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Viability of non-military victories against humans?

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7 years ago
May 31, 2017, 5:06:43 PM

I feel that the game give a lot of super defensive options, in many ways. I think about the defensive sytem improvement (via buildings or heroes), the super tanky ships (hello unfallens) with a lot of modules that kill manpower. I would like to test a game when i play pacifist faction in a very dangerous galaxy, and see if i can survive to the victory. I don't play many MP, due to my lack of time, and the IAs are actually really peacefull so even if i play pacifist i don't really need to unleash the big things to defend my empires. Even cravers are kind sometime haha. My bane are early game war, but if i can pass trough, well if i want peace i get it :)

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7 years ago
May 31, 2017, 9:16:59 PM
Slashman wrote:

I keep going back to AoW 3 with some of these victory conditions. The devs seem to be against encouraging people/AI to gang up on a player who is headed toward victory. However in AoW 3 this is exactly what is supposed to and does happen. I haven't found that it makes the game any less immersive, but the devs here seem to have the view that making the AI 'aware' of impending player victory ruins immersion. 


I persoanlly don't like the idea of any player hiding themselves away and casually strolling their way to a Wonder victory with no opposition. I don't like that idea for any passive victory type. I, as a human player, will bring swift military action against AIs who are winning. Why am I being spared from this treatment from the AI?

This is a great point in particular because ideally an A.I. should prepare you for playing against a person. If immersion is really an issue, all you need to do is to dress it up in some lore as to why the galaxy is suddenly uniting against you. Economic victory oncoming?  Something something Dust singularity.  Science victory? Something something emergent Endless tech.  In general if the A.I. ever makes you feel like it's intentionally pulling punches, that can drag you out of the experience too.

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7 years ago
May 31, 2017, 8:55:56 PM

I keep going back to AoW 3 with some of these victory conditions. The devs seem to be against encouraging people/AI to gang up on a player who is headed toward victory. However in AoW 3 this is exactly what is supposed to and does happen. I haven't found that it makes the game any less immersive, but the devs here seem to have the view that making the AI 'aware' of impending player victory ruins immersion. 


I personally don't like the idea of any player hiding themselves away and casually strolling their way to a Wonder victory with no opposition. I don't like that idea for any passive victory type. I, as a human player, will bring swift military action against AIs who are winning. Why am I being spared from this treatment from the AI?



Updated 7 years ago.
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7 years ago
May 31, 2017, 8:54:07 PM

Yeah, in general I do think non-military victories need to be very much signposted.  A player close to elimination or supremacy is not only hard to miss, it's almost impossible to ignore.  I do think if a player starts building obelisks, that should be very obvious when and where it happens. And yes, it would require a military to keep your butt safe before you're done.  I'm definitely not suggesting any faction should get out of being prepared for fighting or war, just sharing an ideal where all victory types are worthwhile in high levels of competitive PvP. It's sounding a lot like Amplitude is beginning to make it happen, albeit with some rough patches on the way there.


It really excites me I get to be part of the community during that transition, as silly as that might sound.


Anyways, I agree with NovaBlazer that galactic announcements when the process starts is a good idea. Possibly even have completed obelisks be visible from the galaxy map by your opponents if they're not already.

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7 years ago
May 31, 2017, 7:53:19 PM
Ikeaboy33 wrote:

for example wonder victories, imo they should take much longer to reach (cos a very good player can do it fairly fast)  and when a player starts building a wonder, it should fire an event where it would reveal in which system the wonder is being built. perhaps even having a timer , to see exactly when it will be built and other stuff. 

when a warmonger sees that (and most other players i guess) everyone would rush that player whos building the wonder (i know i would) 

I am seeing alot of community sentiment toward the disdain of building wonders as a way to win.  Folks calling for longer wonder build times seem to be the loudest voices.  But I think ikeaboy33 shows a better way to handle it, which is to have a galactic announcement that it has started.  


