Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Cyan Leader on April 03, 2018, 06:12:53 AM

Title: Aliviating / Nerfing players abilities to change ships
Post by: Cyan Leader on April 03, 2018, 06:12:53 AM
As I keep trying to find new ways to play the game, I've been starting to chain ships a lot more often lately. I've always been a fan of fighting with only a couple really strong ships against big fleets, which usually involves a lot of kiting and it's very rewarding. In my last save I've been running fleet configurations with destroyers and cruisers, deploying the former first to handle frigates and the like, and the the latter to face against capitals and such. The problem is that, especially with hardened subsystems, by the time I retreat my destroyer and switch over to my cruiser, the enemy fleet (which most have deployed since I also deployed my other ships prior, I just kept them in a corner giving me some ECM) is exhausted. Most frigates CR are close to running out and when my cruiser starts engaging even their destroyers are suffering. As the fight drags while my cruiser is around half CR, even their capitals are starting to fail.

I really dislike this, it feels like I'm cheesing the game even further and it can trivialize anything in the game but station battles. I really like the ability of changing ships in the middle of a battle though, so I'd like suggest a balance change:

If the new ship the player is transferring to has: a higher CR rating than their last ship AND it has been in combat (as in the state in which your CR drains, not just deployed) for a a certain amount of time (a minute would be good place to start experimenting) less than the original ship, then the enemy ships gets their CR adjusted upwards to compensate (to the value of the new ship would be good I think). This would prevent fleets getting adjusted upwards when you, say, change from a frigate to a cruiser mid battle with both ships engaging but it would prevent the enemy fleet from being crippled by chaining ships.

I have no idea on how to integrate this in a way that would make sense world-wise, but that's the most balanced solution that I can come up with.

PS. This would not prevent, however, exhausting enemies with player ships and then asking your AI buddies to wipe out the crippled fleet.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: TaLaR on April 03, 2018, 07:05:58 AM
Currently there is a rule that your CR ticks only against somewhat threatening opponents (combined). So a solo frigate is enough for another frigate or DE, but not a Cruiser or Capital.

How about a more general replacement system:

- 1 ship-specific CR tick is worth 1/2/3/4 universal CR ticks (determined by ship size).
- 1 universal CR tick of one side can wipe up to 3 universal CR ticks of other side. No accumulation between ticks, spreads randomly, can't double tap same target, no waste as long as there are appropriate targets (a Capital can't shield CR of allied frigates).

So you still need at least 2 frigates to make a Capital tick at all. 1 frigate can drain 3 enemy frigates at normal rate, 6 frigates at about 50% rate (over long enough time), etc.
Such system even makes winning by CR harder for a single capital, among other things.

This way there is no need to punish chain-deployment. It remains a viable, but not a no-brainer strategy.

On the downside, it may be hard to figure out what's actually happening with CR in combat. Maybe add some additional bar, showing universal CR balance around a ship (or battlefield in general?).

Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Alex on April 03, 2018, 09:52:22 AM
(A cruiser can't tick down a capital unless it's a carrier - which, really, I should probably change - that's a holdover from before the new fighter mechanics, iirc.)

That aside, though, yeah, this is a bit of a problem. I almost wonder if throwing objectives into the mix might not be a good idea. Something like, "if one side controls the middle of the map, the other side's peak time ticks down no matter what, including reserves" might work. The center would then be something you have to hold to win the CR war - you either hold it and fight, don't hold it and still fight, or lose by CR. Seems like it would have no effect on smaller battles, where everything ticks down anyway. Plus, it would provide an opportunity to clarify the mechanic, through the objective's text.

Hmm. Thoughts on this? Any exploit potential I'm missing?
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: MajorTheRed on April 03, 2018, 10:06:20 AM
That aside, though, yeah, this is a bit of a problem. I almost wonder if throwing objectives into the mix might not be a good idea. Something like, "if one side controls the middle of the map, the other side's peak time ticks down no matter what, including reserves" might work. The center would then be something you have to hold to win the CR war - you either hold it and fight, don't hold it and still fight, or lose by CR. Seems like it would have no effect on smaller battles, where everything ticks down anyway. Plus, it would provide an opportunity to clarify the mechanic, through the objective's text.

Hmm. Thoughts on this? Any exploit potential I'm missing?

Like the AI, need proper thinking about AI behavior which is sometime unable to hold a position but is instead pushed aside by ennemy fleet.
Still, could be also benefit to prevent cluster of ships randomly around the map (the objective could be defined as a default regroup waypoint). It would also prevent abusing kitting and the situation where the other side has obviously lose, but still don't want to flee (ex: a last frigate vs 3 or 4 ones).
I think it could also bring some realism : one rarely fight to the death for the sake of it, even more if it's a naval engagement. If you look WWII or Jutland, in regard to fleet engage, lose are often minimal in proportion (to a few exception). I'm not telling that I want something that boring in Starsector, but fighting for something else than killing every one could be interesting
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: TaLaR on April 03, 2018, 10:26:06 AM
That aside, though, yeah, this is a bit of a problem. I almost wonder if throwing objectives into the mix might not be a good idea. Something like, "if one side controls the middle of the map, the other side's peak time ticks down no matter what, including reserves" might work. The center would then be something you have to hold to win the CR war - you either hold it and fight, don't hold it and still fight, or lose by CR. Seems like it would have no effect on smaller battles, where everything ticks down anyway. Plus, it would provide an opportunity to clarify the mechanic, through the objective's text.

Hmm. Thoughts on this? Any exploit potential I'm missing?

What about fights against MUCH larger fleet (like 10x yours)? You start with elite units and manage to hold center - ticking down *whole* enemy reserve in process. Then swap to a few reserve ships (since they didn't lose CR) for mop up. Something that would probably not happen under current system (CR death due to endless reinforcement waves).
Especially since player can reduce combat size to fit his current fleet.

Makes fleet size disadvantage much less important, as long as you have really good first wave.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Megas on April 03, 2018, 10:39:23 AM
I only resort to outlasting the enemy as a last resort.  (e.g., I cannot safely attack and win against an overwhelming force any other way.)  Waiting that much is not very fun.  (That is the real reason Remnants are overpowered in player hands, they have more peak performance than most ships and can outlast them if their weird loadouts make it too hard to win conventionally.)

If reserves start to tick down (or I foresee that coming), I probably would call full retreat to end battle as soon as possible.  If some ships are too slow, say Mora on my side, I might shoot my own slow pokes (only instead of more XP exploit, simply to get them off the map now).  I would also be more hesitant to join battles as allies.

Also, that would make CR drain intolerably huge as during early 0.6.  I hated CR back then, and unlimited ballistics (plus other minor tweaks) made the CR more tolerable.  If CR ticking down in combat for all is a thing, thing CR costs would need to be lower so that player does not lose 50% for the whole fleet in one battle, but that may encourage full retreats more for perhaps other reasons like reloading missiles.

On the other hand, if I am winning a battle, I might order my allies to avoid a crippled ship so that the CR of enemies in reserve ticks down all the way down to zero.  Let that enemy ship live long enough to cripple everyone else.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: SCC on April 03, 2018, 10:44:52 AM
Hmm. Thoughts on this? Any exploit potential I'm missing?
I thought about boring and hidden "if DP disparity between sides is bigger than 30% (bigger fleet's DP/smaller fleet's DP), then CR depletion speed is multiplied by disparity ratio".
Any exploits? Don't know, but it might potentially make early game harder.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Alex on April 03, 2018, 10:48:39 AM
What about fights against MUCH larger fleet (like 10x yours)? You start with elite units and manage to hold center - ticking down *whole* enemy reserve in process. Then swap to a few reserve ships (since they didn't lose CR) for mop up. Something that would probably not happen under current system (CR death due to endless reinforcement waves).
Especially since player can reduce combat size to fit his current fleet.

