Four Game Mechanics that Need Help in order to Enhance Variety in Strategies

While the other threads have been about adjustments to specific techs and abilities, there are also problems with the more general mechanics of the game.  One of the most basic problems is that there doesn't seem to be the same level of interest as there was in Entrenchment, so that issues with the new expansion aren't being highlighted as much.  Also, players who dislike the new features are simply turning them off in the game options screen! 

The issues with organisation- the split lobbies with the redundant TEC Town lobbies, and the lack of any ladder or other matchmaking system, as well as the difficulties with custom map downloads- I've left for a separate thread.

Long Ranged Frigates- One constant theme of the game has been LRF spam.  Many players were concerned about the recent general nerf to scouts to prevent them having an anti-LRF role (so they're not supposed to be anti-siege either?) where what was asked for was a nerf to Seekers to prevent them being easily the best scout.  It's also claimed that LRF are not vulnerable enough to fighters because of flak, and that they snipe capitals too easily, so that capitals need buffs just to protect them from LRF packs.  Also, when the carriers were slowed this reduced the specialist role of light frigates, as it became far less possible to kite LRF.

It seems to me that the basic problem with LRF is that they don't have any class of ships that their weapons are ineffective against, even heavy cruisers- while the LRF might suffer losses to heavies, they still deal out 75% damage to them- and LRF tend to be nearly twice as cheap as heavies, so that even with the heavies damage multiplier against light armour the ratio is not nearly as much in their favour as their damage bonus suggests.  Without scouts and heavies, the best frigate counter to LRF is the flak frigate- but flak frigates also counter the other threat to LRF, the fighter. 

It is a basic issue with the game that LRF effectively get escorts- the flak frigate and bombers based on carriers- while capitals do not, or at least their only escort- carrier based fighters- is more vulnerable to flak and antimatter depletion.  The focus on carrier capitals is because carriers can keep up their fighter replenishment rates.  Scouts were a type of escort for capitals as dedicated anti-LRF, but it seems that this role is to be denied them.

Unless there are changes to the damage tables LRF spam won't go away.  My best suggestion is that if scouts aren't intended to be fast short-ranged LRF suppressors then light frigates should be.  I'd alter the balance so that LRF were less effective against LF- 75%- and more effective against support and carriers- 133%.  The LF would lose their attack on support- down to 75%- but gain 100% damage against light armour.  This would mean that LF could become effective escorts for capitals, protecting them against LRF.  

It has been claimed that this would drive LRF out of the game entirely, but a 75%-100% margin against LF doesn't seem that considerable given the range advantages, and the extra firepower of the LRF.  LRF would also gain a role against support and carriers.  If this would marginalise LRF then its hardly surprising that LF are marginalised at present.   It would help capitals.  

Culture- Culture advantages don't seem to be very effective in cultural warfare.  I'm not sure why it would be useful to go up the Culture tech tree for extra 5% increments when basically one culture centre is all it takes to protect a planet.  Perhaps these should also be regarded as useless civilian techs?  If the game allowed a culture war, so that 2 centres against one had almost the same effect as one against none, then there might be more variety of approach. 

Perhaps it would be fun to allow one of the specials- the wrongly derided magnetic cloud perhaps, or an entirely new one- to enhance culture effects rather than have them degrade in the grav well?  That could be fun... anything to get away from you build one I build one we both stop system... 

Pirates- Having the ability to dispatch pirates on missions will be fun once the pirates are made more reasonable and fun.  I made this mod to show what can be done: http://datafilehost.com/download-448aad49.html  The bidding system remains slightly problematic, I'd prefer a system of 'protection' money in the bidding wars, so that you would pay them to stay away- but as it stands then you would be placing bounty on yourself..!  How about adding more gameplay, so that there was also a multiplier to bounty placed based on the relative trade income standing of the target.  You might get 1.5x the value of your bounty against the leading trading power, and only 0.5x versus the least merchantile..?

Just making the pirates more sensible, like just making the mines more explosive, would be a major improvement on the current version though.

