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You really need to explain the advanced combat system (even if wall of text)

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7 years ago
Jan 23, 2018, 2:58:20 PM

This is would be a handy thing to have could clear more grey areas without trying to dig up the forum. Also, allowing more information should make the players, analyze and try different strategies to optimize the effectiveness of ship & fleet combinations. Which, will increase the satisfaction from the combat side. 

Updated 7 years ago.
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7 years ago
Jan 26, 2018, 6:27:58 PM

I whole heartedly agree with the OP. The combat system seemed barebones around release and the devs were working at it ever since and it shows. Except I can't catch up because even if I read the patch notes and I get the general rock-paper-scissors concept, its application in practice still eludes me. It makes it hard to tell just how tough (and under what cicumstances) a fleet is, the enemy's or mine, so most of the time I just pick a fitting card (it's really either the vs projectile or the vs shields formation, the appriciation of most of the rest is beyond me) and hope for the best. Early on I fiddled with the ship placements but now I just stick to overpowering, even if I normally enjoy finesse and clever use of limited resources.

I think the best way to convey the information is to enhance the in-game overlay. There's already a cinematic option (which looks awesome) but the rest feel clunky, so skipping straight to a "math with visuals" mode would be the way to go I think. Anyone who really wants to understand combat will be able to stomach windows with calculations rolling through them, range indicators, flight paths, target priorities, everything (I doubt it's EVE Online levels of complicated). With a little determination and humility, everyone can re-watch their battles and learn from them, the mechanics just as much as the mistakes.

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7 years ago
Jan 26, 2018, 6:09:12 PM

I've noticed one of the biggest things with the battles which is completely hidden, is the lanes and the paths the ships take. You can generally get the idea in the screen, but once you get into the battle it's not at all how it looks. You get the impression the enemy comes at you from the front, but they aren't, nor are the lines side by side with eachother at times.

This has caused me where two lanes who're supposed to be able to fire at eachother might not be possible. There's been times my ships in my lane ends up moving away, facing their back, making them unable to fire back at the middle lane, if say they're on the left one.

This is a huge issue I've found, cause the lanes and flottila movement is awesome, but it doesn't represent at all how it's presented in the info screen nor the loading one, and it's something that can be win or lose.

Overall, more information (the right type) needs to be added in the future. I'd also love if we could get a battle simulation outside of the campaign game, line a sandbox where you can pick battles, cards,  CP size, ships, modules and so on, then watch the fight. This would allow to give us more information and it'd allow us to actually tests weapons. This would've been so useful for balancing purposes instead of having to do guess work against AI or organize something with someone, which takes time.

Not just that, the ship battles look awesome and I wish I could enjoy them more, as it's rare you get a really cool even battle you'd wanna watch.

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7 years ago
Jan 26, 2018, 12:53:53 PM
Gzar wrote:

It's better if you don't understand it. At least you can still have fun playing the game then.

When you do understand it and see how broken it is the game stops being fun.

Same for me here. Especially after reading your many comments on this topic Gzar, and seeing not much change over some time now  - I simply have a problem enjoying the game right now. I still bought the expansion, but until combat is adressed I won't be playing much I guess... :-(

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7 years ago
Jan 25, 2018, 10:49:28 PM

I feel like this is a pretty big problem.  I'm jumping in again now that the Vaulters are back, and I remembered how disorienting ES2's combat was without a guide to tell you how it works.  If it's just going to be perpetually impenetrable, the complexity is superfluous and the player loses any enjoyment from it.

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7 years ago
Jan 25, 2018, 3:54:10 PM

Space combat was really confusing to me first i started to play, then i undersoot all the mechanics and tricks. Now railgun and other stuff is added i am confused again :D

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7 years ago
Jan 24, 2018, 12:36:52 PM

Created this thread in the "Game Help" section.

Hope you find it usefull and if anything is missing or wrong let me know and I will edit the post.

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7 years ago
Jan 24, 2018, 9:14:34 AM

There are so many that I don't believe there is a single place that holds all issues ;)

Just to name a few from the top of my head:

1) Ships not firing at other flotillas (depends on tactic and lane used).

2) Projectile / Energy defence imbalance

3) Missile / flak issues

4) Useless tactic cards

5) Range issues

6) Binary battles (you will all or lose all)


But they have been brought to the dev's attention and with time they will get addressed (hopefully).


I agree that we probably have a lot of changes ahead of us but still a short guide might be useful.
We would just have to mark the version for which it was made and maybe not go into huge details as those are most subject to change.

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7 years ago
Jan 24, 2018, 7:49:19 AM
Gzar wrote:

It's better if you don't understand it. At least you can still have fun playing the game then.

