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Starsector => Suggestions => Topic started by: Thaago on January 17, 2022, 07:16:47 PM

Title: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Thaago on January 17, 2022, 07:16:47 PM
Currently Wolfpack Tactics gives a large boost to having officers in frigates, and a smaller but welcome boost to officers in destroyers. However, because the boost is the same magnitude for every frigate (destroyer), it pushes for only using officers on the most powerful, higher DP, frigates. Wolfpack Tactics isn't the only force pushing in this direction - just the fact that there are limited officers means that its best to use them on more powerful ships - but it is a significant contributing factor. This is especially true when it comes to the Hyperion with its 15DP which greatly distorts the utility of using wolfpack tactics on anything smaller (other than automated ships of course which bring their own officers). Even for people who don't like using Hyperions, wolfpack tactics frigates are almost invariably Scarabs, Tempests, Afflictors, or other high DP frigates. While I don't think this is a really bad problem, I do think the game would be better if there was some incentive to use a wider range of frigates later in the game, if for variety's sake if nothing else.

So, a proposed solution: Let Wolfpack Tactics have a higher base damage boost, but also make it scale by the DP of the ship its based on. I think that a 30% bonus up to 4DP, then scaling after that, would work nicely for both frigates and destroyers (though only applying when fighting larger ships, as present). The scaling would be the same as it is for other skills with DP limits: bonus = min(maxBonus, maxBonus*breakpoint/value), or in this case 30%*4/DP for any ship 4DP or greater. A quick breakdown of ships:

Cerberus/Lasher - 4DP - 30% bonus. A nice boost for LP players!
Wolf/Brawler - 5DP - 24% bonus - a little more than now.
Omen/Vanguard - 6DP - 20% - same as now
Tempest/Scarab - 8DP - 15% - a little less
Hyperion - 15DP - 8% - a lot less, but its still applying vs destroyers which no other ship at this DP range gets, and its an officer in a strong 15DP ship, so I don't think this makes Hyperions obsolete: it just gives the cheaper ships a little bit more room to breathe. This is an additive bonus, so the ships are still getting CR/Targeting/Weapon Drills/Energy Weapon mastery, so its going to be more like 143% vs 150% total damage for Hyperions and Scarabs/Tempests respectively.

For destroyers, only applying vs cruiser and caps, would be:
Shrike - 8DP - 15% - a boost for a lighter destroyer that acts more like a heavy frigate
Hammerhead - 10DP - 12%
Medusa - 12DP - 10%, same as now.

There could also be a separate scaling for destroyers like there is now, though I think the 30%/4DP threshold works pretty well for them.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Alex on January 17, 2022, 07:46:55 PM
Hmm. You know, I'd considered the same thing! With very similar numbers, even, and the particular point of it benefitting the Hyperion less and the Shrike more.

Where it ran into problems for me was how to convey this succinctly to the player. And, in particular, how to let them know what the values would be for any particular ship - there doesn't seem to be any ready-made place in the UI to stick that information. I suppose the skill tooltip could show you the bonus for your own flagship, at least, and you could switch around to other ships to get a feel for the bonuses if you really wanted to? I'll make a note to revisit this, but further thoughts very much welcome!
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Thaago on January 17, 2022, 07:56:03 PM
That is true, there is a bit of a UI lack for this. Having some UI with total damage boost (along with total range boost showing on installed weapon's stat cards) in the refit screen could do the trick? Needing UI is always a lot more work than not though.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Hiruma Kai on January 17, 2022, 08:08:52 PM
I like Thaago's suggestion as well.

Perhaps it might be worthwhile including a general info block on the refit screen itself that informs the player of all fleet wide character skills which currently affect it, and what adding or removing a ship might do.  Maybe a hover over next to or under the officer picture?

As it stands right now, there's some very nice tool tips under the High Resolution Sensor and Salvage Rig hullmods that tell you what adding or removing another ship of that type does.

Let's say you've got 280 worth of combat ships, and you're looking at a Hyperion. So the block when hovered over might show:

Crew Training:  All ships are gaining +13% maximum CR.  Removing this ship would change the bonus to 14%.  Adding another would change it to 12%

Wolfpack Tactics:  This ship is gaining 60 seconds of peak performance time.  This ship is gaining a +8% bonus to damage due to it's DP cost.