Last I've gone for Relationship Points- Unless as a method of speeding up the end of a game, in which case there should be another criteria such as owning 50% of the colonisables or having peace treaties with all the other factions, I'm not sure how to interpret a points victory.  As it is, in single player you can simply turtle up, research three tech levels for the +3.0 bonus and win....  The simple solution would seem to be to apply a greater xeno penalty and add another one for other factions of the same type (they might have different customs).  With a two-point greater penalty the victory wouldn't be as easy, and you could balance it by enhancing the higher tech xeno relations improvement.   However, without some other criteria that just switches the easy win to a later stage, where you have more civilian labs than three.  Perhaps this simple change might be enough in itself, as three or four civilian labs is a favoured point at which to stop building civilian labs, and the later civilian tech is much ignored?   

Pacts isn't a problem that I've looked at, simply because I haven't explored team games with the expansion and I'd won my single player games on relationship points before pacts began to become an option.  With the xeno change I've recommended I'd decrease the points required for pacts.  However the problems with what they do haven't occurred in my games- are there one-sided pacts that just don't make sense for one of the partners, as has been suggested?  Also, I agree with the requirement for feed research, whatever the consequences for random 5v5s with their smurfs and specialists 'spots'.  There have to be better ways to play the game than random 5v5s...

So there it is, with the usual disclaimers on lack of experience and knowledge especially with the new stuff, however there needed to be a thread like this one to go with the others.  Has anyone tried FFA multiplayer with a no allied victory relations points win active yet?  I would imagine that it could get complicated..?     

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Reply #1 Top

In Fleet Diversification, the issue with LRF is solved via a dedicated late game escort ship called a Defense Cruiser that takes down LRF and bombers en masse.  That said, these things are high in the tech tree (above HC's), but once you get them, you can finally bring things back into balance and keep capitals alive.

Reply #2 Top

I never would have predicted that I'd have started a whole family of threads when I wrote that economic tech analysis :-P

 

LRF are a divisive issue, and I think everyone has their own idea on how they should be changed.  I think it's important to give this breakdown of DPS / command point for each type of TEC combat unit (it differs from faction to faction, but relative standing is largely the same):

Scout:  1.275
Cobalt:  1.9
LRF:  2.75
Heavy:  1.8
Fighter:  1.37
Bomber:  2.35

The problem is self-evident right away:  when it comes to damage output, LRF are simply the best unit in the game and dwarf everything else by more than 50%.  They also have the longest range by a substantial margin, and their speed is fast enough that very few units can kite against them, and nothing can kite while fighting back.  They're also an early-game unit that you unlock with relative ease.  Is there any wonder why they're so dominant?

One possibility is to just reduce their damage modifier against heavy, very heavy, and capital.  They're not supposed to be countering these units in the first place, but even with a 75% modifier they still pack excessive punch.  I personally think LF vs capital ships is roughly balanced as is, so LRF should be taken down below this level of damage because they're so good at focus firing.  Cobalts get a 50% modifier against caps, which results in 0.95 dps per command.  If our target for LRF is about 0.75 dps per command, a modifier of about 25% is in order. 

Another possibility is to turn LRF into sitting ducks and reduce their speed to make them the slowest unit in the game.  This would mean a capital that withdraws from battle only needs to build a little extra distance before LRF fall behind it and can't continue shooting.  They'd have poor mobility and slow down the entire fleet, and wouldn't be able to chase kiting carriers anymore.  This alone would make massed LRF impractical, but maintain their role as insane damage dealers.

The addition of a new unit with the role of countering the LRF in a defensive fashion would be somewhat ideal, but unfortunately new units are just out of the question in any official patch, so I don't see much merit to discussing it.  I think swapping around what counters what is a moot point in the same sense; I doubt the developers will completely rework the counter system of the game.  That's something that needs extensive testing and a beta of its own...

 

Reply #3 Top

That is a pretty simple way to explain it.  Yeah, in FD, DC's take 13 FC (unless Vasari which is 15) and so would have a rating on that same scale of 1.9 against SC & 2.7 against everything else (DC's have anti-light weapons, but each one also has a forward facing one that cannot target SC).  Think small battleships with lots of flak turrets.  For this reason they do live up to their name.  Not only that, but they also have abilities that truly make them escort ships such as the Vasari's DC which has Imperial Guard which passively reduces incoming damage to surrounding forces somewhat (does not stack).  On the other end of the spectrum is the TEC which has two abilities which combine to shred enemy SC.  In the middle is the Advent DC which reduces the damage dealt by enemy SC.

