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Ship Designer: Module Editor for Customizing Ship Modules

Space BattlesShip DesignResearch

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8 years ago
Nov 22, 2016, 7:25:40 PM

Idea/Ultimate Goals:  (This is a modification concept, not a redesign)


The concept for this idea is to accomplish the following goals:

  • Introduce a Module Editor for creating custom modules and thus greatly expand ship design possibilities.
  • Make researching resource-based modules more worthwhile and keep them competitive by making them scale better, maintaining their usefulness and relevance throughout the eras.
  • Clean up the Ship Designer interface and thus make the Ship Designer more intuitive and easier to use as a knock-on effect.


To accomplish the above goals, the idea is to propose to the Dev's that they add a module editor to the ship designer, to use for customizing ship modules instead of the current system where you have this huge list of ship modules, all of the same type, where the only difference between many of these modules (other than stats) is their resource variant.  Where instead of the huge list, you could snap-in and snap-out resources as needed that add the unique modifiers associated with the resource to the base module type, creating the resource-based variants in the process.


Issues With The Current System:


Currently, when you research a new resource-based material (Titanium, Adamantium, Orilchalcix etc.) or substance (Hyperium, Antimatter, Quadrinix etc.).  You can obviously use that resource in your ship designs and use their module counterparts to boost your ships stats.  You have planets that have this resource that is mined, continuously filling your stockpile up to a maximum of 999.  Any more you mine (which you can't stop), simply gets wasted/thrown away.  The problem comes in once you research the next tier of resources.  You have these new elements that are stronger and more powerful, so naturally you are going to use these as much as possible.  So, what do you do with the old resources to which you now have tons of.  Right now, not much other than diplomatic trade and a couple special support based modules.  Other than that, they become pretty much, completely useless.  Constantly accruing, and nothing to do with them.  Why?


Well the problem hits when you hit the next level/era because of 2 things.  One, you have these new resources that are considerably more powerful/useful than the previous, but you may have a limited supply, so you may not be able to use too much of them in your new builds for the moment.  So you might think, hey, then why don't you mix and match with the older resources as well, then there's no problem right?  Wrong, and that's where the second problem becomes glaringly apparent.  Unfortunately, this is where we get into the issue of scaling.  See, right now, as your tech/eras advance, so do your basic white weapon/shield modules (as they should).  The base stats of these basic white weapons and shields become stronger and more powerful, but your old resource-based modules such as titanium and hyperium, do not.  Which means that even your most basic white weapon/shield modules become even more powerful than the earlier resource-based weapons/shields rendering the older resources completely obsolete and useless as a result for anything other than a couple special support based modules.  Example:


 


As you can see by the above example, the tier 3 basic module is now more powerful than the older resource based variant, rendering the older resource useless.  And even if you consider the Hyperium Tier 2 variant, that one actually has the exact same stats as the basic tier 3 variant.  So why would you bother to use the Hyperium resource variant, when all it does at that point is increase the cost in resources and provide zero benefit over the basic white module.  All of these factors result in you now having tons and tons of constantly accruing resources that you literally can't do anything useful with.  



Often times, making you wonder why you bothered wasting turns researching them for such relatively short periods of usefulness.  This is where I think a module editor would be the perfect way to fix this problem and would literally give us everything we want and more.


Approach Proposal:


Instead of having researched a resource, then the Dev's having to create special individual listings for each and every weapon/shield module etc and specific stats for each these "basic" modules and various "resource-based" variants.  


(As you can see, in the later era's, the options box starts getting overfilled with all the different variants of the same modules.)