Flux Regulation: This ship is gaining +9% additional flux dissipation and capacity.  Removing this ship would change it to +9%.  Adding another would change it to +8%.

Alternatively, if it didn't have an officer, and you had Support Doctrine, it would replace the Wolfpack tactics line with:

Support Doctrine:  This ship's DP cost is reduced to 12 from 15.  The ship is benefiting from non-elite Combat Endurance, Helmsmanship, and Damage Control.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: TaLaR on January 17, 2022, 08:39:15 PM
This is overall just a nerf, with small early game benefit. In late game I'm not going to use officered Lashers or Shrikes, etc. If I'm using AI frigates or destroyers, I'm using only top tier ones.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: intrinsic_parity on January 17, 2022, 08:58:48 PM
I agree with TaLar, the main issue with low DP frigates is that they are just too squishy for late game, it's not an issue of damage output, or at least not enough of one that 5-10% extra damage would tip the scales. Little frigates like lasher just don't have enough hull or capacity to survive cruiser/capital firepower, and you're not going to invest the story points, or build officers for them if you're not going to use them long term. The high end frigates are just on the edge of being survivable enough due to a combination of very good shields, mobility systems, and defensive officer skills. They really don't output crazy outsized amounts of damage in my experience. Maybe hyperion is a weird edge case, but I have stopped using it anyway due to CR being annoying to deal with.

Maybe destroyers could use a little something extra, I haven't experimented enough with them yet.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Haresus on January 18, 2022, 01:46:48 AM
Something like what Thaago is suggesting would be very welcome. I want to use Wolfpack Tactics, but the Hyperion is just a really good frigate for this skill and I feel compelled to ignore the other ships in favour of giving what is effectively a light cruiser in disguise 20% more damage.

I'd honestly be fine with just making the Hyperion into one big exception that only gets 10% more damage, maybe with the Shrike as a second exception with 20% damage, but that is perhaps not a very elegant solution and wouldn't get the full benefit of Thaago's suggestion.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Megas on January 18, 2022, 07:33:18 AM
If the problem with low DP frigates is they are squishy, then boost their defenses, or give them the benefits of Rugged Construction.  If they will die, then make death less painful or painless.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: SethMK on January 18, 2022, 08:25:01 PM
I love using Wolfpack Tactics along with support Doctrine but I have to wonder why does Wolfpack Tactics require your officers to be in the ships to get any effect while the carrier skills work for all hangars with ships getting a bigger bonus for having it be flagship or an officer?
Why not do the same for Wolfpack Tactics. Say adjust it to be like 15% damage for frigates and 7.5% for destroyers with ships having you or an officer getting a 50% boost which would change them to being close to current values?
Could also up the numbers a bit if your going to also scale it on total DP for military frigates and destroyers but I don't think that part is necessary since right now we can just go 11 destroyers and/or frigates and then fill out rest of fleet with gamma core ai ships.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: intrinsic_parity on January 18, 2022, 09:19:34 PM
I love using Wolfpack Tactics along with support Doctrine but I have to wonder why does Wolfpack Tactics require your officers to be in the ships to get any effect while the carrier skills work for all hangars with ships getting a bigger bonus for having it be flagship or an officer?
Why not do the same for Wolfpack Tactics. Say adjust it to be like 15% damage for frigates and 7.5% for destroyers with ships having you or an officer getting a 50% boost which would change them to being close to current values?
Could also up the numbers a bit if your going to also scale it on total DP for military frigates and destroyers but I don't think that part is necessary since right now we can just go 11 destroyers and/or frigates and then fill out rest of fleet with gamma core ai ships.
This makes a lot more sense to me than doing some weird DP dependent bonus. It doesn't require any officer or story point investment to get some value out of the skill, which is much more practical IMO.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Hiruma Kai on January 18, 2022, 09:23:37 PM
I think the assumption is ships are nominally close to their DP value in terms of effectiveness added to a fleet.  In an ideal world, frigates are worth their DP, or if they're not, you buff or nerf them until they fall into the right benefit to the fleet.  So a skill specifically just buffing frigates in general is possibly not so interesting under that assumption.  Why frigates in that case and not cruisers?  If they are in fact worth their value, you should already see them included in fleets. 

Given the AI's has more difficulty when outnumbered or flanked, coupled with advantages in late game gained from capturing points early in a fight, many frigates are likely worth their DP, in a matchup that ignores skills.