 

So, I'm afraid that at this point, many things will just have to be solved via modding...

Reply #4 Top

Im workin on a mod that is goin fairly slow as my time is limited.Tryin to center it around mp and makin all aspects of the game useful.Last time I made a mod it was just for mp and strictly fixed the main probs everybody was angry about but noone really used it.So this time I am makin it kinda based off my ideas and what I would like to see.Its a rough in at this point and not a ton of testing has went into it.I am going thru almost everything and trying to make it all useful for online play.I am only partially done but here some of my changes.

 

Doubled culture gain and loss rates.

Changed allegiance of planets to distance from homeworld:
  allegiance 1.00
  allegiance 0.95
  allegiance 0.90
  allegiance 0.85
  allegiance 0.80
  allegiance 0.75
  allegiance 0.70
  allegiance 0.60
  allegiance 0.50
  allegiance 0.40
  allegiance 0.30

Changed warning for low allegiance to 20%.

Decreased all levels for capship experience by 25%.In 600+ mp games I rarely(maybe 1%) see level 10 caps.Hopefully this will put caps more into the game.

Increased build time of a sb in enemy well to 2.75 from 2.25.

Change damage mutiplier antiverylight to antiverylight from 1.33 to 1.1.IMO flak kill fighters to fast fro them to do their job.Antiverylight to antilight from .75 to .85.Will help flak be more useful against lrf and bombers.


Change antimeduim to medium from 1.33 to 1.2.LF still die to fast to LRF.

Double turning speeds of all ships to help with pathing issues.

Change turning speed of 3 battlship caps by 150%.Increased thier speed from 500 to 510.Help with carrier cap kiting.

Change GRG damage to 750,1500 and 2000.

Dunov shield restore can target self now.

Dunov magnetize now affects 16,24,and 32 sc from 8,12,and 16.

Dunov emp blast range increase from 4500 to 9000,9250,and 9500.

Dunov Magnetize duration change from 10,12,and 15 to 15,20,and 25.Cooldown to match.

Subjugator suppresion ability range increased from 6000 to 9000.

Change scramble bombers to spawn 1 squad at all levels instead of 1,2,and 3.Change duration of squad from 120 at all levels to 120,150,and 180.Changed cooldown from 35 at all levels to 35,30,and 25.

Change celio shield recharge from 2.5 to 5.

Change range of flak burst from 2400,3000,and 3600 to 4500 at all levels.

Change range of tk push from 4200 to 5250.

Change weapon jam range from 4500,5500and 6500 to 6500 at all levels.

Increased am of Dunov,Antorak,and Rapture by 100.

Change Dunov Level 6 ability range from 4000 to 6000.

Starfish fleet points from 18 to 12.

Cooldown for missile turret on sova from 35 to 35,30,and 25.

Changed intial squad count on Advent sb from 2 to 4.2nd level from 6 to 10.3rd level from 10 to 16.4th from 14 to 24 and 5th from 20 to 32.


Changed Tec and Vas sb squad for initial from 0 to 2.2nd from 4 to 6.3rd from 8 to 12 and 4th from 14 to 22.

Change upgrade slots of all sb from 8 to 10.

Change Phase missile swarm am from 90 to 70.

Change range of Antorak speed boost from 5000 to 9000,11000,and 13000.

Change speed of carrier class caps from 525 to 500.

Changed Antorak speed from 525 to 600.

Change minimum extractors on ice and volcanic to 3 from 2.

Change reintegration activation from damagetaken 50% to 30%.

Changed Guidance ability duration from 15,30,and 45 to 30,60and 90 sec.

Changed Guidance ability to give 1.5 am per sec for all levels.

Malice duration and cooldown changed from 10 sec to 20.

Change ai retreat threshold from .25 to .35.

Changed all hull and shield research from 2 levels to 4 levels.

Increased refinery rates by 33%.

Increased resources focus from 8% to 17%.