All they would have to make are the basic white modules and stats and scale them through the eras like they already do (this would in turn save the Dev's considerable work).  This way, apart from support modules, you would only have to select the basic white module types to attach to your ship:


(Similar to how it looks earlier in the game.  Fewer listings for the same "type" of module.  Drastically cleaning up the Design Interface)


Then add 2 interactable slots to each module while it's attached to the ship (whether it's a weapon or shield) to which we can attach resources to (whether you double up on one resource, or use one of each of 2 resources to make hybrid modules), and make the resources themselves, modifier based instead of actual individual modules.  They modify and boost the base characteristics of whatever module they're attached to.  That way, you could create your resource based weapons/shields, like you already can.  But it means you could also make hybrid weapons, like torpedoes with adamantium housings and antimatter warheads.  And on top of that, it makes all older resources useful again, because now that resources simply boost/modify the base characteristics of whatever module they're attached to, it means that all older resources will now properly scale with everything else naturally, giving them back their relevance in the later eras.  Don't have enough antimatter?  Fine, I've got plenty of Hyperium, I'll use that instead and still get a boost.  Just a smaller boost.  Or they could have a secondary effect/property that's unique to that resource, such as increased armor penetration or increased accuracy or critical hit chance etc that could keep older researched resources competitive in the later eras without breaking game balance.  Greatly expanding ship design possibilities in the process.


This would also open the door for adding more module types without having to worry about further bogging down the current system with tons of additional listings.  Such as new weapons like pulse wave blasters or defensive systems like point defense systems for defending against fighters and missiles.


Supporting Examples:

  • With the current system, adding just the above 2 examples of new ship module "types" would require a total of 14 new individual module listings in the ship designer.  One for each basic white listing, then an additional 6 individual listings each to account for all of the resource variants as well.  Resulting in 7 listings each, 14 listings total.  That's a lot of listings for just 2 new module types.  Where as the Module Editor would only require the 2 white module listings, and then those modules could be turned into the resource-based variants via the module editor.  So you'd still have access to all the resource variants you already have, but also have even more possibilities due to the ability to make hybrid variants via the editor, in effect multiplying your possible options.  All from just 2 listings.  That's a big difference.


  • On that same note, lets use just 1 of the above new module types as an example.  If you were to use the module editor, resource modifier-based approach proposed, and you were able to snap-in and snap-out 2 resource types.  Including all variations of: no resources attached, one blank + one filled, doubled up, and one of each of 2, the total number of module resource combinations (only counting the 6 resource types we know of currently in game) skyrockets to a total of 49 possible combinations.  That's 49 possible module configurations all from just 1 module type listing.  Now scale that across all offensive and defensive modules and you now have a truly mind boggling number of possible ship design configurations.  


The result?  Drastically more ship design combinations.  Considerably fewer item listings bogging down the design interface.  Resource usefulness scales a lot better through the eras "naturally" without requiring developer intervention.  And opens the door for the Dev's to add new module "types" to the ship designer (whether now or via future DLC) without having to worry about further bogging down the design interface with tons of new unnecessary separate listings.  All from a relatively small modification to the current system.  That's a lot of bang for your buck.


They can still have support modules require a very specific resource, like they currently do with support modules and I would like that, but I do think for the most part, that a module editor/resource modifier based system is the best option for weapon/defense modules overall.  


Over the short term, it would take more work by the Dev's to implement this modification to the current system, but over the long term it would save them a ton of work and open the door for them to add more unique resources and/or module types later (if they so chose to), without bogging the ship design interface down with tons of unnecessary module listings.  It would literally fix every issue currently present with resources and scaling and expand ship design possibilities by a massive amount, yet simplifying it at the same time.  It's worth considering at the very least.

Updated a day ago.
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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

The-Cat-o-Nine-Tales

DEV The-Cat-o-Nine-Tales

status updated 5 years ago

While being able to customize your modules is an interesting idea with many possibilities, ultimately this could not make it into ES2. The level of micromanagement this would lead to did not fit well into the general design of ES2.

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8 years ago
Feb 3, 2017, 5:38:15 PM

It don't seem to happen to much on this side....What's your status so far? Any new Tests made to find a new way to implement it?


Well. Question. Since I have no idea how to send you a private message over G2G..do you know how that ...... wait a sec let me try something.