However, if ships are all worth their DP and officers are percentage based buffs on top of a ship's value, that means you'll always want to put your officers into your most expensive ships first.  Which generally is capitals, followed by cruisers.  A 30% increase on 20 DP is a much better investment than a 30% increase on a 4 DP investment.

Wolfpack tactics is intended to help compensate this a bit and create more varied fleets.  Ones where you might actually choose to put officers in lower DP ships, since you're getting closer to the same benefit.  So now you've got like a 50% increase on a 8 DP investment instead of a 30% increase on a 20 DP investment.  So making Wolfpack tactics also apply to unofficered frigates is somewhat missing the initial objective, namely spreading officers around, as opposed to generally improving all frigates.  If frigates need improvements to compete, they should be buffed in their raw capability, not have a skill patching it up.

Carriers are in a different boat because they scale faster with numbers than frigates or most ships in general.  Fighters (and missiles) can't collide, and can shoot through each other, and thus nothing is preventing a critical density of them coming together and just overwhelming one ship at a time.  Frigates still bump into each other, can't shoot through each other, and have short range, resulting in a smaller enveloping circle.  Thus the carrier bonus scales to give a fixed benefit that doesn't grow with fleet size, so it doesn't help that non-linear growth as much.

The issue Thaago and Alex are trying to address is Hyperions are nominally worth 15 DP, which is more than some Cruisers.  They already have a high DP value, and assuming it is accurate, that is a fairly good reason to stick officers in them by itself, without much extra push from Wolfpack tactics.  It's quite reasonable to imagine officers being placed in Hyperions even if Wolfpack tactics didn't exist, which means a flat application to all frigates is going to make Hyperions much better officer value than nearly any other ship in it's DP range.  More so than Furies or Eagles, for example.

I guess one general question to ask is, are Hyperions actually worth 15 DP by themselves, in a comparison that doesn't include Wolfpack tactics.  This is definitely a nerf to Hyperions, but the question one needs to ask then, are Hyperions with Wolfpack tactics too good and need said nerf?  Or do they need to be buffed to be actually worth 15 DP?  Similar questions should be answered for the other frigates.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: intrinsic_parity on January 18, 2022, 09:41:51 PM
Maybe the hyperion shouldn't be a frigate if this is such a huge issue... I don't think it makes much sense to add all this complexity to a skill because one outlier ship doesn't quite work.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: SethMK on January 18, 2022, 10:37:14 PM
That could be an option to hardcode something for the Hyperion but Wolfpack Tactics can be picked up for the early game and thus needs to be balanced around being used with early game ships and not just endgame frigates and destroyers. could always base the % on the base dp of the ship regardless of if it is frigate or destroyer. Say 6 or less dp full % what ever that is then 7 to 10 is some other % etc... And have the Hyperion and destroyers of dp 15+ be even lower % boost. Would keep things simple.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Jaghaimo on January 19, 2022, 11:22:42 AM
What if Wolfpack Tactics worked off DP pool on top of requiring an officer? As it is you want your officers in the strongest frigates, like Hyperion. If there was a DP cap then 8/10 Hyperion would no longer get the full bonus.

The ideal solution would fit elegantly into the game. I feel like both per DP bonus and exceptionalizing Hyperion do not.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Megas on January 20, 2022, 06:10:40 AM
Suggestion:  Use DP pool like with carriers and phase ships, without the officers.  Why?  Support Doctrine.  There are only four skills that do not rely on officers in Leadership (Gunnery Drills, Crew Training, both carrier skills).  Would be nice if there was a fifth Leadership skill not reliant on officers.

P.S.  With Support Doctrine adding +15% (via Combat Endurance), if the player gets Hull Restoration and two s-mods per ship, then Crew Training is kind of wasted because the fleet will be at 95% CR already without CT, and CT will give only +5% for such a fleet.  (I am considering a Support Doctrine and Hull Restoration combo for more casual play experience.)
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: DaShiv on January 21, 2022, 11:08:31 PM
I like the DP pool idea as well, since it also helps curb officer limit bypass via mercenaries and AI cores. If we're talking purely frigates, then 20-30 DP is plenty since most frigates have such low DP to begin with.