Divination discount increased from 25% to 40% per level.

Changed Hardened Cities damage reduction from 5% to 15% per level.

Changed AM Recharger from tier 6 to tier 2.

Changed AM Recharger improvement from tier 7 to 4.

Changed High Efficiency Jumps from 11% to 20%.

Change Ruthlessness Damage from 1.5 to 10.

Change Ruthlessness from tier 7 to tier 8.

Reply #5 Top

As much as I love some of those changes (especially Ruthlessness), I am surprised that a wave cannon buff wasn't on that list.

Reply #6 Top

Now that malice has a target cap, ruthlessness is overdue for a buff, though 10 might be over the top. 

Reply #7 Top

I still say that Malice needs a buff and ruthlessness ought to get one.  Either that, or make it stack...  I mean, there is a stacking limit, which you could have at 10 or so, but I don't think you would want to.  HC's are short ranged.  Often times, you can wipe out close groups of frigates like that, so I think that stacking would be a good idea.

Reply #8 Top

Do people really want Malice buffed?  Is it really seen as a poor ability?  It always seemed pretty decent to me.  The percent of damage propagated seems high enough already?  I mean, adding an additional 30% PLUS in damage is pretty strong, yes?

Reply #9 Top

Scouts can still counter lrf but just not as efficiently now.  I still think scouts are not the answer to any supposed lrf "fix".  To buff LF as a counter to lrf is just silly.  LRF are currently meant to be the counter for LF and not vice versa and they have already been decreased in their abilities in countering LF in the past.  I certainly do not want to return to tier 0 spam like you sound as if you want.  Slowing lrf down brings up a whole host of other problems though.  Namely kiting with carrier caps.  Personally I have been of the opinion that fighters should be the answer as I have stated on many occasions but flak are too powerful a counter to them now.  I don't have that big of a problem with lrf as they stand now though.

 

[_]-Greyfox

Reply #10 Top

If the effectiveness of flak was reduced, we would have even more carrier capitals, which would be silly.  Halcyon vs Skirantra tier 0 spam battles like it sounds you want would be all that was left of the game... but perhaps I shouldn't be so abrupt. 

Light frigates have required constant buffs because they have been so vulnerable to LRF that they weren't able to fulfil their role.  What I suggested was also that LRF should be the heavy counter to flak, carriers and support, where they would have more success than LF because they are ranged.  As it is flak are too effective not because they are too powerful against fighters, but because their counter isn't viable enough against LRF.

Darvin's suggestion to reduce LRF effectiveness against very heavy and capital armour makes sense and might help to deal with the LRF problem.  At least LRF wouldn't be so multi-use, and other capitals would be more effective, the problem might be that carrier capitals would still be the most effective, more carrier capitals and flak fleets. 

If altering the counters system is out of the question, then the existing approach with incremental improvements to light frigates could be continued.  The light frigates don't seem to get much advantage from having 'medium' rather than 'light' armour, I'm not sure that Disciples have any advantage over Illuminators at all.  Perhaps LF should each get another armour point, to enhance their survivability?  

This thread wasn't meant to be solely about LRF or general game balance, however, but also about the impact of the features from the new expansion.  Next weekend, is anyone up for a new style of game- unlocked FFA, no alliance victory, with the diplomatic victory activated and active AI players?  I'd like to have included pirates, but multiplayer with pirates on quickly becomes dull in the current version.  Perhaps 3-4 players with the same number of AI?  Unlocked FFA are usually very long, but that should be altered with the relations points.... 

Reply #11 Top

Personally I hate the carrier cap spam crap that goes on nowadays.  I thought balance was best in vanilla 1.10 when carrier cruisers were king.  LRFs couldnt be spammed but you couldnt go completely without them either.  Everything had a role then.  It has been downhill balance wise since then.  Buffing LF to be able to counter LRF(which are the counter to LF themselves in the first place) is stupid.  You have no reason to build LRF at all then.  That is not balance.  That is getting rid of 1 type of spam to prop up another.  Instead of something you have to research and plan for all you have to do is plop down 2 or 3 frig factories and spam the hell outta LF with very little thought.  That does not encourage variety.  With balance comes variety.  If something is more efficient or stronger then thats what will be used.  If one thing is not inherently better or worse than another then you get a variety in what is used.

