk are kinda good against fighters.  I learned something by doing that test.  Previously, I'd never used the launchers.

As for the declaration that Condors are trash, what is your metric?  How do you, personally, measure balance?  Or another way, what does "trash" mean to you?  Can you explain it in a way that could be translated directly into buffs?  When I hear trash, in my head, I hear worse than nothing.  Something you leave on the ground and don't bother taking with you.  Not worth the deployment points, supplies, and fuel spent on them.  But that is clearly not the case here, so what do you mean?  Is it in comparison only to the Drover, or in comparison to the game at large?

After getting buffs, what kind of situation or measurement would make you go, "Condors are now balanced"?  If you don't define how you measure balance at the outset, is it surprising different people come to different conclusions in a discussion?  Would a 9 DP Condor with current stats be balanced? 6 DP? 3 DP?  Why?  What concrete example or something that everyone can see and test for themselves to make it apparent that its now balanced?  Or would you rather see a stat change like a 70 speed Condor? 90 speed to make up for the low OP and lack of fighter centric ability compared to a Drover?  Or are we comparing them to non-carriers?  Calling them trash makes it sound like they need some drastic, huge number change like that.

I will point out, Alex stated in the Low Tech Non-viability thread, that the Drover has an appointment with the nerf bat while the Condor feels not too bad.

So clearly, you're not saying it is trash because of 1 on 1 sims, since you're annoyed by sim comparisons.  Its not tournament fights, given that is essentially that is what I just did, with mono-fleets between the best and worst destroyer class carriers armed with identical end game fighters in a hand crafted mission.  Is it being usable in the campaign?  Well, at that point there's a lot of variables, including the player, and how they play is the largest variable of all.

I think a player can prevent his carriers from getting pressured by appropriate waypoint, designated fast distraction ships, and escort orders assuming a mixed fleet and taking appropriate engagements (i.e. not 5 Ordos simultaneously - which depends on how they play at the campaign layer).  So are Condors balanced with Drovers if they are not pressured?  Perhaps a better question is, do you consider Drovers balanced and a good reference point?  Are Condors balanced with other non-carrier ships?  And does that balance depend on play style?  Mono-fleet? 50/50 Mixed?  Just a spot of fighter support?

If no one provides a hard, quantitative, and testable statement of what balance is for a ship, I'm not surprised to see variation in what people think of a ship's balance.

Edit: P.S. Just for kicks, I tried 12 Hammerhead Elites versus those same 12 Condors with proximity launchers/sparks.  Complete wipe of the Hammerheads.  Also tried it with the much more obtainable broadswords/khopeshes.  Same results.  SO Hammerheads might work I suppose, but there are AI issues with the Hammerheads getting distracted by all the fighters.  The Elites never get close to the Condors despite their superior speed.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Megas on July 09, 2020, 07:55:48 AM
Proximity Charges are effective against fighters, the one thing they are good at.  That seems like a bad trade, trading your finite missiles (proxy bombs) with their infinite missiles (fighters).  Proximity Charges are considered PD, and will spray bombs at missiles in range, but they are so slow that they are not very effective at the job, and the bombs do not regenerate!

As for anti-ship, they are actually bad at it if the target is large enough, because the bombs do not always detonate close enough to the target, and the damage is much less than the 500 or so you see on paper.  When Harbinger had hybrids last release, I tried Proximity Charges as a flux-free heavy blaster substitute, but it did less damage than the blasters against hull, and more-or-less equal to armor despite HE being stronger against armor!
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Yunru on July 09, 2020, 08:18:57 AM
Maybe Proximity Charges shouldn't be finite then (ala Pillum iirc).
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 09, 2020, 08:29:23 AM
@Hiruma Kai
I've said multiple times their super low speed is unjustified, 40 is really weird when another carrier size larger than it has more speed. I'd like to see their speed buffed and maybe a bit more OP. Then I'd call them balanced. I've never said Drover is balanced. If you want to take a look at balanced carriers there's Herons and Moras. And my point of balance is campaign ofc, that's what we're all playing. I don't care about tournaments or 1v1 duels because they ignore bunch of other stats that may make something feel better or worse.