However, destroyers also benefit from Wolfpack Tactics and they take up quite a bit more DP than the average frigate, and a handful of destroyers would completely hog the DP pool away from frigates. Separate DP pools seems like a rather clunky workaround - there should be a better way to make frigates and destroyers play nice with the DP pool.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Vanshilar on January 22, 2022, 01:17:38 AM
However, destroyers also benefit from Wolfpack Tactics and they take up quite a bit more DP than the average frigate, and a handful of destroyers would completely hog the DP pool away from frigates. Separate DP pools seems like a rather clunky workaround - there should be a better way to make frigates and destroyers play nice with the DP pool.

Since destroyers only get half the benefit, then it could just be that destroyer DP is halved for the purposes of the DP pool for Wolfpack Tactics.

But yeah DP pool makes sense for Wolfpack Tactics, i.e. just like many other skills, the point is to encourage its use, but limit the benefit from being too large.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Tartiflette on January 22, 2022, 04:05:55 AM
How about making "Wolfpack Tactics" work like a wolf pack. The Alpha wolf directs the pack and increases its deadliness as a whole.

Thus with that skill, for every officer in a Frigate the damage of ALL frigates is increased by 6%, and for every officer in a Destroyer the damage of ALL destroyers is increased by 3%.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Megas on January 22, 2022, 05:34:09 AM
As long as Support Doctrine is a high-tier skill (which needs four Leadership skills to unlock), it would be nice if Wolfpack Tactics did not rely on officers for anything, to be more friendly with Support Doctrine.  To get the most bonus from Support Doctrine, officers are discouraged, and there should be more than four other Leadership skills that do not rely on officers to work (and the carrier skills still want officers to get the most bonus).
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: intrinsic_parity on January 22, 2022, 09:41:19 AM
How about making "Wolfpack Tactics" work like a wolf pack. The Alpha wolf directs the pack and increases its deadliness as a whole.

Thus with that skill, for every officer in a Frigate the damage of ALL frigates is increased by 6%, and for every officer in a Destroyer the damage of ALL destroyers is increased by 3%.
I think this idea, although those numbers would probably have to be adjusted or capped. Presumably unofficered frigates would benefit from both this damage boost and support doctrine, which would be a pretty interesting combo.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Morrokain on January 22, 2022, 10:24:28 AM
How about making "Wolfpack Tactics" work like a wolf pack. The Alpha wolf directs the pack and increases its deadliness as a whole.

Thus with that skill, for every officer in a Frigate the damage of ALL frigates is increased by 6%, and for every officer in a Destroyer the damage of ALL destroyers is increased by 3%.

I think this is a neat concept. I may play around with implementing something similar to this for my TC actually.

My question would be whether or not the addition of a DP pool limitation would also be appealing in order to discourage players from putting all of their officers in frigates or destroyers for the maximum boost possible.

I suppose a hard cap to the bonus that is less than the number of possible officers could have the same effect. Would a limit really even be necessary though? Hmm..
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: intrinsic_parity on January 22, 2022, 11:54:38 AM
Would a limit really even be necessary though? Hmm..
10 officers would be a 60% damage boost... that's a lot. Even just 5 for 30% would be 50% more than the current skill, and also spread across all unofficered frigates as well. I find myself already sometimes using 4 or 5 frigate officers just because of the DP cap on battles makes it hard to fit 10 officers when you have a few capital ships.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Morrokain on January 22, 2022, 12:15:35 PM
10 officers would be a 60% damage boost... that's a lot. Even just 5 for 30% would be 50% more than the current skill, and also spread across all unofficered frigates as well. I find myself already sometimes using 4 or 5 frigate officers just because of the DP cap on battles makes it hard to fit 10 officers when you have a few capital ships.

The boost per officer can be adjusted though. Put it at 2% and now its only 20% across all frigates which is about what we have now only all frigates instead of only 10. In that case taking two officers away from frigates and putting them on cruisers only reduces the bonus by a relatively small amount, but even still I'd imagine that players might feel pressured to keep all 10 officers in frigates for a full bonus unless officered cruisers are that much better, etc. So the DP limit or bonus cap is more designed to ease the player away from feeling forced to go all in with the skill rather than reduce the power of skill itself if that makes sense. The limit might make the bonus able to be as powerful as 6% if the cap is only, say, a 20% total bonus as an example.

