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Author Topic: How to get a non-exploitable time pressure on combat  (Read 41624 times)

Vind

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Re: How to get a non-exploitable time pressure on combat
« Reply #60 on: December 08, 2014, 10:31:25 AM »

Nerf to transfer command makes sense - another crutch to force player use incapable friendly AI ships. IF player must use AI stupids to make things done and waste resources then make them auto repairable after battle every time. Losing ships because AI cant do anything is not fun. To see AI uselessly moving in circles instead of doing something is not fun type of game. CR will not improve game play as core problem is AI. So now e have flat timer for player without any explanation short of unicorns and rainbows - same thing as with carriers and undead always alive fighters. Carry on i just cant see it working at all. I know this is not helping but this mechanic upon mechanic upon mechanic all because of AI cant do anything will carry game not far. Just steal half of player supplies before each battle flat and be done with it. This "improvements" is bad masking for AI incapable to prioritize targets and control points. Just give AI bonuses related to speed on all points boosting speed so player cant kite at all. But theres is a problem AI will be killed even without speed advantage anyway. Kiting is not a problem - AI which cant surround properly and do something is. Also whole combat tree is butchered now as you cant transfer command without penalty - why so many skills devoted to piloting single ship if you receive CR penalty for piloting anything short of battleship which is hardly sustainable in the first place.
« Last Edit: December 08, 2014, 10:41:17 AM by Vind »
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Gothars

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Re: How to get a non-exploitable time pressure on combat
« Reply #61 on: December 08, 2014, 10:50:42 AM »

Uh, it would not make any sense to combine command transfer penalty with Battle Time, would it? So we're talking about one or the other...right?


Because all ships would start loosing CR right from the start?

Say your enemy has 5 ships, you have 8. You'd need to deploy 5 ships to make for an interesting, challenging fight. That fight takes 5 minutes, causing your ships to lose 5*5 =25 minutes worth of CR/supplies. Or you could deploy 8 ships and finish the enemy within 2 boring minutes. That would only cost 8*2 = 16 minutes worth of CR/supplies.
So, over-deploying has a large potential to be more economical with this system.

That is the kind of thing deployment cost seeks to prevent.


incapable friendly AI
AI stupids
AI cant do anything
AI uselessly moving
problem is AI
AI cant do anything
AI incapable
problem AI
AI which cant 

I don't see how this is helpful to anybody.
If you have any specific suggestion how to improve AI, feel free to open a new thread.

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Megas

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Re: How to get a non-exploitable time pressure on combat
« Reply #62 on: December 08, 2014, 10:52:33 AM »

The proposed penalty for transfer command sounds like a cure worse than the disease.  Chain flagships is caused by a combination of mechanics that encourage it.  Low logistics for characters with no Leadership, low rewards without bounties, incompetent AI when at a disadvantage, CR deployment costs, enemy flagships with killer missile salvos that will overload and kill ships (unless you do the same first), etc.  So far, the proposed solution will take even more CR, when CR deployment costs are already punitive (damaged ships, most high-tech ships) without relief from standing down.
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Tartiflette

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Re: How to get a non-exploitable time pressure on combat
« Reply #63 on: December 08, 2014, 11:08:47 AM »

stuff
It is more economical, on the other hand it's not THAT much more economical, and it's also more intuitive than the flat CR cost + timer... (or at least in my opinion)

   Okay so, let's say that in fact the Soft CR becomes Hard CR if deployed twice the same battle. Now taking your scenario, imagine that the enemy deploy only 4 ship wile you deploy all your 8. Quick victory alright, but suddenly the enemy can come back for a second round and you can't defend yourself because your ships would become useless. You have to disengage leaving to the enemy the opportunity to escape!

   If you want you could "test the water" and only deploy a scout to see what's going on, but then it would cost some CR too... Maybe the fleets should have some rough information about what the enemy is engaging, maybe some FP counter of the engaged forces? Anyway, it can become more of a poker game than a no-brainer ("I have shiploads of cash, I have a huge fleet, let's just obliterate them with everything...")
« Last Edit: December 08, 2014, 11:12:11 AM by Tartiflette »
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SafariJohn

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Re: How to get a non-exploitable time pressure on combat
« Reply #64 on: December 08, 2014, 11:12:12 AM »

I think your math is backwards... Shouldn't the cost equal the percentage, and the amount saved is the remainder?