I still don't understand what are you trying to achieve with these fleet tests. Hammerhead, a ship which is notoriously bad at dealing with fighters dies to fighter spam? No way. Not to mention the fact that AI can't really deal with a lot of fighters in general. Their speed doesn't matter since AI is not aggressive enough to pressure the carriers. You can do these tests all day if you want but it's not going to change anything.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: SCC on July 09, 2020, 09:00:34 AM
Spoiler
Drover has
  • a much better ship system that makes its 2 fighter bays sustain 3 wings worth of fighters, including increased durability
  • 55% more OP
  • 88% more top speed
  • roughly twice as many effective shield health points
  • lower chances of being destroyed and needing a replacement
  • similar armaments
  • roughly 50% higher up-front price
  • only 11% higher maintenance (including crew salary)

Heron has
  • a much better ship system
  • 48% more OP per fighter bay
  • 100% more top speed
  • roughly thrice as many effective shield health points
  • better strike coordination
  • lower chances of being destroyed and needing a replacement
  • similar armaments
  • 23% higher maintenance per fighter bay (including crew salary)
  • lower burn level
  • 10 times higher up-front price

Mora has
  • 70% more OP per fighter bay
  • a ship system that doesn't affect fighters, but is better than Condor's
  • way too much durability for it to be legal
  • better strike coordination
  • lower chances of being destroyed and needing a replacement
  • better armaments
  • 13% more top speed
  • 40% higher maintenance per fighter bay (including crew salary)
  • lower burn level
  • 11 times higher up-front price
I'd say that the only thing Condor has over these is up-front cost and, in comparison to cruisers, burn level.
[close]
My point of view is a balanced or low carrier fleet campaign. Condor's bad stats matter way less if you're spamming fighters, but I am not, so it is likely to die unless I babysit it and it runs out of fighters faster than other carriers, DP for DP. They'd be fine at 8 DP, like Colossus Mk III (which is a terrible carrier, but its ground support package is why you want it). Drover would be just 24% more expensive in maintenance still, but at least you could have 50% more Condors on the field, like other carriers are 50% better ships than Condor is.
Is it usable in the campaign? I can't say I ever run phase-focused or shieldless ship-focused campaigns, but other than that, I tried most combinations, with and without skills, on spacer mode or not, and I can make all of them work. Not all of them are as fun as others and whether I can make them work against odds or not doesn't change how balanced they are.

Not to mention the fact that AI can't really deal with a lot of fighters in general.
I've tried out a Condor spam (with sparks and proximity charge launchers) and that's it, really. Every time a Remnant ship got near a Condor, it pulverised it in no time. The only thing stopping Remnants from winning after losing some frigates and destroyers is that they won't recklessly push, push, push towards my forces, because they get scared. Condors can't outrun anything that Remnants have, not even capital ships.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Hiruma Kai on July 09, 2020, 09:33:03 AM
@Hiruma Kai
I've said multiple times their super low speed is unjustified, 40 is really weird when another carrier size larger than it has more speed. I'd like to see their speed buffed and maybe a bit more OP. Then I'd call them balanced. I've never said Drover is balanced. If you want to take a look at balanced carriers there's Herons and Moras. And my point of balance is campaign ofc, that's what we're all playing. I don't care about tournaments or 1v1 duels because they ignore bunch of other stats that may make something feel better or worse.

I still don't understand what are you trying to achieve with these fleet tests. Hammerhead, a ship which is notoriously bad at dealing with fighters dies to fighter spam? No way. Not to mention the fact that AI can't really deal with a lot of fighters in general. Their speed doesn't matter since AI is not aggressive enough to pressure the carriers. You can do these tests all day if you want but it's not going to change anything.

I'm trying to answer your opening question with these fleet tests.  Why do people think that some ships that are good when you think they're trash.  I'm arguing under some situations, they perform better than other ships.  And trying to provide data and examples.  I've been picking destroyers I think most people consider good.  Drovers and  Hammerheads.  And letting the AI pick targets and handle it.  A human player could of course magnify the effectiveness, either through direct piloting or setting priority targets.