Obviously numbers can be adjusted overall to hit a sweet spot, but I think I've gotten the general idea across anyway.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: intrinsic_parity on January 22, 2022, 12:27:16 PM
I was just arguing that a cap/limit would be necessary to avoid the skill being either overpowered or excessively niche, so I think we agree with one another.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Hiruma Kai on January 22, 2022, 01:23:03 PM
One could look at this from the point of view of % bonus per DP.  Working under the assumption all ships are correctly balanced for their DP (and if not, we advocate for that to be true) then skills like Crew Training and Tactical drills can be described as providing a 240*5% = 1200% per DP damage pool, that then gets spread out over all ships.

In the current Wolfpack Tactics design, assuming you grab the 10 officer skill and grab all Hyperions, it's not too hard to have 150 DP worth of Hyperions (and a 60 DP Radiant and 30 DP player cruiser, for example).  In that case Wolfpack Tactics is providing 20*10*15 = 3000% per DP damage pool.  Admittedly, a more modest 4 Hyperions deployment is the point at which you reach break even with Tactical Drills in terms of damage output.  Below that, you're likely better off with Tactical Drills assuming you deploy 240 DP each fight and don't care about the PPT bonus.

In Thaago's proposal, were considering a 120% per DP pool per officer, but only to that ship.  Which is a bit rough since that break even with Tactical Drills is at 10 officers assigned.

The 6% per officer in a frigate, applied to all frigates, starts off weak  6% to one 15 DP ship is a 90% per DP pool, compared to Thaago's 120% for 1 ship, or the current 300% for 1 Hyperion.  On the other hand, if you go all in, you end up with 60% to 150 worth of ships (10 Hyperion), for a 900% per DP bonus (9000% total) which as noted is too strong. Even capping the bonus to 20%, and still applying to all frigates (officered and unofficered) would lead to 20*240=4800% pool, 4 times stronger than Tactical Drills and arguably more bonus than Crew Training, all focused in damage.

A DP pool by itself, while applying to only officered frigates makes it so you're incentivized to just put in the minimum number of officered frigates to fill the pool, i.e. use only Hyperions.  A 60 DP pool with a +30% bonus, for example (1800% pool), just means you'll likely have 4 Hyperions and no other frigates.

You could try something like a scaling DP limit that applies to all frigates/destroyers, both officered and unofficered.  Let's say the bonus is +30%, and applies to all combat frigates and destroyers. We'll also say the DP pool starts at 6 DP.  For every officer assigned to a frigate or destroyer, the pool increases by 6 DP, for 180% per DP bonus per officer.

Assuming 10 officers and 1 main character, that limits the max DP pool to 72 DP with a 30% bonus, or 2160% pool, roughly 80% more than Tactical drills, at the expense of having no officers in cruisers or capitals.  Break even point is around 6.6 officers in frigates. Numbers probably need to be tweaked, but you get the idea.  You could also exclude AI cores from providing the DP increase, arguing they can't coordinate with the human officers as well, but since they take orders, have the bonus split over them.

This kind of scaling is easier to communicate than Thaago's proposal, since all frigates get the exact same bonus, so it's the same kind of display as Tactical Drills - it just updates as you move officers around.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: intrinsic_parity on January 22, 2022, 01:45:05 PM
It's kinda odd to talk about % damage pools when you are taking percentages of different ships damage outputs. Not every percent is equal, particularly if some ships have other stacked damage bonuses already.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Thaago on January 22, 2022, 05:04:25 PM
How about making "Wolfpack Tactics" work like a wolf pack. The Alpha wolf directs the pack and increases its deadliness as a whole.

Thus with that skill, for every officer in a Frigate the damage of ALL frigates is increased by 6%, and for every officer in a Destroyer the damage of ALL destroyers is increased by 3%.

I think this is a very neat idea and I agree with the discussion that came after it: some sort of reasonable upper limit would be good to stop abuse and its a much easier concept to display UI wise than a per ship, DP dependent scaling. Would keeping the current 20/10 be out of line? Unofficered ships have at most a 10% damage boost at present (from CR), so between the size restrictions and lacking other offensive skills, I don't think the unofficered ships will be overpowered or edge out officers.