So for the frigate, 72 cost : 28 saved.
But by the math, vs. the battleship it would cost you nothing, since you would save 100% by standing down. Saving 90% would be fine, but 100% is not.
If you deploy less than the enemy, then you gain supplies out of nowhere, since (8 - 10) * .9 = -18%

Math seems correct to me. Maybe you confused percentage with supplies?

If you have less BT than your enemy the mechanic will of course not apply. The whole point of standing down is to recover from over-deployment, after all.

I was using your example of a battleship that costs 100 supplies, so in both of our examples supplies and percentages are interchangeable.

Specifically, it was these two spots that I think you flipped it:
get back 45% of your deployment cost by standing down (cost = 55 supplies).
72% (cost = 28 supplies).
By the above it costs more to engage the destroyer than it does the frigate, despite everything else being equal.
« Last Edit: December 08, 2014, 11:13:51 AM by HartLord »
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Wyvern

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Re: How to get a non-exploitable time pressure on combat
« Reply #65 on: December 08, 2014, 01:00:59 PM »

Actually... here's another suggestion: one of the big things that enables a single-flagship-kiting strategy is the ability to play on a battlefield that's free of objectives.  What if a sufficiently large enemy fleet could attempt an englobement tactic, forcing a "retreat" battle type (with associated objectives and forcing deployment of non-combat ships)?  This wouldn't impact early game much, since you'd be avoiding that size of enemy fleet anyway, but it would fix chaining frigate flagships without requiring any loss of CR on command transfer.
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Wyvern is 100% correct about the math.

Megas

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Re: How to get a non-exploitable time pressure on combat
« Reply #66 on: December 08, 2014, 01:20:05 PM »

Quote
Actually... here's another suggestion: one of the big things that enables a single-flagship-kiting strategy is the ability to play on a battlefield that's free of objectives.
It helps, but chain flagship kiting can still be done even on a big map with objectives.  In some maps, you can predict where the enemy AI will go and ambush fighters/frigates/destroyers as they try to take an objective.  Later, you may get overrun and need to abandon objectives, then you pick off small ships when possible.  Once small ships are gone, retake all of the nav and sensor points (because big ships rarely seek out objectives) and put the big ships at a disadvantage.

The one point of the game I really dislike is when I begin to slowly build up Leadership, and most of my fleet is full of freighters, and I need to solo fleets with one ship in a big map with objectives.  I do this during the 40's.  Once I get to the 50's, I have enough Logistics to deploy hordes of whatever to steamroll the enemy.

Until recently, the game used to force objectives if total DP of both sides were high enough.  I loved the change to no objectives if one side had low enough DP.  I dislike objectives because taking them eats a lot of CP, they distract the AI from fighting, and slants the playing field to one side or the other.
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Gothars

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Re: How to get a non-exploitable time pressure on combat
« Reply #67 on: December 08, 2014, 01:27:58 PM »

Quote from: HartLord link=topic=8819.msg149357#msg149357
Specifically, it was these two spots that I think you flipped it:
get back 45% of your deployment cost by standing down (cost = 55 supplies).
72% (cost = 28 supplies).
By the above it costs more to engage the destroyer than it does the frigate, despite everything else being equal.

Ah, I think I see how that could be misunderstood. The "(cost = x supplies)" refers to how much the fight has cost you, not how much of your deployment cost you get back (that's what the percentage says).
So fighting against the frigate has a cost of 28 supplies. Fighting the destroyer has a cost of 55 supplies.
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Velox

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Re: How to get a non-exploitable time pressure on combat
« Reply #68 on: December 08, 2014, 04:29:19 PM »


Can you guys explain to me a little bit more about what the end goal is here?  It seems like the CR mechanic is addressing two different issues:

1.  Impose a cost on engaging in combat and on taking damage, so that the player has to choose more carefully which ships to deploy and so that battles in rapid succession become more difficult
2.  (With the performance timer) counteract the player's ability to take advantage of mechanics and win every fight using just command ship(s), given enough time

The way I understand thing is that CR seems to accomplishes #1 rather nicely (it adds a cost vs. profit/risk vs. reward dynamic that's interesting and kind of cool) but it's struggling with #2 because of the player's ability to call in new ships, transfer command, and continue, does that sound accurate? 

It seems like real problem isn't really that there isn't a non-exploitable time pressure on combat, it's that a single ship in the right hands can win entire fleet battles.  From my newbie/outsider's perspective, it seems like all the struggles around how exactly to make time pressure work to keep this from happening kind of beg the question as to whether it's the right answer to the problem.  It's only made worse because there's an economic impact to the counter as well!  The more complicated the conditions around performance degradation get, the more and more difficult it gets to keep it from being exploitable, especially if the mechanic also works against the AI and no AI right now will ever find tricksy edge cases like a human.

