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G2G Balance Mod Feedback

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7 years ago
Oct 21, 2017, 8:05:13 PM

Some feedback for the propaganda after playing balance patch: You can only enable propaganda after the first election, which I found a little weird. So after 42 total turns and having propaganda online since turn 20, only now did I see a little increase in support. I'm playing Cravers by the way so other than intercepting the spaceship I didn't choose any mega religious influence actions. Its definately an improvement to what it was though. I would suggest maybe increase the effect of propaganda a tiny bit and making it available at turn 1 immediately. I will report back after I reach turn 60 and get to choose the forced content law from religious party. 


Edit: As it turns out, the propaganda seems to do almost nothing for me. I had to enact toys for boys, somehing I never did sicne it costs 10% industry just to prevent my whole civilizaiton from becoming traitorous. Somehow the propaganda is having no effect at all. Maybe it resets itself each election? When it was an old system improvement, atleast you would turn the senators of that system over to your desired party. But this version that doesn't happen at all. This needs to get adressed. 

Updated 7 years ago.
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7 years ago
Oct 22, 2017, 2:10:52 AM

Finding a way to make federation stronger, democracy different, and dictatorship worth it, all sound good.  Republic government as it stands is definetly the strongest government.  Everybody here seems to aggree and is on the same page.  Anyone who's followed any of my comments knows I don't really say much on the governments, because, well, I don't understand there innerworkings like space battle.  The focus of this G2G mod has been the victory conditions and space combat (victory conditions in my mind include government issues) 


As far as victory conditions, and the manpower changes, the effects in game have been demanding and strategic.  Now long wars, particularly those in with complex human opponents where a war can last the whole game, drain manpower far more than ever, and keeping manpower up is now a strategic choice and a challenge (requires player thought and energy) so the manpower changes have been spot on.  They are fantastic, from my point of view, ground battles last longer, loading your ships with troops 24/7 is now challenging, and the "seeker hot drop" IE dropping a invasion on a fast moving fleet then sending said ship home nad reload the invasion for the following turn and then sending it to another place is also more difficult, becasue sustained war and manpower are far more difficult to maintain during a war, and easier to increase while not being active in a war, or being at peace.  Execelent stuff there!


Now, space battles, after a few more MP games, got some more feedback and ideas.  


The ship issue between using small ships, that issue has been addressed, now there is much more value in the larger ships while still finding use for small tanking protectors, escorts, small glass cannons, ect.  Ships, with there HP seem to mostly be in a good place.  Love the variety and changes here, however... the weapons...


All of the battle cards don't neccecarily need work or need to be ajusted and changed I don't think that is the issues.


Its the ranges, you cannot have a weapon that clears all ranges well, ie energy, because they will be of the same value accross all the battle cards, and make whatever card you play associated with such card stronger because the cards apply ranges.


Flotillas and lane are where your going to see your weapons not crossing over or fireing and this is where fighters and bombers come into play.  Bombers are in a good place, there counter, fighters, are not.  One squadron of fighters needs to be strong enough to lock up at least 1 to 1.5 squadrons of bombers for them to be useful, or to give them more action IF your opponent has no bombers, like making them dangerous to ships as well.


And the range thing, IF weapons are geared towards a range, the battle cards become more interesting, but it has to be all weapons.

I don't know if there has been a inner build in testing that gives energy weapons and kinetic weapons a fluidity, like Kinetics, 25% at long, 50% med, 100% short, missles being the opposite, 100 long, 50% med 25% short, beams would be the mirror opposite of the there kinetic equivelent like 100 short 50% med, 25% short.


If you use kinetics in there current state, your battle card choices become limited accross all engagements, if you've stacked your damage for long range, your stuck using 1/2 the cards.  If you've stacked your kinetic fleet for short range, your bound to 1/2 the short range cards.  Right now with the mod, if you stack a energy weapon fleet, your battle cards apply 100% no matter if you chose short or long, you only chose which card you feel would be more effective against your opponents fleet.  After bombers, antimatter beams, are the strongest, or any combination there of.  So if your opponent is maximising damage as you are, you've only got one strategic choice, outbuild them, not outthink them.  I don't think this is indended.


My point is, you can't have one weapon thats good at everything with the way the cards are set up, even if its damage is lower than its counterpart (IE energy vs kinetics)


My point is both weapons need range penalties, with one being good at long, the other at short, in the case of energy that would be laser for long, beam for short, kinetics would be missles for long, flak for short.  This would help considerably increasing the usability of both weapons types.  The more dangerous, ie high risk/reward weapon, has to do with tweaking the effencies like 10/20/10 or vice versa, maybe having a high risk kinetic and high risk energy weapon?