 

[_]-Greyfox

Reply #12 Top

You've omitted the accompanying nerf to LF though.  You would build LRF to counter supports, as well as flak and carriers.  LRF would also still be able to hit capitals.  LF cannot counter Subverters or Repulse as effectively as LRF would be able to.  However, LF spam has an advantage over LRF spam in that it doesn't threaten non-carrier capitals as much.  Early defences are also far more effective against LF spam, turrets would become more useful.

What you have to consider is that even if reduced to 75% damage versus LF, but with their compensatory increase to 133% damage versus support, LRF would remain the most cost-effective dps unit in the game.  LF with 100% damage versus LRF and with only 75% versus carriers flak etc would be even less cost-effective dps than currently.  To spam a ship with a max 100% damage multiplier, that was ineffective against both fixed defences and capitals- that might be considered stupid.

There is little reason to suppose that this would result in no LRF at all.   With a random 5v5, which is effectively a rush map, then maybe it would be difficult to bring LRF into the game early... but capitals other than carrier capitals just eat up LF spam.   Why balance for rush styles that aren't even popular any more- and good riddance?  No other RTS is balanced for 5v5 team games?

The counters switch may be unlikely because of deeply ingrained attitudes and play styles, as you've pointed out.  However, the basic issue is that early LF favours battleships, colony capitals and siege capitals, and early LRF favours carrier capitals.  As I said, perhaps the solution is to continue to tone down the LRF counter to LF, as the developers have so far preferred to do.  That by itself would make large flak fleets more risky.  You would still get large LRF fleets because the range advantage makes them easier to deploy in a fleet.  How about an extra armour point for all LF?

Reply #13 Top

At least LRF wouldn't be so multi-use, and other capitals would be more effective, the problem might be that carrier capitals would still be the most effective

These are two separate issues. I personally believe that LRF shouldn't be the counter to capital ships since they scale so well into the late game. 


Personally I hate the carrier cap spam crap that goes on nowadays

I wouldn't mind it if there were actually alternative choices.  The novelty has long since worn off since it's all anyone ever does.

I'm personally rooting for a buff to all battleship, siege, and support capital ships as the solution to matching carriers. A minor buff to the weaker abilities on the colony caps (Jarrasul Colonize, Progenitor Malice, Akkan Targeting Uplink) would be acceptable, but otherwise keep them as is.

I've suggested raising the battleship damage and number of weapons banks to make them more devastating in battle.  Sure, they'd still be weak to bombers, but they'd have enough bite on their own end to compensate. You could give the same buff to the Marza and Vulkoras.

My suggestion for support capital ships was to raise their antimatter regeneration.  This would mean they could use their abilities far more often in a battle and really spam them across the board. You could give the same buff to the Revelation.

Reply #14 Top

I think there is a confluence of factors that combine to make lrf so strong and prevailant.

First is what others have pointed out - the lrf just deals way more damage than other unit types.

Second, they either counter, or hard-counter, relatively many units.

Third, I don't think there are many good options for countering them.  Carrier cruisers for fighters are quite expensive, and easily counterable by much cheaper, more spammable flak.  Flak itself isn't a great counter against lrf - it's more of a very soft counter.  It will do the job, but not very well, and in the end you are stuck with a huge fleet of flak that would get decimated by an lf or hc spam.

What you end up seeing is people countering lrf with lrf, which is of course a retarded game mechanic.  I don't do this - I refuse to play rock vs. rock, no matter the consequences.  But at least if you do it and end up out-spamming your opponent and winning, you wind up with a fleet that's good for something more than shooting fighters out of the sky.

These days I just start out the game building mass flak right off the bat.  It is sort of funny that I will beat back lrf spam after lrf spam with it, only to have the guy just spam ever greater numbers of lrf at me, usually being fed in a team game to do it.  The other day a TEC first spammed about 20 lrf at me, lost that fleet, came back with 35, lost that fleet, came back with 50-something, lost that fleet, and was on his way to the 80-something mark when I arrived at his homeworld.  He couldn't figure out what he was doing wrong.  Usually, just spamming lrf works for the guy, and he didn't know anything else other than mash the "build lrf" button over and over again.