Anyway, unless I'm misunderstanding the situation, it seems like it'd be a lot more straightforward to make being outnumbered a lot harder on whoever it is who's outnumbered.  My stab at doing that would be something like "interdiction fields" or "electronic warfare" or some effect that a ship has which extends significantly beyond most (all?) weapons fire and does .. something, say reducing sensor range or dampening speed/acceleration or the like.  The influence of friendlies would cancel it out, and if you're not too far apart then nothing happens, or there's some sort of flux-equivalent that builds up as you're outnumbered, or something.  I'm not claiming to have a better answer than anyone else, just that what the game needs is something that makes being massively outnumbered bad in a way that you can't dodge with fancy flying and a good understanding of how the AI behaves.

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Alex

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Re: How to get a non-exploitable time pressure on combat
« Reply #69 on: December 08, 2014, 05:33:25 PM »

(Thinking about things, some quick-ish responses/thoughts.)

With BT, what about fighters?

Also, seems like there's an opportunity to roll command points into it - say, issuing an order reduces BT by a minute due to, uh, more comm traffic for enemy EW systems to analyze.



Does the penalty apply when you transfer command right before battle?  Between battles within the same encounter?  If not, that makes no sense!  Does this also apply when I change flagships out of combat in space, like changing hullmods (such as toggling Augmented Engines)?

In-combat only, though I'm starting to rethink it for different reasons (i.e. if you legitimately want to deploy a second wave because things got bad, you'd have serious trouble with it.)

P.S.  Minor accidents cause -15% CR.  Are my crew so incompetent that they cause accidents when I transfer to one of my ships?  This is bad comedy.

Jeez! It's easy enough to explain just about anything if you want to; for example here: CR represents both crew state and equipment state. So, the 15% from an accident is a different type of thing than 10% from a change in command. One is "equipment malfunctions" and the other is "establishing a working relationship with a different set of officers on a new ship". Both seem sensible in terms of affecting the "combat readiness" of a military ship, no? And doing it mid-battle would be a bigger deal than outside of one. (Please don't take this as an ardent defense of the mechanic; I'm just trying to make the point that objections on in-fiction-sense grounds can be overcome for most things, and so - imo - aren't a super productive way to go about making the argument.)


Best lore explanation I can come up with is EW: Electronic Warfare - it's how long it takes for your opponent to start hacking into your systems and degrading performance / overloading power conduits / etc; makes sense that that's fleet-wide, otherwise how could you coordinate your ships / give orders / etc?  Then the "hardened subsystems" hull mod becomes "blanket ECM", and you could maybe introduce a counterpart hull mod that reduces the enemy's timer if it's deployed - perhaps as a built-in for specialist ships like the Omen or Shade.

Hmm. That could make sense, but the feel of it is weird - like, all of a sudden, the "real" fight is taking place on a playing field you don't have access to.
Then give the player access to it!  Influencing that could be a good use for, say, the old comm array battle nodes - hold the node, and you get a significant advantage on the time pressures of EW.  It could also be a good use for command points - maybe you can spend a command point to buy yourself a bit more time, trading off the ability to give individual ship orders for greater security as individual ships lock down communications.

Mh, I like it. Most fights will be ended via physical weaponry long before BT has run out, so I would not call that the "real fight". Otherwise you could argue that your crews maintenance battle against the failing of the ships systems is the "real" battle now.
And you do have access, although limited, via the amount of ships - or processing power - you deploy. This could easily be thematically expanded.
As Wyvern said, hullmods would be renamed to something more fitting. A BT expansion skill for solo ships could be cyber warfare training. You could introduce officers who are expert hackers and have related skills. You could clearly explain it in he BT tooltip. Or introduce slow moving mainframe ships that can interrupt BT/hasten enemy BT until destroyed, acting as a major target that has to be protected (like a carrier).

Hmm, yeah. I think I'm starting to come around feel-wise. It still does feel like a very major change, though.


On the topic of command transfer causing loss of CR timer: The only problem I have with the current suggestion is that it's a hard limit, not a soft limit.  It basically says "you can't transfer command from a frigate to a new frigate, at all, ever".  I'm not sure what a good alternative would be, but I'd rather see a situation where it's not a totally stupid move to do that once - maybe the new frigate just loses time based on half of how long your flagship(s) have been in the battle, and at worst just starts CR degredation immediately?