The different flotillas, and not being able to fire cross 2 lanes, and limiting the accesible range on a weapon, you can easily find yourself in a situation where your guns may never fire at your opponents due to him tossing everything in one lane, and that lane never hitting the range you need to do your damage during that window when the flottila (lane) is in the proper window of your selected weapons load to fire.  


It's definetly getting there, but your comment of not being able to fire at a particular range, really gimps feasibilty, even if the efficiency is garbage at a given range, there still has to be something.  If you want a high risk high reward for all kinetics, make the range effeciencys more extreme, in the 10/20/100 case, or 100/25/20.  Then with the lasers make it more gradual, 50/70/100 or 100/70/50 but doing far less damage.  That way the use of the battle cards stays intact and your choice needs to coincide with your fleet loadout or work against your opponents loadout.   This would not be such a issue if you didn't have the cross lane fireing mechanic setup.  Because you there already have your no shooting at times situation from that, then to add further more not shooting hurts terribly.  


Now onto ships, there is one particular ship, almost two, but mostly one, that has become a dominate weapon that IMO is a bit too strong.  The Vodyani Medium Escort ship.  That at tier 1 hits as hard as the hunter, yet can carry repair modules/troops/escort toys too?  That is like building a furry warrior that can tank in world of warcraft, excuse the reference, but I hope somebody gets it over there :O  The second would be the EU's escort medium ship as well, its almost too strong as well, another tanking ship that brings enough firepower to do the work of a hunter while having the utility of a protector at the same time.   Other than that, most ships seem useful, however, the riftborn are in the opposite end of the spectrum.  There hunter is a extreme glass cannon, while the coordinator they are given, has more utility than you could almost ever need or use in a mp game.  Not sure how to fix/adjust something like that, but its a small issue.  


Anyways, I hope this helps, This is much better than the beam spam scenario we have going on in live, because in the g2g its best to have different ships and progress as you can based ony our empires resources, which I think is 'working as intended'.


I not sure if confusing, but there are a very few who actually can wrap there heads around how this combat system functions, and being a poker player, I love it.  The act of trying to guess what your opponent is going to do, psychological warfare, its all great stuff.  


Thanks again amplitude for listening to the players.



Updated 7 years ago.
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7 years ago
Oct 23, 2017, 9:42:18 AM

In a game where I played UE with the Community Balance mod on, I discovered that the neighbour Horatio empire was very peaceful compared to it's non modded counterpart. Also, once I signed a peace treaty with them I didn't see the Peace diplomacy icon in the diplomacy window when looking at Horatio.


In the midgame they were "sneaky", but didn't pursue any aggressive military action altough I had fairly small fleet. I can almost even peacefully convert their capital at the late game and they're not really that bothered.


I can send my save file if needed!

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7 years ago
Oct 23, 2017, 1:06:38 PM

Hi everyone,

Sorry for the delay in replying!

First off, about a few comments I've read, quick disclaimer: I forgot to balance costs according to the new weapon values, so this is why some are off. This is something that we of course intend to fix. It isn't too broke, the cost / quality ratios aren't too wildly off, but they're definitely not optimal.

I've reread through all your feedback, and here's what I propose.

- First off, all weapons will have access to all ranges. This is to make battle tactics be viable whatever, remove the feeling of frustration that your ships can't fire at all on certain ranges, but still create some tension for high risk / high reward weapons.
This should make the kinetics less avoidable.

- To help the missiles, we will increase their middle accuracy. Missiles fired closer are less easy to flak, which should help out to fight with missiles against flotillas that have only 1 flakker ship.

- We will go through the Battle tactics to check if their effects and ranges make sense with the new balancing.

- We will improve the feedback on Fighters and Bombers (damage modifiers against ships), and try and find exactly why the Fighters are not countering Bombers efficiently enough (if you have any idea why, don't hesitate)

- A way of helping out the Medium Hunter could be to increase his currently bonus damage of +10% common with the small attack, to a new version of +25%. That could give him the extra punch to be a real danger to softer ships. What do you think?

We still need to find a way to counter small fleets. Any ideas (go crazy)?