Weird is not necessarily unbalanced.   Different is also not necessarily unbalanced.  They can be, and maybe it is true in this case.  I certainly haven't tested Condors in all potential situations.  But you've yet to provide any other argument other than their speed is too low.  Slow doesn't necessarily mean trash.  Paragons are slow, yet other factors make them one of the best ships in the game.

If you are a developer and only can imagine ships with the same numbers across the board as being balanced, your limiting your design space.  If you're saying smaller ships should always be at least as fast or faster than bigger ships, you're limiting your design space.  If any ship can be balanced as a slow destroyer, it is a cheap carrier since fighters are the longest range weapons in the game.

You look at the speed and see its lower, and then make the statement that it is both unbalanced and trash.  I don't see the jump as being obvious, given the complex interactions in the game.  Especially given it is a carrier and its low DP cost relative to all the other carriers.  33% more fighters per DP than Herons and Moras has to come into the balance equation somewhere.

I think you have to consider the entire ship, not just one or two numbers, as well as its place within the game.  And I can't really do that in my head for a Condor because of the strength of fighters.  So I do tests.  And I find the deployment cost of a Condor does in fact matter.  And because of how fighters scale, it can potentially matter more than its speed.

The Condor is the most spamable carrier in the game because its easy to find, cheap in terms of credits, and cheap in terms of DP.  It certainly has a place in the game, and is usable as is.

So is there a test you'd like me to do to demonstrate that Condors are trash?  To make it crystal clear to me?  I can also change ship stats to test other things as well (adding speed and OP).  If not, in the absence of testing, I'm suggesting people having different opinions on a ship is to be expected and not weird.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: intrinsic_parity on July 09, 2020, 10:28:29 AM
@intrinsic_parity
Having to first find specific ships, then destroy them in combat, and then pray to RNGeesus that you'll be able to recover it would get pretty tiresome with rare ships. Save scum awaaaay. Anyways I thought this was already in the game, I mean the limiting access of military ships. You need a commission from a faction first, and the black market is usually a lottery (maybe buying bigger ships from black market should be more punishing?). I'm fine with the suggestion of having to earn ships to add to your fleet, but my problem is that some ships are very hard to get even now. Otherwise I don't think I would ever have a Medusa, Aurora or Odyssey in my fleet.
You've misunderstood what I was saying, I do not want there to be any RNG involved with this sort of mission. If you win the fight then your reward is given to you by the person who offered you the mission (presumably when you go back to report your success). In the paragon example, maybe a TT admiral has allowed a rogue AI to take over a TT facility, and they offer you some rare blueprints if you can liberate it quietly without the TT leadership finding out about it. The idea is that there is no loot or recovery involved. (just spitballing here)

Personally I would prefer that the military market have a much better selection of ships but also require a lot more effort to get access to (and maybe some more tiers of access even after you get access to the market). I agree with you that the RNG involved in getting rare ships now is frustrating and this is how I would fix it. I think it would be more satisfying if you could get reliable access to any ship you wanted via series of difficult missions, and IMO, that also makes low chances for loot drops more justifiable. On a hegemony play through, I should have very good access to hegemony ships and blueprints but very limited access to enemy tech via salvage. That just seems natural.

I think the existing commission system is clearly a place holder and nowhere near what the final game mechanic should be. I think your starting rep at the beginning of the game is good enough that you can just click a button and you will be given monthly income and full access to military tech with no strings attached for the entire game. That just doesn't make sense to me. In some sense this is a fleshing out of commission mechanics.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 09, 2020, 10:35:10 AM
Oh, well then I definitely agree with you, commissions are kinda bland right now not gonna lie. Hmm imagine if we could spend story points to buy our way into military markets regardless of commissions.

@Hirfuma Kai
Bruh if you're just gonna ignore everything that was said in the previous pages then I won't bother replying since this will go in circles.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Hiruma Kai on July 09, 2020, 11:06:45 AM
@Hirfuma Kai
Bruh if you're just gonna ignore everything that was said in the previous pages then I won't bother replying since this will go in circles.

I didn't think I was ignoring anything, but I'm looking at it from my view point, so maybe I missed something.  It wouldn't be the first time.