Makes fleet size disadvantage much less important, as long as you have really good first wave.

Hmm, that's a good point.

Thinking it through: if the enemy outnumbers you that much, they have more stuff deployed, so it feels like - while your forces may be very much superior - they'd still get attacked and have to either destroy the enemy ships or be destroyed. That seems like it'd leave time for a few follow-up redeployment waves, at least. And after that, the enemy could full-retreat and re-engage, meaning the whole thing gets restarted, with lower CR for your elite first wave. A "don't reinforce and full-retreat when reserve peak time is 0" check seems /fairly/ straightforward.

Also, to clarify: I wasn't thinking that *CR* would tick down for reserves; just peak time. Not super relevant for this particular point, but thought I'd mention it.


I only resort to outlasting the enemy as a last resort.  (e.g., I cannot safely attack and win against an overwhelming force any other way.)  Waiting that much is not very fun.  (That is the real reason Remnants are overpowered in player hands, they have more peak performance than most ships and can outlast them if their weird loadouts make it too hard to win conventionally.)

Ideally, this change (which is very much only "potential") would make those cases unwinnable instead, forcing you to adjust your tactics and "what's viable" into something that's actually also fun. For example, if you're hiding in a corner with an Onslaught trying to wait stuff out, they could just pull back to the middle of the map and wait *you* out.

If reserves start to tick down (or I foresee that coming), I probably would call full retreat to end battle as soon as possible.  If some ships are too slow, say Mora on my side, I might shoot my own slow pokes (only instead of more XP exploit, simply to get them off the map now).  I would also be more hesitant to join battles as allies.

Also, that would make CR drain intolerably huge as during early 0.6.  I hated CR back then, and unlimited ballistics (plus other minor tweaks) made the CR more tolerable.  If CR ticking down in combat for all is a thing, thing CR costs would need to be lower so that player does not lose 50% for the whole fleet in one battle, but that may encourage full retreats more for perhaps other reasons like reloading missiles.

On the other hand, if I am winning a battle, I might order my allies to avoid a crippled ship so that the CR of enemies in reserve ticks down all the way down to zero.  Let that enemy ship live long enough to cripple everyone else.

Right - it would be just peak time for reserves, not CR.

(I've also got a TODO item to stop missile reloads from retreating and redeploying...)


I thought about boring and hidden "if DP disparity between sides is bigger than 30% (bigger fleet's DP/smaller fleet's DP), then CR depletion speed is multiplied by disparity ratio".
Any exploits? Don't know, but it might potentially make early game harder.

Hmm. I think that might unduly punish soloing styles - and, right, the early game. It'd basically reduce the player's peak time/CR in any situation, rather than only when they're trying to avoid a fight.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Megas on April 03, 2018, 10:51:44 AM
One way to "Aliviating / Nerfing players abilities to change ships" is to remove the Hardened Subsystems hullmod and the perks that increase maximum CR and peak performance from the game.  This enables high-tech ships like Aurora to solo things it otherwise could not due to having a peak performance advantage.

This is one reason I consider Fleet Logistics one of the most important skills in the game.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Megas on April 03, 2018, 11:03:30 AM
If peak time can tick all the way down to zero, I might call full retreat and restore peak performance.  Ideally, ships should retreat before it expires and the only reason I do not do that is that loot bug that causes the player to forfeit all loot from previous rounds if he full retreats from the current round (but returns to win the following round), all in the same encounter.

Once CR begins to decay, it ticks down rather quickly.  I am not sure a fleet burning in with no peak performance can crush a fleet quickly enough that they lose less CR than to full retreat and fight the next round.

Also, if player might think his fleet may be vulnerable to peak performance drain (and do not bother with full retreat), then Safety Override could be more attractive.  Its peak performance penalty hurts, but if the fleet already lost it, then that drawback does not apply.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Thaago on April 03, 2018, 11:52:51 AM
(A cruiser can't tick down a capital unless it's a carrier - which, really, I should probably change - that's a holdover from before the new fighter mechanics, iirc.)

That aside, though, yeah, this is a bit of a problem. I almost wonder if throwing objectives into the mix might not be a good idea. Something like, "if one side controls the middle of the map, the other side's peak time ticks down no matter what, including reserves" might work. The center would then be something you have to hold to win the CR war - you either hold it and fight, don't hold it and still fight, or lose by CR. Seems like it would have no effect on smaller battles, where everything ticks down anyway. Plus, it would provide an opportunity to clarify the mechanic, through the objective's text.

Hmm. Thoughts on this? Any exploit potential I'm missing?

EDIT:
Quote
Also, to clarify: I wasn't thinking that *CR* would tick down for reserves; just peak time. Not super relevant for this particular point, but thought I'd mention it.


This nullifies the CR damage to reserve aspect, but I'll leave them as examples.

Spoiler
From my observations, in any fight that matters the player is badly outnumbered, and rarely will they be able to hold a static point until they have managed to whittle the enemy down some. (Specific 'heavy' fleet builds designed to just ball up and outlast might be able to do this, but even then you usually get pushed slowly back until the tide turns and the enemy breaks). Not talking about cheesing where you hide your forces in a corner for range/speed, or chain deploying fast flagships to harass and deal CR damage without really being effective combat-wise, but just ordinary engagements.

Problems:

What about fights where we underdeploy strategically, or when are reserves are already CR damaged? And what about civilian ships?

I don't deploy frigates in large fleet actions as they are too vulnerable, but keep a few around for chases. If I'm in a tough battle where I don't hold the center that much, but manage to win in decent time with my destroyers starting to tick down, then my chase frigates will be completely wiped. At large supply cost, too! (A drained CR frigate costs more in supplies than a cruiser deployment!) Same for civilian frigates like the Dram.

I have often been in the situation when getting chain ganked by remnants that my main combat ships are starting to be in CR trouble from repeated deployment. I start to deploy less of my fleet, sometimes down to just the bare minimum of ships I think can scrape a win. If the reserve is being CR damaged, then I can't do that, which I think would be a shame: These tense battles are some of the best fights.
[close]

Problem:

What stops the player from harassing the enemy fleet to CR exhaustion with a few ships, full retreating to end that combat round, then crushing the enemy in a new round? Same effect, just a little more waiting.

Suggestions (each standalone):

Instead of (or in addition to) making the enemy readiness timer tick, the center objective stops your own. This still allows for legitimate hit and run strategies against a larger AI, such as using your own fast ships in one wave to deal with the enemy fast ships, then deploying heavier ships, but removes the CR advantage element of it. It is a slower tempo correction though, which might be bad.


Another suggestion: One AI change that would really alter game flow: have the AI retreat when they start taking CR damage. And if this leaves the forces left too small, have them retreat as well. This would make engagements have more "rounds" and be more punishing and expensive, so there would be balance consequences. However, it would stop the 'corner hiding' cheese because the player would take the full CR hit each time.

Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Goumindong on April 03, 2018, 01:21:45 PM
Taking out ways to abuse the enemy by smart understanding of combat mechanics is probably bad. There isn’t a good reason to make players feel less good about themselves while also pushing the game towards more of a fleet check than it already is.

The only significant problem is that there exists no mechanic to force ships to engage. Running is almost always a worse idea that engaging and then running after you use what few combat ships you have to clean their fast movers.