Personally, I think flak needs to be made more effective against lrf.  One problem I have, particularly as vasari, is spamming out enough flak to keep up with an lrf spammer.  Flak (or, at least vasari flak) builds slower than lrf.  I would reduce the build time for flak, and up the damage modifier against the lrf armor type.

Reply #15 Top

In my thread, I came up with a solution to knock down LRF that takes no more than five minutes of number adjustments:

 

 

  • increase antilight multiplier by 15%
  • increase bomber health by 17%
  • increase capital ability multiplier against SC by 15% (or you could change the damage of Mag, FB, and TKP manually)
  • increase health of fighters by 17%
  • incrase antiverylight multiplier by 15%

 

 

There you have it.  Those numbers result in a 17% increase in damage done by flak to LRF.  This system isolates all other factors and simply solves it that way.  17% is nothing special, but rather 15% sounded like a good number, and that set off the chain which resulted in 17%.  Pick a damage increase and calculate for it.  Its easy.  It gives you a counter without having to overhaul the game because everything else is proportional.

 

Do people really want Malice buffed?  Is it really seen as a poor ability?  It always seemed pretty decent to me.  The percent of damage propagated seems high enough already?  I mean, adding an additional 30% PLUS in damage is pretty strong, yes?

Apparently you never played 1.00 vanilla...  Back then, Malice was easily tied for second best ability in the game (after MB and tied with Nano) and certainly the second best fleet killer.  It had no target cap and propogated 70% of damage.  That sort of thing annihilated enemy fleets.  That is really the reason that Illuminators have side beams.  IMO the devs put those on there to work alongside malice, but malice was nerfed to oblivion due to its target cap of 24.  That is why in my thread I suggested buffing it.  Keep the target cap, but increase it so that this ability can shine again.  I don't want it vaporize anything around it like it did originally, but it needs some love (ironic considering the name of the ability ;P  ).

 

Also, there has been talk of increasing BS weapons banks.  I agree...  Sorta...  I believe that that is a good solution to the Kol And is definitely what the developers intended since it is an indestructible rock.  Having it be able to target half your fleet ought to make it worth a bit more than it currently is...  So, let's say increase banks to 3-4?  That way it would shine and fulfill that lovable concept of having one ship take on a fleet.  It also kinda turns the Kol into a bit of a "hero unit."

As for the radiance, I'd say increase its port/starboard banks to 3 and increase forward damage by 200% or so.  That means that the last thing you want is a few Radiances breathing down your neck early game while you desperately try to fight them off with LRF and carriers..

In regards to the Kortul, weapon banks increases are interesting...  Bear in mind that anyone with half a brain and a Kortul is going to get DS, so increasing bank targets could mean that all ships in range suddenly find themselves without any AM left.  For this reason, I say increase port/starboard banks to 2, increase P/SB damage by 100%, and increase forward DPS by 150%.  This way the Kortul doesn't become a ship that automatically wipes AM from enemy ships, but rather one that does so while dealing decent damage.

As far as the Marza and Desolator go...  Increase forward banks on the Marza to 5.  As for the Vulkoras, increase forward banks to 3 and increase forward damage by 100%.  That way, all those PM's can be put to use and a level 10 Vulkoras would be dealing 146 DPS in PM's to each target. When you factor in all available upgrades, your Vulkoras could effectively deal 336 DPS to each target (standard PM bypass upgrades increase damage to 70%, but when you combine it with pacts and other things, it becomes a ~130% increase.

These upgrades may seem rash, but doing this would make capitals as viable options for dealing damage as well..  Or at least battleships and dreadnoughts (which are basically big battleships).

 

In regards to support capitals, I like Darvin's suggestion.  Increase regeneration of AM.  Once that happens, they will be able to use abilities more and thus will be more valued.

 

That means that as far as fullfilling purposes go, BS's and DN's will be much better off.

Reply #16 Top

The problem with a flak buff is that it would be a buff to a unit that is already effective.  It's the LF that disappear from the battlefield, because flak are regarded as a better counter to carriers by making them useless rather than destroying them, and because LF are not good counters to Guardians and Subverters, the main unit type that they are supposed to counter.