I did appreciate the discussion though, as I've learned a couple things out of it.  Condors aren't as bad as I originally thought and proximity launchers massed do actually work for heavy anti-fighter cover.   Its also inspired me to try a vanilla spacer start and go for Condor carrier spam and see how smoothly (or not) that plays out.  I'd been meaning to do an Industry skill focused run anyways so salvaging Condors from pirates might be interesting.

Anyways, I can certainly drop the discussion.  My apologies if I ended up not contributing anything.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Thaago on July 09, 2020, 11:23:45 AM
Hiruma Kai did actual experiments, stating their conditions and assumptions, and present the results. When people challenged the validity of the conditions/assumptions, they did another experiment. If people are unwilling to engage with that, then they are unwilling to actually talk about balance.

Quote
I'm trying to answer your opening question with these fleet tests.  Why do people think that some ships that are good when you think they're trash.  I'm arguing under some situations, they perform better than other ships.  And trying to provide data and examples.  I've been picking destroyers I think most people consider good.  Drovers and  Hammerheads.  And letting the AI pick targets and handle it.

I think your experiments have shown that Condors are better than people give them credit for in fighter spam combat situations - the results are certainly very surprising to me. I think the next step would be to move away from pure carrier fleets and see how they perform in mixed situations. For example, would a fleet of combat ships + 3 drovers be better or worse than the same fleet of combat ships + 3 condors + a frigate?

My personal gripe against the Condor is its out of combat stats... why does it have such low cargo and fuel storage?

@Hirfuma Kai
Bruh if you're just gonna ignore everything that was said in the previous pages then I won't bother replying since this will go in circles.

I didn't think I was ignoring anything, but I'm looking at it from my view point, so maybe I missed something.  It wouldn't be the first time.

I did appreciate the discussion though, as I've learned a couple things out of it.  Condors aren't as bad as I originally thought and proximity launchers massed do actually work for heavy anti-fighter cover.   Its also inspired me to try a vanilla spacer start and go for Condor carrier spam and see how smoothly (or not) that plays out.  I'd been meaning to do an Industry skill focused run anyways so salvaging Condors from pirates might be interesting.

Anyways, I can certainly drop the discussion.  My apologies if I ended up not contributing anything.

Its not you. You are giving a good faith effort in engaging and I have found your tests to be extremely enlightening.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 09, 2020, 11:40:11 AM
Well ok here's one example if you want actual proof:

Quote
You look at the speed and see its lower, and then make the statement that it is both unbalanced and trash.
Other than me, multiple people have stated why the ship is bad, and everyone agreed it's more than one reason. Yet you said I claimed it was bad simply because of its speed. No, I said its speed could use a buff, to make it less bad. I appreciate you willing to drop it since we could go on like this forever. And you certainly have contributed, I wanted to hear as many opinions as I could. It's just that I'm not a fan of stats in vacuum and weird experiments that don't factor in what's actually important.

@Thaago
What was there to engage with tho? I immediately said the experiment is flawed since it ignores the way the actual campaign is played. Wasn't just me who saw it that way. I'm more than happy when actual thought and effort are put into discussions, but sometimes only one of those things is present. It's just like dueling Onslaught in sim with a Lasher and then saying Lasher is OP. There's nothing to engage with unrealistic scenarios.

EDIT: Should've quoted this instead, my bad.
Quote
But you've yet to provide any other argument other than their speed is too low.  Slow doesn't necessarily mean trash.  Paragons are slow, yet other factors make them one of the best ships in the game.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: pairedeciseaux on July 09, 2020, 12:35:07 PM
Agreed with Thaago's comment. Sadly this kind of discussion where basically everyone is right often leads to a similar conclusion.

Having a scientific approach, trying to get repeatable and objective results, certainly brings value to the discussion and the Starsector community overall. So big up to Hiruma Kai for running those tests!

Having said that, I agree with others about the test scenario itself, it was too specific. If we use a single scenario to evaluate a ship's usefulness, then that one scenario needs to be fairly representative of one real campaign situation you expect the ship to be in, for many players.

Which lead us to:

So is there a test you'd like me to do to demonstrate that Condors are trash?