I almost feel like there should be two fights every fight. The first fight determines who gets loot. The second fight is just to blow stuff up and the second fight is composed only of ships not deployed in the first fight and you must deploy all ships. (From lowest to highest DP until combat size cap). The loser of the first fight gets to determine whether or not this is a flee fight or a normal fight
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Alex on April 03, 2018, 01:48:41 PM
Taking out ways to abuse the enemy by smart understanding of combat mechanics is probably bad.

Well, it's good or bad depending on whether the gameplay this engenders is fun or not, right. Here, we're talking about something that occasionally creates gameplay that's very obviously not fun.


What about fights where we underdeploy strategically, or when are reserves are already CR damaged? And what about civilian ships?

...

I have often been in the situation when getting chain ganked by remnants that my main combat ships are starting to be in CR trouble from repeated deployment. I start to deploy less of my fleet, sometimes down to just the bare minimum of ships I think can scrape a win. If the reserve is being CR damaged, then I can't do that, which I think would be a shame: These tense battles are some of the best fights.

Hmm - so "no CR ticking down for reserves" mostly does take care of this, right? If you strategically under-deploy and win, you're fine. If you lose, you either still have enough peak time on reserves, or you retreat and redeploy.

I don't deploy frigates in large fleet actions as they are too vulnerable, but keep a few around for chases. If I'm in a tough battle where I don't hold the center that much, but manage to win in decent time with my destroyers starting to tick down, then my chase frigates will be completely wiped.

Do you mean chase frigates for the separate pursuit phase? (If so, then naturally we're good since peak time would be reset for that.)


What stops the player from harassing the enemy fleet to CR exhaustion with a few ships, full retreating to end that combat round, then crushing the enemy in a new round? Same effect, just a little more waiting.

I think a combination of a few things: if they only deploy a few ships, the AI will not over-deploy very much, and the few/faster ships that might be used to harass to CR exhaustion also have lower peak times, so not being able to effectively chain-deploy them (as a result of reserve peak time ticking down) will limit how much you can actually wear the enemy down this way. E.G. if you use a single Tempest or Medusa to wear down maybe 4-5 times their weight in ships, but at the cost of extra CR loss by that ship (or other ships), then you might as well deploy 2-3 of them and just win outright.

The scenario in the OP is a bit unique in that deploying and then hiding extra ships causes the enemy to over-deploy, making them much more vulnerable to getting CR-exhausted efficiently.

Adding a "control point" (or several) seems like overkill to solve /just/ that, but I like its potential to 1) replace other objectives entirely, with something that matters, and 2) naturally cause fights to drift to the center of the map, helping to reduce the amount of map border cheese and just awkwardness from fighting near one.


Instead of (or in addition to) making the enemy readiness timer tick, the center objective stops your own. This still allows for legitimate hit and run strategies against a larger AI, such as using your own fast ships in one wave to deal with the enemy fast ships, then deploying heavier ships, but removes the CR advantage element of it. It is a slower tempo correction though, which might be bad.

Can't do it because of phase ships and SO builds.

Another suggestion: One AI change that would really alter game flow: have the AI retreat when they start taking CR damage. And if this leaves the forces left too small, have them retreat as well. This would make engagements have more "rounds" and be more punishing and expensive, so there would be balance consequences. However, it would stop the 'corner hiding' cheese because the player would take the full CR hit each time.

It might work, but I think the main issue with that is it can lead to boring fights. If enemy phase ships retreat when their peak time runs out, for example - which is smart! - then just ugh. You certainly can't catch them, and this would mean waiting out their peak timer as many times as they decide to re-engage.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Midnight Kitsune on April 03, 2018, 04:54:44 PM
I feel like this is an over kill fix for an issue that already has a fix. Plus it feels very arbitrary and gamely
Also, what happens if I push the enemy back to their side of the map? I play very aggressively and usually end up near their spawn about 2/3rds through the fight. If I'm going to be punished just because I'm not watching some arbitrary point(s) on the map
Another thing: CP are going to have to regen faster or the order to capture and control these points will need to be free. This will need to be done along with keeping the AI closer to the points and making the default, no order AI try to cap these points without orders
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Megas on April 03, 2018, 05:00:15 PM
Unless I play Op Center commander build, I only have enough CP to do what I really want if I totally ignore objectives (another good reason to get both Coordinated Maneuvers and Electronic Warfare 1 each).  Objectives are CP sinks, and you only break even if you are have at least a slight power advantage over the enemy to begin with to capture objectives.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Goumindong on April 03, 2018, 05:41:39 PM
Taking out ways to abuse the enemy by smart understanding of combat mechanics is probably bad.

Well, it's good or bad depending on whether the gameplay this engenders is fun or not, right. Here, we're talking about something that occasionally creates gameplay that's very obviously not fun.

Sure, but only if the design pushes you to play in that manner. I do not feel compelled to play in that manner at all. Its not optimal compared to just killing things. It might enable you to fight a marginally larger fleet but i seriously doubt it.

Sometimes i use rotating flag ships but its never to dump enemy CR by waiting them out.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Thaago on April 03, 2018, 06:11:40 PM

...

Hmm - so "no CR ticking down for reserves" mostly does take care of this, right? If you strategically under-deploy and win, you're fine. If you lose, you either still have enough peak time on reserves, or you retreat and redeploy.

...

Do you mean chase frigates for the separate pursuit phase? (If so, then naturally we're good since peak time would be reset for that.)

...

Yes and Yes! I was confused before about what was ticking down. And my suggestions weren't that well thought through apparently :P. Though one issue with the retreat/redelpoy at low CR: it would be really boring to fight against, but is it really that much better to play? Because its a pretty optimal player strategy.

Here's another issue I just thought of: max battle size and deploying replacements for lost ships. If the replacements have had their peak time depleted, then deploying them is a trap, and the player never had the choice to deploy them or not.

On the flipside: I can hold the center, and then deliberately not kill the enemy for a while, taking out the peak performance time of not only their current ships, but all their reserves. Tedious, but I can imagine a hardened subsystems force where the optimal play is to hold and wait.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Alex on April 03, 2018, 07:21:08 PM
Also, what happens if I push the enemy back to their side of the map? I play very aggressively and usually end up near their spawn about 2/3rds through the fight.

I'd assume you'd be entirely unaffected since you'd have control of the point(s), similarly to how you likely control the objectives now in the same scenario, if they're present.

Though one issue with the retreat/redelpoy at low CR: it would be really boring to fight against, but is it really that much better to play? Because its a pretty optimal player strategy.

Would it come up all that often? Hmm. If it did, it wouldn't be great, no, but it doesn't have nearly the same issues as the AI doing it.

My thought is that the player would deploy most of their combat ships right off anyway - or as many as they need, so they'd either 1) hold the center (and be unaffected by this), 2) win with what they deployed within its peak time (and also be mostly unaffected), or 3) under-deploy, realize it too late, and be forced to retreat and re-fight. So 3) seems like a "made a mistake" case rather than an optimal strategy?

But entirely possible I'm missing something. I really appreciate you taking the time to think/talk this through, btw!

Here's another issue I just thought of: max battle size and deploying replacements for lost ships. If the replacements have had their peak time depleted, then deploying them is a trap, and the player never had the choice to deploy them or not.

Hmm, that's true. A battle where both sides handily exceed battlesize would likely have to be fought over several engagements. I mean, getting a few rounds of reinforcements before peak time ticks down seems likely, but if the fleets are quite large, then yeah, it'll happen.