When you do understand it and see how broken it is the game stops being fun.


Is there a list of all issues colleced somewhere?

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7 years ago
Jan 23, 2018, 11:54:00 PM

It's better if you don't understand it. At least you can still have fun playing the game then.

When you do understand it and see how broken it is the game stops being fun.

Updated 7 years ago.
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7 years ago
Jan 23, 2018, 8:57:32 PM

Other than the designers I think there are maybe three people I would trust to put something like this together.  It would be great for sure.  As the combat system is incredibly complex and the problem is it needs to stabalize to a point.  If that happens and we get some combat polishing where everything is as intended and there is no super meta then it would be worth doing. The patches need to stop swinging the balance pendulum so far and steady before this is even attempted.  Being one of the few who understands it pretty well I can definietly see the OP point bigtime.  Many people introduced to multiplayer I would explain why they won or lost and how to conquer it.  Most were pretty amazed at the detail. 

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7 years ago
Jan 23, 2018, 8:53:38 PM

I can see clearly the answer of this demand: We have to find someone out of community, that is skilled enough to immediately create a combat guide (pictures with examples included). So... let's get out the pitchforks !!!


Eh... sorry. Let's find these guys/ladies, ready to put some work in an understandable combat guide (and to update that stuff, in case something fundamental will change) ! Praise the volunteers ! Hey you ! Yeah you, exactly. You look like a genious, not ?

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7 years ago
Jan 23, 2018, 8:36:15 PM
Slashman wrote:

 Not saying that it isn't worth doing, just that I can see why they want to stick to just making the game better rather than documenting the game.


Documenting is one thing. Having people quit, because they just are overwhelmed and have nowhere to turn to to get the hang is the another. A hidden features that noone knows exist, is essentially a waste of dev time overall. And it even does damage, if that feature is not just hidden, but confusing to a point that players quit. and go: "Too complex, don't get it... bad game.... *hastily writes bad stream review*... I get back to XYZ*


:)

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7 years ago
Jan 23, 2018, 8:08:25 PM

You just hit on a problem that is common in Amplitude games. The long development play. So much changes after launch that making manuals which cover everthing is almost impossible because they can change so rapidly. I suspect we may see more combat tweaks and changes before the first quarter of the year is done.


Amplitude would need to have someone to specifically document and organize those changes and then put them into an in-game manual or reference wiki. That in itself would constitute a resource investment all its own. Not saying that it isn't worth doing, just that I can see why they want to stick to just making the game better rather than documenting the game.

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7 years ago
Jan 23, 2018, 6:39:54 PM

Totally agree.
I have a grasp of the system only after reading a lot on the forums and looking / modifying the xml files for weapons / defences to create mod's.


Anyone that is new to the games doesn't have a chance of understanding what is happening.

Not to mention that things change and they don't always make it to the version change log.

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7 years ago
Jan 23, 2018, 6:10:36 PM

I surrendered some months ago, to understand the combat mechanics, even I read many threads about. Since these days I play by intuition, what doesn't break the fun. Finally not really satisfactory. A good and understandable combat guide would be a gift. But I doubt someone would put work in it, as long as the combat mechanics are still changing from patch to patch - from my ignorant point of view.

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7 years ago
Jan 23, 2018, 5:19:38 PM

I must agree with the general opinion here. In ES1, there's a wiki that tells you exactly how the combat works. It's only a shame that LR kinetcs are broken there, but that's beyond the point. I would greatly appreciate if the ES2 wiki had something similar, but I understand that if you are still trying to smooth over the combat mechanics you would be reluctant to set up a page for them. 

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7 years ago
Jan 23, 2018, 3:37:41 PM

It doesn't help a great deal of even that information seems innacurate or misleading. For instance, cross-flotilla fire is always at long range - if it's based on real distance, the real distances are always long!


But in addition, much of the combat system is rendered irrelvent by the fact that the dominant strategy is to load up on lasers or beams, with flak to taste. If faced with a short-range kinetic fleet just stack everything in one long-range lane at random.  

Updated 7 years ago.
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7 years ago
Jan 23, 2018, 2:58:32 PM

I fully agree with this. Likewise a lot of features are great but hidden to the newcomer, for example I had to look outside of the game to find a good terraforming guide with all the required information.


Having a big "info" button or something like the Civilopedia in Civ would be very helpful. I understand that there is the official wiki but while great for teasing and giving a first look it lacks the in detail informations.

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7 years ago
Jan 23, 2018, 2:03:22 PM

Hey Devs,


you have put so much work into the combat system, that super nice mix of simulation, strategy and poker. It is brilliant (with some rough edges that could need polishing) but anyway the CORE CONCEPT is just totally fitting for a 4x and solves so many problems with 4x (multiplayer, time constraints, micro management, repitition) and mostly keep the strategic and even tactical aspects of 4x combat alive.