Big up for making the offer! But let us avoid making too much assumptions about the ship being good or bad.  ;)

I would probably try next weekend those things myself, if I figure out how to setup the test. In the meantime, if you still have motivation and patience I would suggest:
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?

Yes, we are only evaluating carrier on the player side here. If we were to evaluate on the enemy side, those would be separate tests.
[close]

Thinking about this, I remembered reading some time ago a forum post about running semi-automatic fleet battle tests. After a bit of search I found it:

https://fractalsoftworks.com/forum/index.php?topic=15758

I would appreciate if anyone would share more on this one or other similar tests and analysis performed.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Morrokain on July 09, 2020, 01:24:56 PM
I'll just say that tests are always better than speculation and theory-crafting. They give a foundation for the discussion. Even if there is something about the test that can draw criticism, it is a more concrete point of contention rather than abstract feeling.

You've misunderstood what I was saying, I do not want there to be any RNG involved with this sort of mission. If you win the fight then your reward is given to you by the person who offered you the mission (presumably when you go back to report your success). In the paragon example, maybe a TT admiral has allowed a rogue AI to take over a TT facility, and they offer you some rare blueprints if you can liberate it quietly without the TT leadership finding out about it. The idea is that there is no loot or recovery involved. (just spitballing here)

Personally I would prefer that the military market have a much better selection of ships but also require a lot more effort to get access to (and maybe some more tiers of access even after you get access to the market). I agree with you that the RNG involved in getting rare ships now is frustrating and this is how I would fix it. I think it would be more satisfying if you could get reliable access to any ship you wanted via series of difficult missions, and IMO, that also makes low chances for loot drops more justifiable. On a hegemony play through, I should have very good access to hegemony ships and blueprints but very limited access to enemy tech via salvage. That just seems natural.

I think the existing commission system is clearly a place holder and nowhere near what the final game mechanic should be. I think your starting rep at the beginning of the game is good enough that you can just click a button and you will be given monthly income and full access to military tech with no strings attached for the entire game. That just doesn't make sense to me. In some sense this is a fleshing out of commission mechanics.

This is also how I've been thinking about commission mechanics. One thing that has always bothered me is how fast you can get a commission. Favored seems too early to get a monthly stipend and I feel it was designed that way more as a way to give players monthly income to lightly counter-act the monthly drain of crew/supply rather than to make a believable commission mechanic.

I could see bounties paid for destroying enemy ships at that level, but throwing credits at the player every month? Those factions must be very rich! lol

I also really like your idea from a while ago about localized commissions that relied on a base commander's personal reputation with you. That could be used to make larger and better stocked markets slightly more difficult to access rather than giving carte blanche access to military markets. It could also allow implementation of missions for the NPC that could give rewards in the military market otherwise inaccessible by faction rep alone. (Looking at you Hyperion - you just need a reduction in DP first! XD )

Not saying that overall reputation wouldn't also be a factor, but it would be nice to see NPC rep used for something.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Hiruma Kai on July 09, 2020, 02:06:22 PM
I'm certainly down for more testing when I have time available.  Setting up different mission configurations with AI Battles or Fleet Tester is pretty trivial.  It also lets you change the default "officer" behavior from timid to reckless on a per ship basis.

I like both pairedeciseaux's and Thaago's suggestions.  My gut feeling is its a question of when do you hit sufficient fighter concentration that other considerations fall by the wayside.  Alternatively, do your carriers sit safely in the back, or is your front line in sufficient to keep pressure off?  So starting slow, small fleet with 1 condor/drover/etc then ramping up to a larger set of carriers seems like a good way to approach it. I also think in addition to Core fleet, there should be a Core fleet + 10  DP non-carrier destroyer as well, like a Hammerhead.  For the Core fleet + Drover/Condor to compare against as well.  I.e. is adding fighters better than simply more gunships at this size.

There's a whole host of variant questions for the fleet pairedeciseaux suggested, but I can go ahead and just pick some standard or attack loadouts from the variants files if people don't want to make further specific suggestions.  The Drover and Condor I'll hand build.