On the flipside: I can hold the center, and then deliberately not kill the enemy for a while, taking out the peak performance time of not only their current ships, but all their reserves. Tedious, but I can imagine a hardened subsystems force where the optimal play is to hold and wait.

So the central idea here is that you *can't* do that, because how can you deliberately not kill the enemy and hold a fixed location at the same time? Or can you, somehow, and I'm just not thinking of a way?
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: TaLaR on April 03, 2018, 08:33:20 PM
So the central idea here is that you *can't* do that, because how can you deliberately not kill the enemy and hold a fixed location at the same time? Or can you, somehow, and I'm just not thinking of a way?

Assuming you established local dominance on central point and keep your fleet leashed to it (or to nav point reasonably behind it):
- Just put enough flux on attacking ships, to make them retreat back into formation, but not actually go for kills (AI is not good at finishing in the first place, so if player deliberately ignores opportunities too, there is decent potential for stalling). Especially not go for kills of missile based ships that have used up ammo - they are the most harmless to keep around.
- Maybe even manually order allied ships to back off, if it looks like they are going to kill something big enough soon.
- When something slow and big gets damaged enough that it wants to retreat off map, do not go for the kill, but harass it enough to make it keep shields up for as long as possible. Maybe put avoid order if there is danger of allies killing it. (can get quite decent amount of extra time from a Paragon crawling to retreat point, I think). Then kill it right as it start retreat burn.
- Also, can player herd an enemy ship (that wants to retreat) away from retreat? Something to try at least.

Also since enemy will go for another round, if you drain their reserve peak CR time too much, player might be interested in draining 'just enough'. So that enemy does deploy reinforcements, but they quickly start ticking CR in combat.

On a sidenote: can we get officer reassignment, please? At least between combat rounds, even better if it can be done any time before deploying a ship. Not having this and loot loss on retreat are 2 major reasons why I avoid multi-round combat currently.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Sutopia on April 03, 2018, 08:35:27 PM
I think one of the factor here are the player ECM purpose ships making enemy AI miscalculate the "proper" amount of ships to deploy resulting enemy to drain much more CR than player do by combat mechanics.
ECM having "universal" effect seems weird at some point IMO.
Maybe tie that with the CR affecting range? I mean, only ships in certain range can have ECM/ECCM affect to each other.

Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Cyan Leader on April 04, 2018, 12:34:37 AM
An strategic point on the map manipulating CR is a good idea I think, but affecting reserve ship CR ratings is opening a big can of worms in my opinion. As stated, a lot of campaign scenarios would break and it'd be very hard to re-adjust everything. Alex, you mentioned not being able to do the opposite (not ticking CR down) because of phase ships and SO builds, but how about making an exception for these two?

A simple line like "due to <world reason>, this ship cannot reap the benefits of <insert name> beacon" under their hullmods would be enough. I think that's much less likely to cause problems and it'd alleviate the current balancing issue.

I'm sure I'm missing some so considering this method, what are the downsides? Are there any exploits or gameplay problems that you can think of?
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Sutopia on April 04, 2018, 01:02:03 AM
Just re-viewed the topic and kinda realized the real problem
When ticking down peak time, there is no modifier regarding the combat ability of both side.
That is to say, if deployed properly, player can drain AI's fleet total peak time doubled speed as player does.
Or, if a capital ticks down peak time when 4 DD opponent appears regardless of friendly ships amount(I'm not sure if it's the case), player can easily drain 3x or 4x enemy fleet total peak and win the CR war.
There should be some kind of modifier slowing down the peak time tick when engaging fleet size is far from 1:1.

So maybe the peak time should change to "equivalent peak time"?
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Schwartz on April 04, 2018, 03:41:17 AM
I like the idea that a 1v10 fight would make the 10 ship team bleed CR and combat time at a slower rate. (opposed to faster rates for the outnumbered side)

Holding the centre of the map is arbitrary and should not decide CR drain. Space is an infinite 3D map where points of advantage are decided mostly by the ships themselves. Maybe nebulae and stations, when they'll make an appearance. A dedicated flanking attack may be tactically superior to holding the centre, and still they'd have CR working against them? What?

Right now it makes absolutely no sense to have CR drain tied to any more systems. Strategic points themselves are already a bit game-y, but we're used to them so that's another subject. I would rather see CR as unobtrusive and out of the way as possible. Plug the exploits with a light touch, not another new layer of gamey-ness.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Megas on April 04, 2018, 05:33:59 AM
The problem with infinite space idea is the playing field has walls, and ships solo better while hugging the walls.  When I attempt simulator grinds with Paragon or Astral, I abuse the walls.  AI ships often back away from walls.  I slowly creep toward the middle to draw them in, retreat back toward the wall and pick off more ships, repeat.  If Paragon tries to stay in the open, while fast and small ships are on the field, it will get surrounded then die.  Skilled astral might get away being in the open with wing spam, but it is still better to hug the walls as insurance against being surrounded.  Even when I use smaller ships, I sometimes use the walls as sanctuary because I know the AI avoids the walls to some extent.

I do not want to see CR used as a commodity for everything and easily spent.  I want to chain-battle because it is fun, and early 0.6 was really bad at interfereing with that.  I do not want my entire fleet go from 70% to under 30% after one normal fight.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: TaLaR on April 04, 2018, 06:38:46 AM
The problem with infinite space idea is the playing field has walls, and ships solo better while hugging the walls.  When I attempt simulator grinds with Paragon or Astral, I abuse the walls.  AI ships often back away from walls.  I slowly creep toward the middle to draw them in, retreat back toward the wall and pick off more ships, repeat.  If Paragon tries to stay in the open, while fast and small ships are on the field, it will get surrounded then die.  Skilled astral might get away being in the open with wing spam, but it is still better to hug the walls as insurance against being surrounded.  Even when I use smaller ships, I sometimes use the walls as sanctuary because I know the AI avoids the walls to some extent.

Which is exactly the argument for not having walls. It fosters unrealistic and boring tactics.

Hmm. How about gradually accelerating CR rate for ship while it is out of combat area (which could be circular in this case). Winning fleet can just camp at border, occasionally poking into outside (which is cheap, due to gradual ramp-up) thus herding the would-be-camper to CR death.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Megas on April 04, 2018, 08:25:06 AM
I probably would try wrap-around like in Star Control (or other Space War remakes or Asteroids or Star Castle).  The only problem with that is how do ships burn in?  Ships here probably cannot phase in from another dimension to normal space like in Star Control.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Chronosfear on April 04, 2018, 09:01:42 AM
I see a problem in the current combat mechanic which should also be considered.