Ok I did something on the Inbox....well do you know how to make private messages?

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8 years ago
Jan 29, 2017, 12:12:00 PM

Ok I understand your idea much better now.


But I believe it won't work as you like it.


That's exactly what this idea was promoting.  The only difference between what you've described and this idea is the proposal to have *2* slots for attaching resources instead of one. 


Amplitude made it very clear in their Forums that they want to keep the game mechanics very simple and easy to understand. 2 Slots per Module may possibly be just ignored, or changed by Amplitude.

Also it could happen that "Pro Player" try all Combinations to find "The very best!" and make it very hard for newcommers to play the game online.


Unless the Game has some kind of Total Number. Meaning that every Ressource Slot gives you different stats but overall is not more powerful than an other combination.


Besides that everything else you proposed should be able to work 100%.


So far that is all I can write...

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8 years ago
Jan 29, 2017, 7:21:40 PM
Kaada wrote:

Your options are good- Could be possible that way.


One thing I didn't understand was a sentence in your last Text Box 


...the main thing, IMO (not sure if was your intention) is still maintaining the blank modules progression independent of the special effects that "modules" give to them...


With "Modules" did you ment the Strategic Ressources? That part confuses me a bit.

Sorry, it was a confusion. Of course I meant strategic resources and not modules, and blank modules are referred to white ones.


Not naturally English speaker, sometimes I get confused. Fortunately you supposed correctly.

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8 years ago
Jan 29, 2017, 10:03:36 PM

To @ValhallasAshes:


I understand perfectly your situation. I work as physician in ED with very weird turns. Normally I try not to do anything that requires a bit of thinking after having a hard night o 24 hours turn. Hope devs will understand your first reaction.

To be honest I stopped playing after non-sleeping nights after finding some weird situations in my saves that hasn't any explanation from a person with a rested mind.


To @Kaada:


Think we got not only the consent to continue ValhallasAshes work, but also his readiness to continue himself. At least that seems from last post.

Also you're English is pretty good. I'm in similar situation and can understand.


To @ValhallasAshes and @Kaada:


Won't quote your last posts to avoid this being to long. Just let me divide this in four parts: first an example of my two proposals for resources effects, then a proposal to match this with the new exclusion tech system, and last some weird ideas about support modules and this idea.


Example of proposal #1: Each resource of same group has same effect with different tier:


To explain this I'll speak only about weapon modules, but same should work by defensive ones.

My idea here is that resources are actually divided in materials and energy particles, in each group the high tier resource does the same as low tier but better, adding something to the white module. This way it will add as follow (numbers are hypothetical):

Material: Titanium: + 5 DPS, Adamantian: +10 DPS and Orichalcix: +15 DPS to the white module base value.

Energy: Hyperium: +10% crit, Anti-matter: +15% crit, Quadranix: +20% crit to the white module base value.


This with the new system allow you to choose between having DPS or crit enhanced, but as you can pic something different in each stage, you can end with something mixed like +5 DPS, +15% crit and +15 DPS options to your modules, being able to stack only DPS / crit or a mixed option, but you have to choose what you want best.

The good is that this makes things simple, but the bad is that at least one of your resources will be obsolete with your last choice (if not 2 resources if you pick always the same group.


Example of proposal #2: Each resource adds a different effect:


As before only speak of weapons, but devs should be able to translate this into defensive modules.

Here my idea is that each resource gives a special flavour to the white module, but there's no tiers, only each family is someway applying similar flavours (think this is close to ValhallasAshes initial idea, but not sure). This way, to put examples of what each resource can add (numbers still hypothetical):

Materials:

- Titanium: +5 DPS.

- Adamantinan: better armour penetration

- Orichalcix: better accuracy if out of ideal range (not sure about that one, only as example).

Energy particles:

- Hyperuum: +10 crit.

- Anti-matter: better shield penetration.

- Quadranix: increased fire rate.