Re: % damage pools
Thats an interesting analysis - I think I agree with intrinsic_parity that its not quite the whole story just because, even if the DP is fairly good as a measure of overall balance, how offensively oriented a ship is with its DP can vary considerably. I think it does show though that my original proposal (while also being too complicated) isn't a large enough boost.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Tartiflette on January 23, 2022, 01:42:56 AM
I don't think there would that huge an issue of "exploits" by having an uncapped boost. After all even a frigate dealing +60% damage is still a frigate. It would hardly swing a battle like an officer on a capital would, and you'd need to have all 10 officers assigned to frigates to get there. Even if the fleet has 28 frigates (plus an Atlas and a Prometheus for logistic) that's less than 280 DP worth of ships that will start to break down after 4 minutes, a far cry from big Capital fleets. Early game though, getting a little boost could help a lot.

But if that's a concern, maybe the bonus could be double on the frigate itself, and halved on the others:
Frigates with an officer get +6% damage output. Every other frigate gets +3% damage per officer in a frigate.
You currently have 4 officers assigned to a frigate. +18% damage for frigates with an officer, +12% damage for frigates without one.

Another solution would be to give smaller bonuses to different stats, like +2% damage output, +2% shield efficiency, -2% damage to armor and hull.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Amoebka on January 23, 2022, 08:12:16 AM
"A hyperion with cruiser-level flux/shield/weapon stats dealing +60% damage is still just a frigate."
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Tartiflette on January 23, 2022, 08:13:53 AM
Finding many of them might be tricky. Also, wouldn't that mean the problem is with the one outlier frigate?
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Amoebka on January 23, 2022, 08:19:19 AM
Well, yes, Hyperion should just be deleted from the game. Regardless, though, your suggestion doesn't solve the fundamental issue of the skill only encouraging the use of the highest-DP frigates. Your wolfpack tactics boils down to "10 officers in scarabs, + 20 more scarabs" (assuming Hyperion gets the bullet).
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Morrokain on January 23, 2022, 09:04:54 AM
I don't think there would that huge an issue of "exploits" by having an uncapped boost. After all even a frigate dealing +60% damage is still a frigate. It would hardly swing a battle like an officer on a capital would, and you'd need to have all 10 officers assigned to frigates to get there.

I think you are missing the fundamental reason for the cap. It isn't about relative power but rather min/maxing concerns pigeonholing players into too strict of a playstyle because of player psychology. I mean, its certainly arguable that officered capital fleets would still be straight up better than a wolfpack fleet, but that's sort of a different issue altogether to me. A cap doesn't make a player not want to put officers in frigates past the cap because they still benefit from the other skills the officers have. However, uncapped bonuses would probably make players sort of feel like they are wasting the potential of skill whether or not that is actually true from a pure mathematical standpoint.

That said, I do think that +60% damage is too much even for frigates.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: intrinsic_parity on January 23, 2022, 10:11:38 AM
It's not just hyperions, 60% damage is massive for any frigate. You essentially make all your weapons much more efficient and you also make all your weapons much more effective against armor/hull by increasing hit strength, it's not just a linear increase in effectiveness. I think 60% is a lot even for a frigate. Even just the 20% from wolfpack is very strong. I think it should have a Cap of some sort, either a soft DP cap or a hard maximum.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Tartiflette on January 23, 2022, 10:55:18 AM
Well, yes, Hyperion should just be deleted from the game. Regardless, though, your suggestion doesn't solve the fundamental issue of the skill only encouraging the use of the highest-DP frigates. Your wolfpack tactics boils down to "10 officers in scarabs, + 20 more scarabs" (assuming Hyperion gets the bullet).
You could make the argument that the sole concept of having officers in ships at all means they have the largest impact when placed in the largest possible ship. That incentive was created by the ship limit, not the skill in itself. At least if all frigates are affected rather than just the ones with officers, then you are rewarded for using everything you find until hitting the 30 ships limit rather than just the best.


I think you are missing the fundamental reason for the cap. It isn't about relative power but rather min/maxing concerns pigeonholing players into too strict of a playstyle because of player psychology. I mean, its certainly arguable that officered capital fleets would still be straight up better than a wolfpack fleet, but that's sort of a different issue altogether to me. A cap doesn't make a player not want to put officers in frigates past the cap because they still benefit from the other skills the officers have. However, uncapped bonuses would probably make players sort of feel like they are wasting the potential of skill whether or not that is actually true from a pure mathematical standpoint.