The combat currently has one big problem : supplies, yours matter, the AIs not.
The AI currently mass deploys, since it doesn't have to care about supplies.
If my ships in reserve would also tick down by not having control of the center the player is even more punished ( eg. I have to deploy again with ships low on cr-timer )

I somewhat miss the old system where the AI deployed only a few ships to match yours ( problem was : to easy to solo ) -> but it gave me the feeling of AI had to care about resources, too

My suggestion is some sort of chain combat, the AI should not deploy to much ( only a % of its fleet depending on yours deployed - must be somewhat large enough to counter solo fleets - )
but also plan for a second,maybe third and so on engagement, depending on DP sizes of both fleets. Then you could do something like:
-Increase the % CR cost, so chain deploying ships is near impossible if you don't have both sills with +max CR ( eg cost is around 40% for every ship which makes another deployment already into low CR )
-lower cost of supplies by the same % so the overworld cost stays about the same
-The CR-timer always ticks down for both sides (not based on ships nearby) but by the size difference of fleets (so solo-fleets tick down fast vs. big fleets [only the deployed ships counts])

You only need to force encourage the AI to deploy enough ship to prevent the AI from wiping the floor with you by only deploying 1 ship like you and force a 2nd 3rd and so on engagement (which players always loose since we have a fleetlimit on # ships)

and...
Spoiler
we could even change faction and fleet"leaders" to behave a bit differently on how many ships to deploy, based on the faction/officers stance/overall stength of faction and so on
[close]

Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Megas on April 04, 2018, 09:37:22 AM
We cannot see what the AI deploys.  At the very least, we should know if something is deployed (even if not the precise details).  Currently, the AI can metagame and know when we deploy something, and it knows precisely what we deploy.  We have no idea what the AI deploys until we see their ships in combat.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Midnight Kitsune on April 04, 2018, 12:26:02 PM
Also, what happens if I push the enemy back to their side of the map? I play very aggressively and usually end up near their spawn about 2/3rds through the fight.

I'd assume you'd be entirely unaffected since you'd have control of the point(s), similarly to how you likely control the objectives now in the same scenario, if they're present.
Actually no, I don't go for objectives as 80% of the time, they don't matter due to the fact that I fight in close in ranges and two of the three objectives give only positive boosts. (CP regen and CM percentage) The only time I somewhat care about objectives is when there is sensor buoys as they can hurt me. But even then I might ignore them if the enemy fleet is small enough
(PLEASE don't make the other two objectives like EW)
I also fly a small combat fleet (11 ships) most of the time and in turn do no like to deploy alot due to the cost and the time it takes to recover.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Megas on April 04, 2018, 01:12:50 PM
Like Midnight, I only care about Sensor Objectives, although in my case, only if the enemy also has Electronic Warfare 1+ to offset my Electronic Warfare 1.  As for other objectives, I already have Coordinated Maneuvers 1 so I never need to get the Nav objectives to help my fleet (since I am already at max), and since the enemy may also have Coordinated Maneuvers (except you do not know if they have it or not), it makes no sense to deny the point to them unless it messes with their AI.  As for Comm Relays, the bonus is so puny that it is insignificant, and what do I care if the enemy has more CP (if I cannot tell if it cheats with unlimited CP or not), unless I can mess with their behavior?  If I need more CP badly, I will bite the bullet and put Operations Center hullmod on the flagship, which is far more effective than a puny boost from a Comm Relay, if one even spawns on the map.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Thaago on April 04, 2018, 04:56:24 PM
I also mainly ignore objectives. If my fleet works well as a deathball I usually pick one to assault. At present the bonuses are minor or do nothing, but the amount that they make my ships split up and behave badly is very high. Considering how powerful 'avoid', 'eliminate', and 'defend' are, I would rather save the CP than actually capture them.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: intrinsic_parity on April 04, 2018, 10:02:09 PM
I usually just assault one objective at the beginning to keep my fleet grouped tightly, but I focus on other orders once I engage. I only consider objectives if I am receiving a significant de-buff from them, having reduced range or speed can hurt a lot.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Alex on April 05, 2018, 08:48:33 AM
Thank you all for the added info/feedback! Mulling some stuff over.

... but how about making an exception for these two?

A simple line like "due to <world reason>, this ship cannot reap the benefits of <insert name> beacon" under their hullmods would be enough. I think that's much less likely to cause problems and it'd alleviate the current balancing issue.

I'm sure I'm missing some so considering this method, what are the downsides? Are there any exploits or gameplay problems that you can think of?

It's really more of a spectrum with SO/phase ships on the far end of it and thus making a clear example. For example, the lower peak time of high tech ships is also part of their balance. That said it might work but ideally the solution would be cleaner.

The AI currently mass deploys, since it doesn't have to care about supplies.

I somewhat miss the old system where the AI deployed only a few ships to match yours ( problem was : to easy to solo ) -> but it gave me the feeling of AI had to care about resources, too

(It does not mass-deploy and does indeed work like the "old system", the one difference being that it does deploy more to start with, but definitely not everything it could.)
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: SafariJohn on April 09, 2018, 06:00:01 PM
Re: center control stuff

What if in the center of standard battles was always an objective, the "Control Region" or whatever, with a very large capture radius. While one side controls this objective their Peak Performance Time does not tick down. However, if any opposing ships are within the capture radius the objective quickly reverts to neutral.

I am probably wrong, but I don't think this would benefit short PPT ships significantly since, unless the battle is already very lopsided, the objective will usually be neutral.

If you want to encourage fleets to spread out then there could be 1-3 objectives, depending on how big the battle is, which all must be held to gain the benefit.

Perhaps, instead of totally stopping PPT ticking down, it could instead allow ships to ignore ships of the same size or smaller when determining whether their PPT should tick down.


A related idea I had is to limit how far big ships can stray from the center of the map. Then capitals can't camp the corners because they can't get to them. Something like this:
Spoiler
(https://i.imgur.com/mJh6Fxb.png)
[close]

Eh, that one's probably too silly and/or hard.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Alex on April 09, 2018, 09:30:15 PM
... but I don't think this would benefit short PPT ships significantly since, unless the battle is already very lopsided, the objective will usually be neutral.

Hmm, interesting point. Still feels dangerous, though - something like say a large group of SO ships rushing the field, overtaking (and thus holding) the center, and then abusing that to pressure the enemy deployment zone with all of SO's advantages and unlimited peak time.

Eh, that one's probably too silly and/or hard.

(I mean, probably, but that's still some quality outside-the-box thinking! *thumbs up*)
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Thaago on April 10, 2018, 12:29:16 AM
What if ships that are chased off the map, or go there deliberately, are automatically retreated? Possibly with an extra penalty to CR ("Routed"?) so that it doesn't become optimal to just wait by the edge, fight for a while, then back up/out when finally overcome. Making the ship need/automatically turn before burning would also make it suboptimal to do so.

This doesn't address the case of deploying ships in a corner, but would go a long way to stopping 'edge fighting', both as a boring optimal player strategy and as the infuriating/whackamole game of waiting against the AI.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: xenoargh on April 10, 2018, 12:41:05 AM
I think the best answer is to simply make the battlefields a heck of a lot larger but have the two sides start roughly where they do now.  Then have the AI keep within a reasonable circular area that's only a bit bigger than the minimum needed to hit the Objectives.  Sure, players can abuse that a bit, especially with carriers, but there are probably ways to mitigate that, like giving the side that holds more of the center a bonus against CR degradation or something.

I've always been pretty dubious of the borders in general; I presume they're there for Reasons, largely to keep the battle-space from getting too vague, but their implementation has made them both a bane to the AI in general, and a haven to players.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: xenoargh on April 10, 2018, 01:16:46 AM
Here's an idea.

1.  There should be capturable points that influence CR decay, and points that gradually reload Missiles.  This would hugely encourage players to not kite battlefield edges and use a fleet.

2.  Retreating should not reload Missiles, ever, but it should allow the ship to return to the battlefield later.  I.E., retreating a badly-damaged Cruiser just puts it back into the Deployable list; it doesn't take it off the playing field, for the player or the AI.

3.  Retreating or entering the battlespace should involve turning on the Travel Drive.  This means ultra-fast movement (think a blurring motion until it cuts off).  Travel Drives should take between 15 and 45 seconds to warm up; hitting Retreat on a ship means surviving for a while and then escaping rapidly if you survive that long.