However, the advantage of a flak buff against LRF is that it would help LF indirectly, and this help would come later in the game, rather than right at the start, the only time when LF spam is likely.  A flak buff also helps against carrier capitals.  I might want to simplify with perhaps a straightforward 15% increase to flak damage versus LRF, and then combine with a one point increase in LF armour.  While I appreciate the concept of reducing LRF damage against capitals, another approach to the same problem is to make it more risky to keep large numbers of LRF on the battlefield.   With LF more viable later in the game, the flak threat to strikecraft is also lessened. 

Agent, what factions were you and your opponent playing?      

Reply #17 Top

Well, you forget that both bombers and LRF have the same armor type, so you run into those issues when dealing with flak.  That is why you need those other adjustments; they isolate the problem allowing you to do as you please.

Also, as you said, LF would be indirectly buffed because with the waning of LRF numbers due to flak, LF survive easier and also have a larger amount of targets, meaning that it is conducive to LF numbers.  Its sheep and wolves.  More sheep means more wolves.

 

I have nothing against something so slight an increase as 1 point difference in armor, so sure.  Honestly, I don't really care in that regard.

 

Don't forget how many ideas there are out there.  Stack too many and you end up with worthless LRF.  I am okay with LRF as they are as the main damage dealing unit, so long as they are made slightly easier to kill via a counter.  If you went with my flak suggestion, then flak really would be able to take them down and LRF would be manageable.

 

Well, if he said he was Vasari when he had issues, I wonder what race he was playing as when he had issues...  Seriously though, Sentinels would benefit the most from my suggested buff as they have PM's which would mean even easier taking down of LRF.

Reply #18 Top

As much as I love some of those changes (especially Ruthlessness), I am surprised that a wave cannon buff wasn't on that list.

the list is incomplete by far.Also the 10 for ruthlessness is taking into fact the passive regen rates of the higher research.Also its a level 8 tec now .I would llike it to do about 5 dps after negating high level hull and sheild research.Im dabbling in these to make research more strategic and affect game more.For example with higher research levels you might be able to go more research instead of just more fleet and hitting your eco.

I must say that caps are much easier to level and more fun to play with.All the changes I made have good impact according to thier ability.I am not done modifying some of the caps tho so none of this is final.Plus I have more play testing to do to balance and fine tune.

I will be doing something with hc to bring them in line a bit more with their cost and tec level.

Reply #19 Top

Apparently you never played 1.00 vanilla...

I absolutely played it, the first day it was out.  Online, no less.  I've been here from the very beginning.

It had no target cap and propogated 70% of damage. That sort of thing annihilated enemy fleets.

Sounds somewhat OP.  Especially the words "70% of damage" and "annihilated enemy fleets."  I mean, additional 70% is almost double the damage of your fleet.

Reply #20 Top

When combined with a few Destras, and a critical mass fleet, you could focus fire one capital and everything else around it would die.  That is why this ability got nerfed.  It was WAAAAAY too powerful.  But they nerfed it to oblivion...  It needs to at least be a valuable ability...

Reply #21 Top

Can't you just alter the flak hit ratio to bombers though, if bomber-light armour is affected...?  Bombers don't attack other bombers with the same multiplier they use for LRF, so lrf-light must be somewhat independent from bomber-light...?  Would your changes impact the amount of damage fighters do to LRF?

 

 

Reply #22 Top

the difference is ship type.  Bombers are SC which means that just like fighters, flak only has an 80% (if I remember right) chance of hitting.  So, really there is no difference between bomber-light and LRF-light aside from the type of ship. that has that armor.

And yes they would, but is that actually a problem?

Reply #24 Top

Culture- Culture advantages don't seem to be very effective in cultural warfare.  I'm not sure why it would be useful to go up the Culture tech tree for extra 5% increments when basically one culture centre is all it takes to protect a planet.  Perhaps these should also be regarded as useless civilian techs?  If the game allowed a culture war, so that 2 centres against one had almost the same effect as one against none, then there might be more variety of approach.