Cheers,

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7 years ago
Oct 23, 2017, 2:26:36 PM

We still need to find a way to counter small fleets. Any ideas (go crazy)?

Making squadrons focusing small ships in priority ?


Or a polyvalent battle tactic for squadrons that reverse their focus priority, making them focusing in priority little ships ? (exept for arks)










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7 years ago
Oct 23, 2017, 4:09:40 PM
SuperMarloWorld wrote:

We still need to find a way to counter small fleets. Any ideas (go crazy)?

Making squadrons focusing small ships in priority ?


Or a polyvalent battle tactic for squadrons that reverse their focus priority, making them focusing in priority little ships ? (exept for arks)


We can't really make them focus small ships, as they're less efficient against those. And initially is the problem of fleets full of small ships, so targeting won't solve that.

A battle tactic is an interesting idea, but it doesn't really solve the systemic problem.


Thanks for your input though!

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7 years ago
Oct 23, 2017, 5:27:08 PM

Everything there, seems perfect.  


As far as going crazy with ideas,, you asked for it.


On the hunters, they are already nerfed by the amount of utility, adding a damage bonus or a utility slot would be good, the premise of both is the same (add a intenifier without sacrificing weapons?)

+25% sounds about right,  also be very careful with this number, going from 10 to 25 % is quite a bit, and its very easy to move the dial in the opposite direction, sure that was discovered with beams in live just by adding 50% to medium range.


As for the small ship spam, they have too much utility/power, a nerft to damage would just push players to bigger ships never using them again.  Ideas would be spash damage on more weapons?  Or rather splash damage earlier in the tech tree, make the damage between white and resource weapons closer but give the resource weapons a mild aoe?  


The small ship the cost per construction should be a hair more than the equivelent.  So three attacks should cost more in construction than a single hunter in total.  


Idea number 2, INCREASE the cost of upgrading ships *********  This could pull players away from the small ships because they would not enjoy spending the dust/sacrifice of having to upgrade a multitude of ships.  I'm thinking like upgrades would be increased on attack ships and above class by Xflat+Whatgearyouveadded=newtotal.  By the time your designing a hunter you are usually accessing the first series of weapons that you can still be effectively using end game. 



With the 25% damage bonus on the hunter included in something like that it could be that easy.   It doesn't take much to tilt the meter in favor of one vs the other.  The coordinators are okay, I just worry about the strength of the two empires who have access to three weaponed coordinators.  



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7 years ago
Oct 23, 2017, 5:44:51 PM

I can't wait for this to go live :D  



Ideas for gently moving off the uncounterable beam spam of the small fleet

  1. The question may be in buffing the hunter may solve it.
  2. Make the attackers easier to be targeted over protector/gaurdian counterparts unless your opponent is carrying a lensor of some type on a medium hull or larger
  3. Spash damage broader and more feesable?  I have never played a game were I have had to even consider/think about this.
  4. Cost of upgrading ships, if there was a fee per ship that increased in accordance with AP, because who wants to build a hull thats going to cost them a fortune to keep changing?
  5. Battle tactic card something like % damage aviodance on small ships %damage gained on large ships?

Since we are on opposite hours living in the US you will probably wake up in the morning with thirty more posts from me on ideas I had through the gaming evening.  This is just a start, just trying to be careful with the suggestions too because we don't want as a player to become a rush to the larger ships either.  This is something very delicate.

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7 years ago
Oct 23, 2017, 6:16:51 PM

There's nothing wrong with smaller ships no longer being 'ships of the line' as the game progresses. My ideal solution would be to have small ships be used as utility ships in the mid-late game - a player who gets medium sized vessels should have an advantage. They are more expensive to build and tech to. That investment deserves a payout.


If smaller ships could provide strong  fleet wide bonuses (additional accuracy as flak vessels, or combat support via jamming or targeting information)  that would make them be used in small numbers as important  support vessels for larger ships that naturally make up the majority of a fleet. If these bonuses could be unlocked via their upgrade techs, all the better. It is important the bonus is strong or it will be better just to include another medium vessel. But making the bonus fleet-wide or flotilla wide means that the ship can't be spammed.


The ideal fleet transition would be something like: small ships, small ships + whatever medium ships can be built, medium ships + a few small ships with bonuses unlocked. 


By the end of the game fleets would naturally fall into carrer + medium ships as fire support + three to six small ships as fleet support.