4.  The battlespace should be essentially infinite, but the AI should not stray outside a zone encompassing the Objectives, unless Retreating, other than Fighters.

5.  Player ships taken out of this zone should be allowed to do so, but if the AI captures the points that drain CR, this won't work out.

6.  Ships that have reached zero CR outside the zone should be Disabled, further penalizing attempting to escape the AI.

7.  Because ships can be brought back into a battle, but Missiles won't be reloaded if the entire fleet Retreats, there aren't any good reasons to leave in the middle of a battle you can win, nor, with the other changes, any good reasons to loiter outside the AI zone.  Your own AI ships won't leave the zone, either.

So, that would solve most of these problems.  I don't have any issue with the player sending a damaged ship out of the fight and entering a new one to fight.  The issue here is that corner-kiting, wall-hugging, abusing the Retreat system to reload Missiles or recover CR, etc., etc., are all boring and reward cheesing rather than fighting.  Merely making sure that a player who refuses to fight will lose their ship to CR degradation will keep players in the zone; if players can get Missile reloads by holding points, then Missile-heavy fleets are viable without resorting to an abuse of the game-mechanics.  And the Travel Drive and a large circular zone means no more "Oh, I just killed the first wave, and now the second wave magically enters the fight and crashes into my fleet that's chased them to the edge of the battlespace"- ships should arrive in groups, but groups scattered around a 90-degree arc of the zone, so that that artificial issue quits influencing gameplay.


I think it's still possible to test this stuff out, but meh, I have no idea whether my custom-battlefield code from Vacuum is still even vaguely serviceable, so it's probably not trivial to set up a test for these ideas.  I think this solves most of the current problems, though; it gets rid of the invisible-wall issues pretty much for good, makes enemy reinforcement waves arrive in unpredictable places, quits rewarding players for using Retreat All by magically reloading their weapons, etc., which are all things I think we can agree aren't great for gameplay.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: TaLaR on April 10, 2018, 01:33:35 AM
7.  Because ships can be brought back into a battle, but Missiles won't be reloaded if the entire fleet Retreats, there aren't any good reasons to leave in the middle of a battle you can win, nor, with the other changes, any good reasons to loiter outside the AI zone.  Your own AI ships won't leave the zone, either.

I see a very good reason to retreat and fight multiple rounds under current system - doing so restores peak CR time. You can get much more total time by deploying ship several times (each worth standard CR percentage cost) than deploying it once and running CR percentage into the ground.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: xenoargh on April 10, 2018, 01:36:04 AM
Right; between that and reloading Missiles, it's rather abusive.  I don't think either should be a thing we can do, personally.  I think if you Retreat All, you should get to try to Escape, not fight another round with the clocks reset and missiles reloaded.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Megas on April 10, 2018, 08:57:45 AM
If we could not refresh peak performance between rounds, then ships should start with a lot more of it and have CR decay more slowly.  It would also help if AI became brave as they used to be.  I get tired of their stalling Spathi dance (which is part of the reason my fleet is fighter heavy).

Part of the reason I do not use frigates and most destroyers in endgame fights is their peak performance is too short.  It is a pain leaving enough CR aside to retreat ships that are running out of gas individually instead of as a group.

That said, I could attempt retreat then re-engage in another encounter to refill peak performance and missiles... but then I would need to defend at least one tanker (probably a Phaeton or Prometheus) and lose all accumulated loot (and XP if not at level cap).  At least if I went bounty or Remnant hunting.  If simply grinding factions in core worlds, I would not need tanker, and if I avoided killing ships with rare weapons, then fleeing and re-engaging could be an option.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: SafariJohn on April 10, 2018, 09:04:43 AM
... but I don't think this would benefit short PPT ships significantly since, unless the battle is already very lopsided, the objective will usually be neutral.

Hmm, interesting point. Still feels dangerous, though - something like say a large group of SO ships rushing the field, overtaking (and thus holding) the center, and then abusing that to pressure the enemy deployment zone with all of SO's advantages and unlimited peak time.

I think a bigger concern is a 2000+ range Paragon parking on the objective and scaring all the AI out of the capture area. The capture range would have to be very large to counter that. I wonder how many SO ships it would take to keep all enemy ships out of a 3000 radius area.

If that's not enough I'm sure multiple objectives would counter both of these. I believe neither the Paragon nor the SO swarm could lock down all the objectives unless, as aforementioned, the battle is already very lopsided.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: TaLaR on April 10, 2018, 09:11:22 AM
I think a bigger concern is a 2000+ range Paragon parking on the objective and scaring all the AI out of the capture area. The capture range would have to be very large to counter that. I wonder how many SO ships it would take to keep all enemy ships out of a 3000 radius area.

Well, if they can't to anything about a Paragon parked in center of map with single objective (not edge-camping!), then Paragon deserves to win, obviously. Why would this need to be explicitly countered?
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Megas on April 10, 2018, 09:14:38 AM
Or like in 0.5x, bring the rushers first to claim the objective, then bring in the Paragon (or other heavy hitter) to secure the objective.  I did something like this back then.  Use my Hyperion to capture a point on the enemy's side of the map while my AI Hyperion captures points on my side of the map.  Then, deploy the rest of my fleet while I had the advantage.

However, Paragon alone in the open will get slaughtered if there are enough enemies.  It can almost solo the simulator by kiting then hugging the walls.  Part of what makes Paragon nasty is it can pick off enemies one-by-one before it gets surrounded.  However, if there are still enough enemies after few of them die, Paragon will be next.  It needs to keep kiting (to delay when it gets surrounded) and sniping.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: SafariJohn on April 10, 2018, 09:41:55 AM
I think a bigger concern is a 2000+ range Paragon parking on the objective and scaring all the AI out of the capture area. The capture range would have to be very large to counter that. I wonder how many SO ships it would take to keep all enemy ships out of a 3000 radius area.

Well, if they can't to anything about a Paragon parked in center of map with single objective (not edge-camping!), then Paragon deserves to win, obviously. Why would this need to be explicitly countered?

The Paragon is simply the most extreme (and easily tested) example. If a small number of elite ships can easily keep an otherwise stronger enemy fleet out of the center then that could be an I Win button.

I don't know if it would be a problem in practice, but it's something to watch out for and an extreme capture range is an easy counter.


Keep in mind: this center objective stuff is to penalize edge-camping; creating a new camp-to-win location, even if it's in the center, would be shooting ourselves in the foot.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: TaLaR on April 10, 2018, 10:03:18 AM
The Paragon is simply the most extreme (and easily tested) example. If a small number of elite ships can easily keep an otherwise stronger enemy fleet out of the center then that could be an I Win button.

I don't know if it would be a problem in practice, but it's something to watch out for and an extreme capture range is an easy counter.

Keep in mind: this center objective stuff is to penalize edge-camping; creating a new camp-to-win location, even if it's in the center, would be shooting ourselves in the foot.

But they are not 'otherwise stronger', if they can't do anything about that Paragon. Paragon is not that hard to kill in the open for large enough frigate/DE swarm. If enemy fleet can't do so, they are objectively weaker and deserve to lose.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Megas on April 10, 2018, 10:14:48 AM
The reason Paragon is safe at the walls is 1) it cannot be surrounded and 2) the enemy avoids the wall to some extent.  Sometimes, the enemies will retreat into fog-of-war, while other times, they will crowd around a safe distance away to be shot at like fish in a barrel.  In the open, Paragon will die from a dozen ships surrounding it before long.  This is why a player-controlled solo Paragon needs to run to the wall as soon as possible as soon as it burns into battle against an overwhelming fleet.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: xenoargh on April 10, 2018, 10:38:24 AM
If we could not refresh peak performance between rounds, then ships should start with a lot more of it and have CR decay more slowly.  It would also help if AI became brave as they used to be.  I get tired of their stalling Spathi dance (which is part of the reason my fleet is fighter heavy).