Unfortunately, I don't know what mods Dark.Revenant used for the fast simulations and fleet generation, or if its even released anywhere.  And that is a bit beyond my limited personal modding experience.  You could try PMing or maybe the discord?  I tend to just edit the player files from the mods (adding variant files as needed), load the game, start, and then go do something else while the fight plays out.  Also, I'm not sure how much of an effect the faster play has.  I know Megas has some experience with running the game at higher rates, but I think at some point of running faster you start running into weird behavior like shots missing that should have hit.  Might affect how long fighters live for example.

Is it worth starting a new thread dedicated to general simulation questions and results, if only for a more logical place to look for this kind of more systematic balance investigation?  I feel a bit guilty about derailing this one.

I mean its true there has been discussion of OP, survivability, and ship systems in the thread that I glossed over and kind of rolled into speed statement, and I perhaps shouldn't have been talking solely about speed in my posts.  However, I personally need to see the ship in action before making a definitive statement about what I think about it.  The game is sufficiently complicated that how effective things are not always obvious.  And I've already been surprised by the Condor, so it might surprise me yet again.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Grievous69 on July 09, 2020, 02:11:18 PM
Is it worth starting a new thread dedicated to general simulation questions and results, if only for a more logical place to look for this kind of more systematic balance investigation?  I feel a bit guilty about derailing this one.
Honestly it's not a huge deal about derailing, more the fact that it will be shown after 7 or so pages of this abomination of a subject. I'd also guess that more people will see the results if a thread has a precise title, rather than digging through here and accidentaly stumbling upon it.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: pairedeciseaux on July 09, 2020, 02:47:49 PM
Yeah, I was thinking : one generic "fleet battle testing protocol" thread where people discuss and share testing knowledge, methodology and tools; and then one thread dedicated to a single testing report, where people can share analysis.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Kpop on July 09, 2020, 05:11:43 PM
Haven't followed this thread closely so bear with me. Just jumping in after a cursory look and reading the OP and he mentioned shrikes.

Shrikes are bad. Shrike(p) is slightly less bad. End of story.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: RustyCabbage on July 09, 2020, 06:43:29 PM
The results of those Condor vs Drover tests are really interesting to see and definitely not what I expected. I was skeptical at first, but I ended up reproducing the results.

I thought it was just a case of Sparks being too strong, but Condors still won with Thunder vs Thunder (albeit very slightly). Instead it a combination of the PCLs proving exemplary in mass fighter engagements (tests without them are heavily Drover favored as expected) and the minor fighter superiority provided by the additional fighter bays (they still don't win in a 10v10, and CR stalemate in an 11v10).

But in any case, I'm not convinced that this result necessarily implies that Condors are in a good spot. Taking the example of even-DP matchups to an extreme, 12 Condor's don't stand a chance against 30 CH Buffalo2s or even 30 CH Valkyries, PCL or not. It does, however, show how just a small interceptor superiority is enough to snowball into massive advantages, which is an issue far beyond any individual ship. It's a bit unfortunate that strapping CH Talons/Wasps/Thunders/Sparks on virtually any destroyer will outperform a non-CH variant.



On topic, I generally agree with the original post. The balance of vanilla ships is extremely spiky and it's hard for even fairly viable ships (e.g. the Apogee) to match up to the strongest ones in vanilla. Personally, this makes it hard for me to be harsh about most ships outside of the most extreme outliers (i.e. Enforcers and Thumpers). Like yeah, a Shrike doesn't match up to a Medusa or Hammerhead or whatever, but what does? At least they have a medium missile mount and Frigate burn speed. At least the Condor has fighter bays. And so on.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: BigBeans on July 09, 2020, 07:07:18 PM
Condors and Ventures and other cheap craft would be much more useful if better military grade ships weren't so easy to acquire. Like if Drovers and proper military ships either cost alot more or required commissions too get there would be more reason too use converted civilian craft like them past the early-mid game.

Condor is good at staying in the backline and slinging support missiles like Pilums or Salamanders. However I personally think it should cost less DP and be slightly faster in combat.

Venture can be turned into a literal missile spewing brick. But the lack of modular fighter bay, only three proper weapon mounts and poor burn speed means it loses a spot in my fleet quite quickly. Maybe a Venture (A) with a modular bay+small mounts for PD would be an improvement? Or a Pirate Venture with a Converted Hangar?