Updated 7 years ago.
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7 years ago
Oct 23, 2017, 6:47:32 PM

How about allowing medium ships and above to equip MIRV type missiles? Essentially these would be a multi-warhead dispenser that allows a missile to split into smaller, more maneuverable warheads with a +% damage to small hulls, a +% avoidance against flak, but a malus to damage against larger hulls? So effectively, you have a weapon that is useful primarily against smaller ships and MUCH less so against larger ones? 


With bombers being much less useful against small ship hulls, this may be the equilizer needed. This is likely beyond the scope of of the balance mod though...

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7 years ago
Oct 23, 2017, 6:58:26 PM

I love that idea slashman but I wonder how tough it would be to impliment?  That would really makie kinetic missles a high risk/reward deal.


With the changes in the mod already I think this is not as much of a problem as it is in live.  I find myself doing exactly what Dragar explained if my empire can afford it.  The shipspam deal also produces another problem that only a human could come up with.


Having your hanger filled with empty hulls, popping them out one at a time accumulating your opponents action points, to keep invasions from happening, also spamming your enemy with empty small ship hulls and blockading/sieging everything in sight.  Granted it is a stall tactic, I don't believe its in the spirit of the game, but it is a viable tactic lol...


I think the problem was inherently addressed when medium ships were given a HP boost.  The issue is not as bad ias it was that is defienetly true.  Hence my recommendations being very incremental.  The idea in the end is to have everything have a counter strategy.  So to win requires outhink with all the tools ingame being useful (IE all ship sizes).  Currently, I find myself using small ships as attack and accesorized glass cannons accompanied by repair/speed boost ships all small, to accent a carriar in the fleet, or something along those lines.  I'm not trying to say no to some kind of buff to the hunter ship, just certain races hunters lack the glass cannon feel and are underwhelming when compared to there coordinators (IE Vodyani/UE)

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7 years ago
Oct 23, 2017, 7:32:39 PM
Kynrael wrote:

-  To help the missiles, we will increase their middle accuracy. Missiles  fired closer are less easy to flak, which should help out to fight with  missiles against flotillas that have only 1 flakker ship.

How does flak vs missiles work anyway? Does the value listed in the tooltip is per second damage vs missiles? Is it per phase? Does it fire at all ranges since the missile is launched?

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7 years ago
Oct 23, 2017, 7:45:29 PM

Gzar makes a good point it would be much easier to therorize based on that mechanic. My thought was his to make kinetics a small ship counter with the use of missiles. This was based on my Splash damage idea. Making it even more of a high-risk high-reward

Updated 7 years ago.
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7 years ago
Oct 24, 2017, 5:39:48 AM

Maybe Fighters could get a bonus vs small ships? Currently Fighters are inferior to Bombers in every respect, except for the fact that they're supposed to counter them (They don't atm). The Bombers deal bonus damage to larger ships, so maybe the fights could be the opposite? If you see your opponent spaming small ships you can try to counter with Fighters etc. 

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7 years ago
Oct 24, 2017, 8:44:07 AM

Kryto that is to simple to work.  


Just kidding :P  Why not, reverse fighters damage, similar to bombers

instead of 150% large 100 med 50% small go 200% small 100% medium 50% large?


The reasoning there for those who like realism in a "sci fi" game its easier for a fighter to track and target a small ship, and evade its weapons? Less armor ect,  ect ect.. That is a great idea Kryto.


It also would give a use to fighter, making them versatile and more useful than just a what IF counter move.  You'd solve two problems with one trick.


IDK that makes the most sense to me.  It would be intuitive ingame too which is important to the casual player, because intuitive tactics and counters should work.

Updated 7 years ago.
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7 years ago
Oct 24, 2017, 10:44:29 AM

A MIRV type of weapon only mountable on heavy slots for example could be a good solution to give a counter from Medium against small fleets. But yes, this goes beyond the scope of the balance mod right now; so maybe instead of a +25%, a +20% might be safer as you pointed out plutar.


@Gzar

Flaks fire continuously and independently from the kinetic weapon. So as soon as the missile gets in range of the flak, it is dealt the DPS per second and explodes once its life gets to zero.

We could add an additional short explication to flaks to clarify this in their tooltip.


@Kryto

That's an intriguing idea... I'll have to consider more in depth what kind of impact that could have.

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7 years ago
Oct 24, 2017, 12:49:39 PM
Kryto wrote:

Maybe Fighters could get a bonus vs small ships? Currently Fighters are inferior to Bombers in every respect, except for the fact that they're supposed to counter them (They don't atm). The Bombers deal bonus damage to larger ships, so maybe the fights could be the opposite? If you see your opponent spaming small ships you can try to counter with Fighters etc. 