Part of the reason I do not use frigates and most destroyers in endgame fights is their peak performance is too short.  It is a pain leaving enough CR aside to retreat ships that are running out of gas individually instead of as a group.

That said, I could attempt retreat then re-engage in another encounter to refill peak performance and missiles... but then I would need to defend at least one tanker (probably a Phaeton or Prometheus) and lose all accumulated loot (and XP if not at level cap).  At least if I went bounty or Remnant hunting.  If simply grinding factions in core worlds, I would not need tanker, and if I avoided killing ships with rare weapons, then fleeing and re-engaging could be an option.
I agree with all of that.  I think one of the biggest problems with CR as a system is that, while it fixed some serious problems- notably, using endless kite to defeat infinite enemies- it also took a lot of Fun out.

I’ve addressed a lot of that in my current build of Rebal; the best answer was largely to mitigate the kiting itself, by letting higher-tier ships have dominant range bands; this means you can have superb small ships but you’re simply not going to defeat large fleets solo in them solo, unless you’re both very lucky and skilled.   CR’s still in, mind you, but it’s rarely decisive, unless you’re fighting 45-minute epics against Thar Be Dragons fleets.

I wouldn’t mind revisiting CR mechanics as proposed, though.  The issue has always been dancing at the edges and playing endless keep-away; the best way to prevent that is to give players strong incentives to stay in the battlespace.  

I don’t think the Paragon-holding scenario’s likely; just keep the battle-circle in the 10-20K SU range.  Points should definitely change hands a lot; ever since ECM largely nuked the benefits, though, the only points I consider important are Navigation for the speed buff.  I can’t emphasize enough that making the points largely inconsequential has largely been detrimental to gameplay; I mainly cap points to sucker the AI, honestly.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: SafariJohn on April 16, 2018, 09:00:28 AM
I've been thinking a bit about that center control stuff I posted and I'd like to offer a refined version.

There should be 1 to 3 objectives, depending on the size of the battle, each with a 1000 to 1500 capture radius. They should be slow to capture and quick to neutralize.

I said before that even a single frigate should be able to contest an objective, but on second thought I think the bar should be a little higher. The minimum required to contest should be an equivalent number of ships to the biggest enemy ship in the capture radius. So if the largest ship is a cruiser, the opposition requires 4 frigates, 2 destroyers, 1 cruiser, 1 capital, or some combination thereof to neutralize the objective.

The two goals of these center objectives are to keep ships away from the edges and to spread the fight out, so it needs to be important to contest them, but not an overwhelming advantage to hold part of them. Holding all of them should give you a big advantage, though.

I suggest the objectives provide a benefit to both teams. Say -30% damage taken and a flat +30 speed, divided evenly between the objectives (so 30, 15-15, or 10-10-10). While an objective is neutral it gives half of each bonus to both sides. When captured, the loser gets the entire speed boost for that objective while the winner gets the entire damage reduction AND a boost to flux venting (or an overall dissipation bonus).

The speed boost makes it easier to contest the objectives or to run away. The damage reduction effectively makes the fight more lethal for the losing team. I believe, please correct me if I'm wrong, the winner's flux boost effectively counters out the loser's speed boost.

As Alex initially proposed, holding all the objectives should decrease Peak Time on the entire enemy fleet.


I think these changes would also achieve another useful thing: clear feedback to the player on how well (or poorly) the battle is going before it becomes a death spiral.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: xenoargh on August 01, 2018, 07:31:27 PM
I realize this is a huge necro, but:

Quote
Here's an idea.

1.  There should be capturable points that influence CR decay, and points that gradually reload Missiles.  This would hugely encourage players to not kite battlefield edges and use a fleet.

2.  Retreating should not reload Missiles, ever, but it should allow the ship to return to the battlefield later.  I.E., retreating a badly-damaged Cruiser just puts it back into the Deployable list; it doesn't take it off the playing field, for the player or the AI.

3.  Retreating or entering the battlespace should involve turning on the Travel Drive.  This means ultra-fast movement (think a blurring motion until it cuts off).  Travel Drives should take between 15 and 45 seconds to warm up; hitting Retreat on a ship means surviving for a while and then escaping rapidly if you survive that long.

4.  The battlespace should be essentially infinite, but the AI should not stray outside a zone encompassing the Objectives, unless Retreating, other than Fighters.

5.  Player ships taken out of this zone should be allowed to do so, but if the AI captures the points that drain CR, this won't work out.

6.  Ships that have reached zero CR outside the zone should be Disabled, further penalizing attempting to escape the AI.

7.  Because ships can be brought back into a battle, but Missiles won't be reloaded if the entire fleet Retreats, there aren't any good reasons to leave in the middle of a battle you can win, nor, with the other changes, any good reasons to loiter outside the AI zone.  Your own AI ships won't leave the zone, either.

So, that would solve most of these problems.  I don't have any issue with the player sending a damaged ship out of the fight and entering a new one to fight.  The issue here is that corner-kiting, wall-hugging, abusing the Retreat system to reload Missiles or recover CR, etc., etc., are all boring and reward cheesing rather than fighting.  Merely making sure that a player who refuses to fight will lose their ship to CR degradation will keep players in the zone; if players can get Missile reloads by holding points, then Missile-heavy fleets are viable without resorting to an abuse of the game-mechanics.  And the Travel Drive and a large circular zone means no more "Oh, I just killed the first wave, and now the second wave magically enters the fight and crashes into my fleet that's chased them to the edge of the battlespace"- ships should arrive in groups, but groups scattered around a 90-degree arc of the zone, so that that artificial issue quits influencing gameplay.


I think it's still possible to test this stuff out, but meh, I have no idea whether my custom-battlefield code from Vacuum is still even vaguely serviceable, so it's probably not trivial to set up a test for these ideas.  I think this solves most of the current problems, though; it gets rid of the invisible-wall issues pretty much for good, makes enemy reinforcement waves arrive in unpredictable places, quits rewarding players for using Retreat All by magically reloading their weapons, etc., which are all things I think we can agree aren't great for gameplay.

...so, I built something like this.  It'll be in the next version of the AI, if I don't port it out to another sub-mod.

Basic rules:

1.  In Missions and the Campaign Missions, in non-Escape scenarios, incoming ships spawn on two edges of the battle-space, which is now a circular area, instead of a rectangle.

2.  When spawning in, the ships use their Travel Drives.

3.  Attempting to leave the area when not under Retreat orders triggers the ship turning towards the center of the battlefield and turning on the Travel Drive until back within the area.

4.  When the ship has Retreat orders, it swiftly turns and then engages the Travel Drive, leaving rapidly.

The resulting combat dynamics are actually quite good.  This system:

A.  Prevents using corner-cheese / edge-cheese tactics entirely.
B.  Actively punishes players attempting to ride the battlefield boundaries, and prevents dumb AI-vs-AI chase scenarios (you know, that boring stuff where they chase each other down the walls).
C.  Makes the initial deployment a lot more chaotic and interesting (I'll probably do some tweaking on this to make it feel a bit more like a formation flying in, with Frigates out front, etc., as I refine this).
D.  Makes the rush to objectives much more random, instead of a giant predictable blob.
E.  Makes scenarios where the enemy gets multiple waves much less favorable to players who've pushed up the battlefield- you cannot squish the next wave against the walls any more and the position of incoming forces is less predictable.  And enemy forces no longer kill themselves running into the wreckage of dead ships nearly as often.