Vigilance is meh, it needs more flux to properly use it's medium energy in anything other than a support role. Decent support frigate for larger ships but never seems to be able to handle frigate attacks. Suffers from the same issue all frigates have where they just become not worth a fleet slot in the end game.

Shrike seems bad because it has a bad ship system. It's actually decently armed and shielded. The problem is that it has a suicide drive which the AI can't handle and gets itself into trouble.
If it didn't have the plasma burn I bet it would play alot better in AI hands.

I'm not fussed about the Shrike (P) being slightly better. God knows the pirates could use one or two half-decent ships in vanilla. Most of the Shrikes killing power comes from it's missiles and Blaster anyways.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Serenitis on July 10, 2020, 05:03:21 AM
My personal gripe against the Condor is its out of combat stats... why does it have such low cargo and fuel storage?
Lore. (Specifically implied lore.)
Condor is a converted Tarsus and the original conversion process is described as "involved and complex", with the implication that the ship in question has sacrificed almost all of its previous abilities in order to do something it was not originally intended to do.
The implication itself comes from the statement that the conversion process was originally created by scavangers and pirates looking for a way to field fighters. And neither group would have the means to perform such a conversion without some manner of significant compromise.
The process itself is no longer "complex" because of access to nanoforges, but there's nothing to say the process was improved in any way from the original.

This is also a partial explaination for the low speed.
Tarsus has a speed of 45. And Condor, which is basically a gutted Tarsus, has a speed of 40.

Personally, I don't see a problem with this. It's all fluff, but its consistent fluff.
Condor is "good enough" (for me) to use for a while, but its not something I'd want to use past a certain point if I had any other alternatives.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Locklave on July 10, 2020, 05:35:44 PM
Commonly cited "bad" stuff:

For the Venture: increase its burn speed by 1 and it's in my fleet tomorrow. I think it's a cheap damage sponge but it's too dang slow.
For the Condor: it does need to be faster but I'm still ok with its existence as the lowest-bar carrier option
For the Shrike: I don't think it's terrible but the (P) version is better, which shouldn't be the case.

Those specific ships need exactly that and I'd support it loudly. I don't believe any of them are intended to be junk ships, like fodder fleets, but those small buffs would make them feel less like they are dragging your fleet down. They are just low end ships that should be a bit better.

We are on the same page on the Venture and Condor. I'd have qualified those buffs the same way.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Aereto on July 11, 2020, 12:36:59 PM
My personal gripe against the Condor is its out of combat stats... why does it have such low cargo and fuel storage?
Lore. (Specifically implied lore.)
Condor is a converted Tarsus and the original conversion process is described as "involved and complex", with the implication that the ship in question has sacrificed almost all of its previous abilities in order to do something it was not originally intended to do.
The implication itself comes from the statement that the conversion process was originally created by scavangers and pirates looking for a way to field fighters. And neither group would have the means to perform such a conversion without some manner of significant compromise.
The process itself is no longer "complex" because of access to nanoforges, but there's nothing to say the process was improved in any way from the original.

This is also a partial explaination for the low speed.
Tarsus has a speed of 45. And Condor, which is basically a gutted Tarsus, has a speed of 40.

Personally, I don't see a problem with this. It's all fluff, but its consistent fluff.
Condor is "good enough" (for me) to use for a while, but its not something I'd want to use past a certain point if I had any other alternatives.
Yep, the Condor's conversion is a steep price, but if I want carriers for cheap, eh, not going to complain about that so long as I use the right LPCs as a force projector. I have considered the Tarsus for destroyer/cruiser speed fleets, but I use Pirate/Hegemony Buffalos because I don't expect to run from a battle. Pirate for shielded cargo holds, Hegemony for built in militarized subsystems and able to keep up to even frigate fleets with augmented drive field.
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: Madao on July 17, 2020, 09:55:30 AM
So I checked the subreddit

Ah, I see your problem..
Title: Re: A weird mindset I've been seeing lately about game balance
Post by: DubTre6 on July 17, 2020, 11:33:37 AM
So I checked the subreddit

Ah, I see your problem..

KekW