That said, I do think that +60% damage is too much even for frigates.
There is a cap: the number of officer is capped, I'd balance the skill assuming some players will want to make the most of it instead of adding an artificial limit. I'm not sure +60% damage when having all your officers in frigates is that ludicrous, but that's just balancing: If you think +2% per officer is more suitable, let's go with that.

 Having a cap means on the contrary that you limit your fleet comp to that number of officers in frigates and the rest in other ships. I don't see that as a desirable incentive either. Besides, the skill would feel just as wasted if you had a frigate fleet with 7 or 8 officers and the bonus was capped at 5.

Plus once the player outgrow their wolf pack, they can respec for a very cheap SP price.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: SCC on January 23, 2022, 11:19:01 AM
The majority of the incentive to put officers on biggest ships stems from officers themselves being limited (unless you get mercenaries, which is a PITA), with the ship cap providing being more of an afterthought.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Morrokain on January 23, 2022, 11:32:13 AM
Having a cap means on the contrary that you limit your fleet comp to that number of officers in frigates and the rest in other ships. I don't see that as a desirable incentive either. Besides, the skill would feel just as wasted if you had a frigate fleet with 7 or 8 officers and the bonus was capped at 5.

Fair enough. I guess I just don't really see how this is true. Personally, I'd feel worse as a player if I felt I had to put all of my officers in frigates to get the most bonus rather than not getting additional bonus past a certain number of officers. I don't think I would feel discouraged from putting additional officers in frigates after the cap was met since their skills are still relevant and it wouldn't take anything away to do so. Conversely, not putting all 10 officers in frigates or destroyers (but really, frigates, because the original proposal indicates frigates have a higher bonus than destroyers) when taking Wolf Pack Tactics is actually taking something away. That doesn't feel good to me.

I'm sure not all players would necessarily feel that way, but I'd be willing to bet it would come up. Just as saving the skill for Hyperions was the point of the suggestion in the first place.

Just generally, I don't think that having something artificial really matters one way or the other though. Tons of things in the game are artificial for a various number of reasons. What's more important is how the game feels despite those artificial limitations. I'm of the opinion that player constraints are very necessary to facilitate fun. So in this instance, the constraint is important simply because the absence of one would make me feel discouraged from not building my fleet around one skill.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: intrinsic_parity on January 23, 2022, 11:34:34 AM
The carrier and phase skills already have DP caps. I don't really see how this is different. It's just trying to prevent overspecialization from being optimal so that people don't feel forced into niche builds when they use those skills.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Tartiflette on January 23, 2022, 12:17:05 PM
The carrier skill are the WORST! If you want to specialize in carriers, don't get the carrier skills because you'll get more out of the other skills than a paltry +10% repair rate. At the very least those should get a floor at half the max value, but this is another topic.
Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Thaago on January 23, 2022, 12:41:26 PM
Off topic true, but I think the carrier skills are excellent game design.
Spoiler
They discourage carrier monofleets in general - pure anything fleets are always less interesting than mixed fleets - while also solving multiple carrier specific problems: Converted Hanger spam being way too good on top of a carrier fleet, the marginal utility of larger as opposed to multiple smaller carriers, and the cost/benefit of putting an officer on a battlecarrier (the carrier skill boost of the officer is now on top of the regular skills! No more malus from a battlecarrier wanting all the regular skills + carrier skills on top!).

If getting a 10% bonus, that implies 40 bays in the fleet, at which point a +10% rebuild speed is still a good use of a skill point because all that carriers need is to 'stay afloat' and as a whole group have their replacements exceed the number being shot down. With that many bays the fleet is almost certainly just swarming the enemy anyways and won't have a stressed replacement like happens when the fighters are much more outnumbered. Fighter Uplink does get much more marginal though as a universal speed bonus of 4% is just not that great (the presence of a swarm doesn't ameliorate speed problems the way it does replacement).
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Title: Re: Wolfpack Tactics: Small Problem and Proposed Change
Post by: Tartiflette on January 23, 2022, 01:13:21 PM
IMO it would be a much better design with no ceiling at all, and possibly a floor, instead of railroading the player in certain fleet formations.

"Reduction of replacement time by 50%, minus 1 point per flight decks in the fleet"
or
"Reduction of replacement time by 25%, with a further 25% minus 1 point per flight decks in the fleet"