That is how it works. Incoming enemy culture is pitted against your outgoing culture. The output from the culture centers stacks, but is split along each phase lase. So if you're outputting 36 culture on a planet with 4 lanes, each lane will get 9. The rate of allegiance loss is capped and depends on the difference between your culture and enemy culture. The greater the difference, the faster the rate of drop or increase, but as I mentioned it has an overall cap so at some point building extra culture centers becomes pointless.

The issue is that it's easier to beat culture back than it is to permanently get your culture over an enemy planet. Capitals repel so much that even when you win the battle by culture centers, he can just fly some caps over there and push it right back.

 

Last I've gone for Relationship Points- Unless as a method of speeding up the end of a game

Unfortunately, that's pretty much the main purpose. It changes a bit how you play if you're going up against the hardest AIs (the lower difficulty ones accumulate them slower), so you might find yourself spending all your money on civic labs early in the game to research the techs and catch up - in one game I actually had to chase one Vicious AI's envoy ships and kill them to keep his relationship numbers down until I got ahead of him. But yes, the global +relations techs sort of cheapen the mode.

Reply #25 Top

Thanks for the explanation of culture Annatar- but why does it work like that, it seems counter-intuitive?  So placing a culture centre in a gravwell that has many phase lanes won't lead to an enhanced effect..?

I've had a game before where I defended one planet with a single culture centre, but the planet behind it, further from enemy culture but with no culture centre of its own, had its loyalty fall.  There were no capital ships at the planet with the culture centre, so how does that work?  If I was losing the culture battle where the culture centre was, why wouldn't the loyalty fall on that planet as well?

With in the current mechanics would it be possible to allow an overall advantage to culture centres where there were many phase lanes?  Perhaps not full spread as a first buff, but something like 1.5x or 2x per phase lane... so with the example for 36 culture and 4 phase lanes you would get 13.5 or 18 per phase lane?  

With Relationship points, I'm not against speeding up the end of the game, but as it is it makes little sense.  Why would relationship points 'build up' like they do, how can you 'store' goodwill?  If another criteria was added such as peace treaties with every remaining faction or 50% ownership of planets, then it might conclude a won game more quickly. 

I have experimented with the relationship victory online, as I wanted to test how the game is played when there was human competition for the points.   I wanted a 3 humans 3 AI game with no alliance victory, so that the AI were in effect a form of active militia, but it became a 4 humans 2 AI game, which might not have been a good ratio.  However, one of the humans then dropped.

The game ended with 2 human players left and 2 AI, one ex-human.  The AI were fighting each other.  My opponent had almost as good relations with the AI as me when he slaughtered my envoys, and had a decided financial advantage on me, with more or less equal fleets.  However I then won, as I had already acquired most of the necessary points.  The game lasted a couple of hours, a good length for an unlocked FFA with one winner only, but there seemed to me to be several issues.

-As my remaining opponent was swift to point out, for me just to win made no sense at that stage in the game, given our respective relations and positions with the AI- the strongest AI was at my back.  Why would I continue to get points from AI that had been eliminated, what matters their opinion to the galaxy?

-Had there been no AI remaining, then would my relationship points have been valuable at all?  So the relations victory only shortens a game if there are AI left...?

-The basis for my victory was that I went three stages up the relations tree early for the +3 bonus, which is as I imagined it worked.  [I won through spam!  I feel shame...]  With the early bonuses so influential, it helps greatly when there are several players of the same faction.. but how rewarding is it to win merely because most players chose the same faction as you? 

Having tried it, I consider that there is still much work that needs to be done on the points victory.  It is very welcome to have an FFA that can end in two hours, but the scoring seems problematic.  Perhaps other requirements would be best?  I would prefer not to have points retained from eliminated factions, it seems odd that defeated friends can count for more than dedicated enemies? 

How about if instead you got points building up from possession of artifacts, and from top level civic research like Pervasive, returning fleets and Allure?  It seems to make more sense that the longer you had an artifact the more you would get from it, and that might create an acceptable end to the game even with only 1v1?  Then the points screen would show how close you were to winning the game from those factors.  To shorten a single player game I would just go for the requirement that you have a full peace treaty with every remaining faction, its usually easy to win from there anyway.