In short, it worked as proposed; the prototype's still rough, but it already feels better.  I think it solves a lot of the problems we talk about with this area of the game design.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: TaLaR on August 01, 2018, 07:49:59 PM
4.  When the ship has Retreat orders, it swiftly turns and then engages the Travel Drive, leaving rapidly.

Isn't this intentionally suicidal? Any sufficiently fast ship (relative to present enemies) should move normally to a position far enough that it can't be caught during Travel Drive warmup, and and only then initiate a Retreat.
I mean, sure just going straight to warmup is ok for a Paragon, since it's not going to outrun anyone. But a frigate doing the same? Pointless suicide.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: xenoargh on August 01, 2018, 08:02:23 PM
That's a good point.  I may make Travel Drive make ships invulnerable while active or make ships that have engaged their Travel Drive while Retreating invulnerable to cover that specific case.  

Usually, this hasn't proven suicidal, though; by the time the AI's issuing Retreat orders, most of its fleet elements are dead and the remnants are being chased around anyhow.  It's usually better than the current case, where the AI's not using Travel Drive until it's almost off the battlefield anyhow, which usually gets it killed by fighters or faster chasers, which is a totally boring time-waster.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: xenoargh on August 01, 2018, 09:40:01 PM
OK, I've gotten most of the kinks out.

1.  Ships can't magically turn on Travel Drive to escape if they're stunned or their engines are out. 
2.  Once they're on, the ship's essentially invulnerable, preventing the problem TaLaR pointed out.
3.  I've tested "wall-bounce" scenarios to make sure they aren't super-abusable. To the best of my knowledge, it's a disadvantage to bounce, because while you get a brief invulnerability period, you lose control and can't do damage.
4.  Ship distributions have been adjusted to make it so that you're unlikely to see ships get damaged due to collisions.  It's certainly better than it is now in Vanilla when there are a lot of things floating around.
5.  I really like how the battle's over when it's over and both the AI and player can "remove a card" (i.e., a ship that needs to be taken off the field) without much hassle.  While I don't care for re-engagement play in general (largely because resetting the CR clocks and missile ammo is downright abusive vs. the AI) this at least means the AI isn't getting every ship it bothers to Retreat killed, like it usually does, making "rematch" battles a little better.
6.  This massively improves the feel of lengthy wave-fights (i.e., multiple waves of AI vs. your god-fleet).  If you've reached that point in the game and you're playing in a mode that allows for battles that big, this hugely improves the feel.
7.  It really improved the feeling of sameness in every big fight, where the enemy blob is always in the same place, doing the same stuff, arriving about the same time.   

Among other things, it diffuses the fighter / frigate blobs so that that fight feels a little more random, and the arrival of the heavies might put them into flanks, instead of predictably up the center over and over again.  The player still has time to maneuver and place the fleet elements to pick the time and place to some degree, but it's much less predictable-feeling, which is nice; while blowing away hordes of pixelated starships is always fun, it's extra fun when the AI might just get lucky and turn your flank, rather than conveniently ramming itself into your fighter blob and then into your heavies.

I'll probably package this up as a mini-mod when I finally get around to releasing stuff again; it's non-intrusive and I think it largely fixes the gameplay rough spots we've been observing for years now.  This doesn't totally deal with Running Away Rambo tactics or make the CR timer invalid as a game-design concept, but it does mitigate these issues somewhat, by making it much less attractive to solo with corner-cheese or a wall at one's back.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: TaLaR on August 02, 2018, 12:10:05 AM
Shouldn't Retreat cost at least something?  I mean you can initiate it at almost any moment (like just before getting overloaded/flamed out) and immediately (as far as i understood) get invulnerability...

That sounds so ridiculously powerful, that failing to retreat at necessary moment would be qualified as AI-error under such system.
Or do you actually intend to make dropping to 0 CR (by multiple retreats) the only way to reliably take out a ship?
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Shrugger on August 02, 2018, 04:01:19 AM
I feel like this is an over kill fix for an issue that already has a fix. Plus it feels very arbitrary and gamely

This.

Furthermore, we already have objectives on the map, and they really don't work all that well.

IMHO, expanding the existing objectives system is a good idea, but it should be done in a more tangible way - placing visible structures (unarmed stations, essentially) that give proximity-based bonuses; that would be my favourite. Fuel depots that slow peak performance decay, radar dishes that provide an ECM bonus and  something-something that gives the movespeed bonus.

Then give us more stations in-system and fewer in hyperspace, so it feels like it makes sense.

/idea.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: xenoargh on August 02, 2018, 08:08:49 AM
@TaLaR:  Good points.

1.  Until the ship get the Travel Drive started, it's still vulnerable, so if it's forced to Vent or Overloads, it can't flee.

2.  I don't like winning via CR, period.  That's ideally solved by not having CR, but so long as it's possible to Rambo through endless kiting... it's a toughie.  I'm really not sure how big of a deal endless kiting is now, though, with Fighters having pretty close to infinite lives, etc. (unlike pre 0.72, where fighters had very finite lives).  Maybe fighters need infinite lives, period, to pretty much end that as a thing?

3.  I agree that this makes it an AI "error" if it doesn't Retreat.  The Admiral AI is pretty notoriously funky about when it does that.  I'll think about that.

On the /idea above:  yeah, I had something like that in the last version of Vacuum a couple of years ago- essentially, Stations that did <stuff> if the points were held.  Long story short, it was Fun and it worked, but I've never gotten around to porting that code forward to any of my new projects, because <reasons>.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: Megas on August 02, 2018, 10:11:38 AM
If CR became infinite, then ballistics need their ammo back (and fighters become ships again).  With infinite CR, Hyperion playership, and others, can solo much more.

Winning by outlasting enemies is annoying, but I do not hesitant exploiting that if that is the best or only way to win.
Title: Re: Aliviating / Nerfing players abilities to change ships
Post by: TaLaR on August 02, 2018, 12:05:41 PM
1.  Until the ship get the Travel Drive started, it's still vulnerable, so if it's forced to Vent or Overloads, it can't flee.
During TD warmup: can a ship move (is inertia instantly nullified if no)? use weapons? use shields? use systems(like fortress shield...)? does warmup itself cost flux?
It's not really possible to "force" overload/vent in vanilla (would need weapons that directly add flux to target). As long a ship gives up on attack and only uses shield as much as flux reserves allow, it is guaranteed to avoid both. So in the end question is whether flux reserve + armor + hull last till TD activation.

2.
I consider CR ultimately good (though improvements to CR system are possible).
Without CR (fast, weak) <-> (slow, powerful) is a guaranteed stalemate as long as faster ship doesn't undertake actions that amount to suicide (approaching an opponent it has no chance against). Fighters are leashed to carriers, carriers themselves are relatively slow. Fighters just increase avoidance radius, like very long ranged weapons.

CR also shifts combat goal from "kill"(nibble slowly, preserve hp/armor at any time cost. Given speed advantage and time can kill most things) to "kill asap"(some hp/armor sacrifices are acceptable if they buy a lot of CR time. Kill quality is measured primarily in time spent and matters a lot. There is always upper limit to how much single ship can kill).
I think this puts higher value on player skill rather than just patience. And offers at least some guaranteed resolution when player is much slower, without contrived solutions like forcing AI to suicide.