However, I don't agree that wonders should take longer AND galactic announcements should occur when the build starts; either one or the other.

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7 years ago
May 31, 2017, 7:30:32 PM

Well my weekday evening schedule is opening up on Thursday & Friday nights. If you want to play some non-military private multiplayer let me know. I'm still ironing out a lot of my skills in ES2 (been playing only on easy/novice AI difficulty lol) and I'd be happy to make a gentleman's agreement on a no-warfare game to learn how to play in a way other than Cravers.

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7 years ago
May 31, 2017, 7:23:16 PM

I'm pretty sure you can. This is one reason I love these games -- they give us a lot of tools to fine tune some of the game for multiplayer.  I wanna say the more I look into ES2, the more I think it might be the very thing I've been waiting for. Even the Cravers aren't ultimately locked into those victories thanks to both how much more fluid ES2's mid-late game is and the political party system.


EDIT: Want to point that I still have a LOT of basic 4X training to catch up on now, so I'm not ready for multiplayer myself yet. I just want a sense that the deeper I go in, the more possibilities will flower rather than wilt. With that in hand, I'm getting really excited to make ES2 my first serious 4X experience even though I habitually buy Amplitude games just to support incredible developers.

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7 years ago
May 31, 2017, 7:15:23 PM

As someone whose schedule hasn't (yet) allowed for me to play a single multiplayer game I wonder this: can you turn off the Supremacy and Expansion? I feel like that would dis-incentivize anyone focusing too tightly on military aims. I don't know if you could find that in a standard multiplayer game search but there's a Discord server we have running with a lot of players in it. Maybe there you could find someone willing to do a private game with those victory conditions off.

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7 years ago
May 31, 2017, 5:29:25 PM

Yeah, I appreciate that it's difficult to the point of unreasonable to expect anyone to balance not just for 8 games at once, but 8 games that happen in different combinations concurrently against each other.  But then, Amplitude has repeatedly challenged my notions in the past of what a studio is capable of putting out in terms of art, lore/writing, production values, originality, the list goes on and on. It's really tricky in terms of talking about multiplayer in particular because no matter what, it won't ever be the same as playing with CPUs. What I'm kinda driving at is that in an ideal world, playing with humans should have more depth and mechanic possibilities than playing with brainless A.I. subroutines rather than less.  It just happens that humans are amazing at optimizing strategy and will go for whichever one will get them to victory most efficiently, with fewer risks, without wasting any time. If you're a developer, you should ideally be driving them towards most moving parts and systems so the players have the most fun even after your ESL-hungry players have boiled away most of the content you worked hard on. That would thus be the focus on military conquest as a 4X centerpiece, which is better than just a game that's fundamentally unplayable competitively. What I'm essentially asking for is Herculean a task for any developer and I appreciate that. But just imagine an ideal world where everyone can follow the play philosophy they want (science, economic, etc.) and have it work in an environment where everyone is intensely focused on winning by taking the path of least resistence.


I have to say though, Endless Space 2 seems like a huge leap forward in all that regard. Taking what they learned from Endless Legend and its almost RPG-like quality and finding ways of hyper-distilling it into a proper 4X.  I had high expectations and so far ES2 is in fact exceeding them.  (which is why I even registered for the forum the other day, because I can't almost can't believe ES2 is as good as it is -- when you get down to it, this topic is basically "am I getting too excited?")   It seems to be getting really close to what I'm asking for, thanks to strong defensive options and the strong flavors each faction has.


One game I'd like to mention in passing is Offworld Trading Company, which I was attempting and failing to get into prior to poking at my prior ES2 beta purchase and going "oh, huh, yeah, I have that". OTC is interesting in that it has close to zero direct combat options but still involves "conquering" your enemies. If Amplitude ever do something like the Roving Clans again, OTC might be worth studying.