Maybe, yeah. Another option is to remove the peak time penalty and just apply the CR one, maybe making it a bit stronger. It makes more in-fiction sense, but then it might not be enough to address chaining.



@Velox: I think you've got a good grasp on it, and stepping back to take a look at the larger picture is a good idea. Also solid point re: more complex -> more exploitable; an ideal solution would simplify things. ("Battle time", I think, passes this test - it seems simplier compared to what we've got now.)

About your specific idea, making being outnumbered harder to deal with: it seems very heavy-handed in terms of not allowing for skillful play. I guess that's part of the idea, to be heavy-handed enough that there's no way to game it, but it also would make single-ship play impossible. A timer, on the other hand, rewards skillful and aggressive play. It just has some other issues.



(Thinking again about the idea xenoargh brought up in another thread, namely making it so that you only get to pick what to deploy once, and don't get reinforcements past that. That gets around some things nicely, although BT + reduced BT for reinforcements is actually very similar, isn't it? Just a soft boundary vs hard boundary. Another idea here might be to just increase the CR cost for deploying reinforcements the longer a battle goes on, which I suppose is just a variation on having "peak time" tick down for reserves, but less harsh as the effects wouldn't be felt until after the battle.)

Definitely lots to think about here :) Thank you for all your feedback and ideas! (And please keep it coming, if you're so inclined.)
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Megas

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Re: How to get a non-exploitable time pressure on combat
« Reply #70 on: December 08, 2014, 06:02:59 PM »

I just thought of, and tried a way, to possibly defeat the anti-chain flagship/transfer mechanic being devised:

After my flagship runs out of CR, instead of bringing in a new flagship (and lose lots of peak performance and some CR from the transfer penalty), full retreat instead.  Assuming you did not kill enough ships to make them disengage after battle, you can change flagships between battle, then re-engage them with a new flagship, because the enemy wants to re-engage too, all in the same encounter.  The risk is if you kill too many to scare them and they flee, you forfeit loot and possible boarding (as do they), but that might be better than taking massive CR penalties.  By massive, I mean possibly more from the transfer penalty than what you take from the enemy if they harry your fleet after battle, but they will probably want to stand down to recover some CR instead if they can.

Edited for clarification.

P.S.  I suppose I can use this already as a way to let low-tech flagships with limited ammo to solo fleets, if they do not have enough ammo to kill all ships.
« Last Edit: December 08, 2014, 06:23:37 PM by Megas »
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Alex

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Re: How to get a non-exploitable time pressure on combat
« Reply #71 on: December 08, 2014, 06:23:23 PM »

But as you lose the battle, don't you run the risk of your reserves being harried and losing CR? Or is the AI electing to stand down every time in these circumstances?
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Megas

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Re: How to get a non-exploitable time pressure on combat
« Reply #72 on: December 08, 2014, 06:31:38 PM »

Yes, but if the transfer penalty is worse, guess what I will take.

So far, I probably have not stayed long enough for standing down not be an option for them.  Also, I do not remember if harrying is disabled if the winning side takes major losses.  I try to kill many ships, but not so many that they will disengage after battle.  The test was three Wolves vs. a pirate attack fleet with about three or four destroyers and four frigates.  What I do is kill several ships, then retreat for whatever reason.  Keep in mind that their fleet is often much larger than mine.  The only time it could be a problem for me is if I have a fleet of almost twenty Atlases to escort (might mess with fleet strength calculations).
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Thaago

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Re: How to get a non-exploitable time pressure on combat
« Reply #73 on: December 08, 2014, 06:36:07 PM »

I kind of like the "no reinforcements" idea because it makes deployment a more interesting decision (relevant choice and all that). It also stops the semi abuse-able AI behavior of trickling in ships as you defeat them. A little bit of logic between engagements and the AI can tell if your single frigate/destroyer is actually a fleet killing monster ("Wait, that lone frigate just wiped out our entire picket force? Send EVERYTHING IN!").
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Megas

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Re: How to get a non-exploitable time pressure on combat
« Reply #74 on: December 08, 2014, 06:46:52 PM »

Quote
I kind of like the "no reinforcements" idea because it makes deployment a more interesting decision (relevant choice and all that).
This might be amusing.  If I know my fleet can steamroll them, I will send in everything.  If not, maybe I will send in one flagship.  If I cannot kill everyone, I will kill just enough so the enemy will not run away after I retreat, and I can have a rematch with another flagship.
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