Now, nevertheless, NO ONE I have played with, or that recently bought the game has ANY CLUE about the depth of how it works for real. 


Flottillas on 3 lanes, that are matches on short/medium/long, cross-lane combat, firing arcs of turrets, paths chosen, little damage bars next to the gauge in overlay-view, SPACE to enable overlay in free cam etc etc etc


Even if you add just one button to the fleet screen, a big "INFO" button, that opens a totally rudemantary HTML page with pictures, and even if that is a wall of text, you need to put the whole info somewhere. 


Maybe most player won't read it the first time they play. But once they get deeper into the game, maybe 2nd playthough, they will click on it, and take their time to read it properly. 


You waste so much potential. For most people it is just a "visualization" and 3 of 5 player I play with didn't even notice the "range" info on the battle cards and wondered what this means.


ALL the info should be put into that page. Also details like this:

Mysterarts wrote:
Drzewo wrote:

I have question about ranges too - what range is between for example unpaired left flank flotilla and enemy center flotilla or left flank and enemy left flank?

As I said in this topic (among interesting discussion about weapons): in every phase, the paired flotilla is a priority target and is always on the flank, but if the guns (for example on the other flank) cannot see it but can shoot another flotilla, they seize the opportunity to fire based on real distance. To be honest, we're not totally happy with this implementation because it's almost impossible to plan (and thus precisely model) this additional damage. We're thinking about other solutions but none are entirely satisfactory at the moment.


MezzoMax wrote:

Also what happens to long vs medium? Would this be one phase long range and 2 phases medium range?

Or short vs medium? Would this be 2 phases medium and 1 phase short?

Here are the ranges table:




Short

Medium

Long

Phase 1Phase 2Phase 3Phase 1Phase 2Phase 3Phase 1Phase 2Phase 3
ShortShortShortShortMediumShortShortLongMediumShort
MediumMediumShortShortMediumMediumMediumLongMediumMedium
LongLongMediumShortLongMediumMediumLongLongLong


MezzoMax wrote:

And what would happen if you put all your ships in say left flank and the enemy all in right flank?

First of all, we put the constraint to have at least one ship in the middle lane, to avoid completely useless battles and increase slightly the predictability. Also you can note that we now feedback the morale bonus: the damage and accuracy of your fleet are increased when you have more (alive) flotillas than your opponent (from the start or during battle). That gives you more incentive to spread your ships.


And that’s also one of the reasons why we set the 3 intention ranges with the effect on the card. Because you can see this constraint in the “last cards used by your opponent”, you can more easily predict in which flotillas you will see their ships.




I am convinced that you currently totally waste the feature not because it is bad, but because a noob does not really get whats going on, and starts to assume that its all meaningless "fun" to have a bit more "action" in a 3D scene, when it is really so much more going on.

Even if people do not read the all the info, just showing em a big chunk of info on a "wall of text" with images would make em undertsand that this is much deeper than "auto combat" and they will save it as: "Of, friggin complex combat system, I read that later". 


Cheers,

Updated 7 years ago.
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6 years ago
Aug 22, 2018, 2:19:14 PM

I didn't even know you could move your ships around between flotillas till I watched a youtube vidio about it, 170hours into EL2 and about 200 into EL1, and that was new to me. 

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6 years ago
Aug 25, 2018, 11:04:04 PM

I feel like the space combat is a guessing game. For example, if my 1 line is long range and the enemies 1 line is short range, what's the range then? Also I still haven't figured out how fighters and bombers work (what do they target, travel time, etc.), or how flak is supposed the defend against them (it never appears to fire at the fighters, just enemy ships).

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6 years ago
Aug 26, 2018, 4:04:47 PM
TommyThunderbolt wrote:

I feel like the space combat is a guessing game. For example, if my 1 line is long range and the enemies 1 line is short range, what's the range then? 

Phase 1: long. 

Phase 2: medium.

Phase 3: short.


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6 years ago
Aug 27, 2018, 8:58:09 AM
TommyThunderbolt wrote:

I feel like the space combat is a guessing game. For example, if my 1 line is long range and the enemies 1 line is short range, what's the range then? Also I still haven't figured out how fighters and bombers work (what do they target, travel time, etc.), or how flak is supposed the defend against them (it never appears to fire at the fighters, just enemy ships).

You should find this very usefull:

https://www.games2gether.com/endless-space-2/forums/68-game-help/threads/29219-space-battle-guide-explanation-of-game-mechanics?page=1

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