My only issue with this is that all it would take for the small ship spammer is a single Medium hull equipped with bombers to distract the incoming fighters and take their attention away from attacking small ships long enough for the small ships to get in their shots. That was kind of the reason for my MIRV suggestion, multiple small warheads with high evasion versus flak specifically targetting small ships as priority.

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7 years ago
Oct 24, 2017, 1:04:04 PM
Slashman wrote:
Kryto wrote:

Maybe Fighters could get a bonus vs small ships? Currently Fighters are inferior to Bombers in every respect, except for the fact that they're supposed to counter them (They don't atm). The Bombers deal bonus damage to larger ships, so maybe the fights could be the opposite? If you see your opponent spaming small ships you can try to counter with Fighters etc. 

My only issue with this is that all it would take for the small ship spammer is a single Medium hull equipped with bombers to distract the incoming fighters and take their attention away from attacking small ships long enough for the small ships to get in their shots. That was kind of the reason for my MIRV suggestion, multiple small warheads with high evasion versus flak specifically targetting small ships as priority.

Fighters on the offense would still ignore the attacking bombers and target small ships straight away. But yeah, I can see that it might become a one choice strategy where everyone has to have 1 medium coordinator to slot fighters, and the rest of the fleet being small ships.


Yes, the MIRV is a good idea.

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7 years ago
Oct 24, 2017, 5:48:51 PM

I worry about the addition of more stuff, instead of lets fix the problem using in-game mechanics we'll add something new as a bandaid to fix it, what other situations would a MIRV be applicable?  It just seems like a one off, one trick pony, like the planet killer.  Something that will never be used in any MP game.  I can see the MIRV ending up as something like that.  


Something simple, like a battle card adjustment, just tweaking the damage of the hunter is enough.  


I worry because of what happened with beams in live.  


I worry about adding stuff because the tooltips don't match what they should be doing.  Played a friend craver last night who was floored to find out fighters weren't countering bombers, got pissed off and quit because how the combat mechanics work are hidden inside some obscure forum post rather than follow what he thought was intuitive. 


Whatever gets changed just let it be intuitive, and make since.  


That strategy of  

"Fighters on the offense would still ignore the attacking bombers and target small ships straight away. But yeah, I can see that it might become a one choice strategy where everyone has to have 1 medium coordinator to slot fighters, and the rest of the fleet being small ships."

Kynrael


isn't so bad because at least its two ships.


IDK I think that if the hunter falls into place as a heavy hitter this problem will not be a problem.  


You could always just simply tweak damage values for bombers back to 100 % on small and medium and 150% on large.  That way bombers could counter small ships.  Less is more IMO so taking away the damage nerf they have on small? Could that do it?  







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7 years ago
Oct 24, 2017, 6:45:08 PM
plutar wrote:

I worry about the addition of more stuff, instead of lets fix the problem using in-game mechanics we'll add something new as a bandaid to fix it, what other situations would a MIRV be applicable?  It just seems like a one off, one trick pony, like the planet killer.  Something that will never be used in any MP game.  I can see the MIRV ending up as something like that.  




Why would the addition of more stuff be bad? Adding something new is the exact opposite of a bandaid. Also, people generally ask for more weapon options in space games...not less.


If you're playing a multiplayer game and someone is spamming small ships, while you're building medium/large fleets, why would you NOT use a weapon that decimates the small fleets and leaves you free to continue with your medium/large ship fleets?


As to where a MIRV type weapon would be applicable otherwise, it would still deal damage to medium/large ships with each warhead cummulatively adding a small amount of damage. Swarm missiles/MIRV type missiles are actually quite popular as a military option and are in a ton of other space games to boot.




Something simple, like a battle card adjustment, just tweaking the damage of the hunter is enough.  

What type of battle card tweak would cover that? Also, you were the one who kept insisting that the problem is that losing a couple of small ships is negligible and they are cheap to replace versus the medium and large ones. Upping hunter damage also unbalances hunters versus large ships and in this case, you just want small ships to feel the pain. So I'm definitely not in agreement with just pushing damage up on Hunters.


In any case, it was just a thought for the devs to consider. I do agree that game mechanics need to be properly documented though. That should be a given. No one likes wrestling with obscure stuff.

Updated 7 years ago.
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