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7 years ago
May 31, 2017, 7:28:13 AM

As a quick introduction -- I'm someone who's always loved 4X but always sort of from the outside. They always seemed very complicated with a lot of "gotcha" potentially bad choices to make that could only be learned after losing four hour games. Endless Space 2 may be the first 4X I'd ever played that feels... friendly, helpful and informative. I'm really loving the usefulness of the dynamic tutorials and the UI is wonderfully designed in such a way that I have what information I need but it's not crowding me.


(I also love the general feel, sound and look of the UI too which makes it almost feel like all the elements of it are in-universe)



Anyways, all that aside, I was curious -- is non-military victories going to be viable in competitive ES2?  Usually one thing that kinda drives me from wanting to get into 4X is that they tend to come down to big fights when all other players are humans actively trying to win through elimination.  This isn't any player's fault -- military victories just happen to be overwhelmingly viable because they're the one victory type where progression in them necessarily means damaging or even eliminating your rivals.  A player's "role" in a competitive multiplayer game is to win and take the best possible path to winning. I don't begrudge them that.

Still, when you get down to it, most 4X games when played by multiple people become essentially a stripped-down wargame version of their usual selves. Not that this "alternate version" of each game can't be fun in its own way, but it does mean that playing against people doesn't have the same core engagements as playing by yourself or with a simulation mindset. Feeling discouraged by that reality is a major reason I never got in deep with many of these games because I'm someone who loves the simulation aspects.


I'm curious if ES2 so far has been countering this, because I'm seeing signs that could very well be the case. The whole thing with "manpower" intrigues me in particular as an attrition mechanic and the Unfallen at a glance look strikingly powerful despite being war-averse. But see opening paragraph: I'm both not very good at 4X and I'm not particularly experienced with ES2 yet despite having purchased it during beta.  (more out of a desire to support Amplitude whose work, vision and dedication frankly inspire me)



How much, in your opinion, does Endless Space 2 support the viability of non-military victories in a competitive multiplayer environment?



Thanks for reading all that! :)

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7 years ago
May 31, 2017, 4:25:45 PM
Vorell wrote:

I think each way to when needs a way to tweak those on game setup.  Because depending on your group and if you use custom factions etc, you will want to make certain ones harder or easier.  For instance the economic victory is really easy to complete for certain factions and so we always turn it off.  We don't think score is interesting so again we turn it off.  If we could change the length of turns for score then it may be interesting again.


Understood, but what then becomes of those factions whose main draw is to win by Economic means or Science means when you disable their primary advatage? I'm assuming you don't turn off Supremecy or Conquest victory and you don't disallow factions who are exceptionally good at warfare. Does that truly make the game fair or balanced? Well maybe score victory I could see being left off without real repercussion. 


By the way, I'm not against more options for multiplayer. I was just looking at what their implications might work out to in reality. If they are easy to implement, then there's no harm in having them.




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7 years ago
May 31, 2017, 2:20:07 PM

I think each way to when needs a way to tweak those on game setup.  Because depending on your group and if you use custom factions etc, you will want to make certain ones harder or easier.  For instance the economic victory is really easy to complete for certain factions and so we always turn it off.  We don't think score is interesting so again we turn it off.  If we could change the length of turns for score then it may be interesting again.

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7 years ago
May 31, 2017, 2:03:46 PM
Slashman wrote:

Getting back to the original topic though, humans are going to be humans and our organic brains will not usually lend themselves to choosing the harder path when the reward is the same in the end. We will adjust to balance changes by altering our strategies to again find the path of least resistance. For that reason, I really don't find 4x games in multiplayer to be my cup of tea. Because true balance really means each faction becomes homogenous and gives up the individuality that works so well in single play. 

This, this is absolutely right.


And the Amplitude guys have since the beginning answered : "Challenge Accepted!".


I would say they are doing quite well on that topic, with some limitations here or there and lot of rooms for improvment of course, but quite well I would say and better than others for sure.

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7 years ago
May 31, 2017, 1:39:33 PM

Yeah the problem with trying to make every faction play like its a different game is then you have 8 different games being played with 8 different sets of rules. 


The devs do not really want this to happen and I can see why. For one, it is hard to balance as pointed out, but even more so it leads to disconnects between the various factions and lowers competition on the whole. 


This is exactly why, I believe, that we no longer have a faction which cannot declare war. The Roving Clans are awesome, but severely hampered by that mechanic. The political system is a good idea in that, ideally, each faction starts off with a particular focus and through effort can change their race's ideological slant. I think its just the effort required that may need some tweaking. I also think that there aren't enough penalities for drastic shifts in political ideologies. For instance, a pacifist majority should mean some military penalities like less effective ground troops and ships. While a military majority might mean a lower FIDSI output in exchange for hardier troops and ships. 


Getting back to the original topic though, humans are going to be humans and our organic brains will not usually lend themselves to choosing the harder path when the reward is the same in the end. We will adjust to balance changes by altering our strategies to again find the path of least resistance. For that reason, I really don't find 4x games in multiplayer to be my cup of tea. Because true balance really means each faction becomes homogenous and gives up the individuality that works so well in single play. 

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7 years ago
May 31, 2017, 10:53:29 AM

for example wonder victories, imo they should take much longer to reach (cos a very good player can do it fairly fast)  and when a player starts building a wonder, it should fire an event where it would reveal in which system the wonder is being built. perhaps even having a timer , to see exactly when it will be built and other stuff. 

when a warmonger sees that (and most other players i guess) everyone would rush that player whos building the wonder (i know i would) , but then imagine someone else in the meantime starts building his own wonder/s. it would be a nice backstabbing show


also it would be good to implement some sort of quests ,after building the wonder (if they are not in already). for example, if you build Y wonder, you'd have to do something with it , to reach the victory. ofcourse those 'quests' should put you into conflict with other players. not necesarilly militarily. they should make the galaxy interact with you, not just text and event screen

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7 years ago
May 31, 2017, 8:38:03 AM

I totally get that making an asymmetrical competitive game is unbelievably hard to balance for, but it would be really awesome to play a 4X where each faction might as well be a totally different game.  Before the shine fell off Endless Legend for me, I was really hoping for instance that the Roving Clans could win in a competitive multiplayer environment by effectively playing Settlers of Catan while every other elimination-minded player was focused on the war meta.


I understand that might still be a high-minded ideal and I have this hunch if anyone someday makes it happen it'll be the minds behind Amplitude. They're pretty good at leaving everyone else in the dust... or, y'know, pushing ahead into vast amounts of Dust.



EDIT: I also want to communicate I know that it's a fine balance to walk because nobody enjoys being told the game is about to be over due to unforeseen circumstances (i.e. the non-military victories) and not feeling like you have any kind of ability to influence it or salvage the game.  And I do think ideally someday the non-military victories could be reached in more organic ways than just reaching some arbitrary goalpost.  Or monitored in some way besides just charts and numbers. (right now those mostly being your primary way of keeping an opponent's upcoming victory from coming as a surprise announcement in most 4X games)


All part of evolution I suppose. I do appreciate that ES2 does seem to be shifting more in the direction I'd enjoy.  :D

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7 years ago
May 31, 2017, 8:21:46 AM

i dont have enough experience in mp yet, but last time we had a scientific victory of a player who was fairly pacifist. only thing i dont like is how easy its to reach those non military victories. i'd make it 2 times harder , so that it goes beyond 200 turns always

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7 years ago
May 31, 2017, 8:00:34 AM

I will let the multiplayer experts answer, but from what I have seen in my +100hrs play time on release : nothing new on that front (alas), competitive multiplayer games seems a wargame version of the game.


I would add that the Man Power concept is really good, but it does not seem punitive enough (for now the only down side to not have full MP is -20% firepower during space battle AFAIK) to really change how multiplayer games are played. But I am not an expert in competitive multiplayer on ES2, it is just my feeling.

Updated 7 years ago.
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