A you can see with new exclusive tech now you can choose: DPS vs crit, armour vs shield penetration and accuracy vs rate of fire, as example.

This allows good combos of module improvements if you can put two resources in each module. Also this is flexible, and allows you to adapt to your enemies fleet composition, but forces yo to plan this very from a far, as it has the downside that when you made a choice, you can't go back.

Contrary to previous proposal, this makes no resource obsolete, but at the cost of having to remember more things, and more complex choices.


Also I thought of special effects from each resource related to the weapon/defensive is applied, having various effect for same resource depending on where this is applied, but not developed this much, cause IMO make all system too complex.


Matching with new exclusive techs (unlocking of resource slots):


IMO as said in previous post, the new exclusive techs opens a door. To put this as an example, imagine you have in Military tree an Stage 2 exclusive techs that allows you to have a resource slot in your weapons or in your armour, and same in Stage 4.

Having this two exclusive techs forces you to decide what you want: 2 slots for resources improving your weapons, 2 slots improving your defensive modules or 1 slot in weapons and 1 slot in modules.


I think this forces you into interesting choices, and may be even faction-related, but what I'm not sure is how far this is from original ValhallasAshes idea, so just consider this.


Support modules:


Well most of support modules are related to one resource, but there's still "white" ones: probes, an engine and manpower modules.

Some same principle may be applied to this. Still didn't thought about this deeply, you can put more exclusive tech in areas like science tree, allowing you to choose if you want to upgrade your probes with Titanium, giving them more durability of with hyperium giving them a broader detection radius. Same can be considered for manpower and the white engine.

Still work to do here, but we'll see how this goes.


----


Last but not least, as said previously: I don't understand why this idea is not more followed. And insist this is limited, but not killed. May be they say is not feasible, but of course I don't feel out of vision, and if devs feel this is , sure they at least will give an explanation.

On the good side your other idea is greenlighted, so I'm sure they read it, and they are of course aware of actual issues with resources modules and trying to solve it. For sure we'll see an improvement this way, if not your idea.


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8 years ago
Jan 30, 2017, 1:34:29 AM
Kaada wrote:

Ok I understand your idea much better now.


But I believe it won't work as you like it.


That's exactly what this idea was promoting.  The only difference between what you've described and this idea is the proposal to have *2* slots for attaching resources instead of one. 


Amplitude made it very clear in their Forums that they want to keep the game mechanics very simple and easy to understand. 2 Slots per Module may possibly be just ignored, or changed by Amplitude.

I actually disagree with you on this point.  If we were talking 3 or more slots than yeah, I would definitely agree.  Which is why when I was toying with the idea of a third slot for a color changer, I thought it would add a fun dynamic to multiplayer, but ultimately decided against proposing it for the very reason you've now pointed out.  I wanted to add flexibility and customization to the ship designer via the module editor, but also keep it reigned in and prevent it from getting over complicated by adding a ton of extra slots for good reason.  With that in mind, I think 2 slots would be fine and preferable as it gives the most bang for buck.  In other words, it provides the most benefit with the least detriment.  As you said, it would create an extra step when designing your ships, but not a detrimental one.  I think one slot is too few and would end up limiting the module editor to only creating the modules that already exist in game.  Basically a single slot editor would also create another step, but would only allow you to create the modules that already exist in game and would technically solve the issue with scaling.  But that's it.  So one new step, but only has one new benefit over the current system.  Where as a 2 slot editor would create the same one extra step, but provide the following benefits:


1.  You would be able to fine tune your weapon/defense configurations via your combination choices.  Such as:

  • Leaving them blank would result in just having the basic white module.  
  • Filling one slot while leaving the other blank (useful if you're low on resources and need to conserve those resources but still want/need a boost to your weapons/defenses.  
  • Double up on one resource (basically creating the resource based modules as they currently exist in game now).  
  • Apply one of each of 2 different resources (creating hybrid modules.  Also has the secondary use for if you're low on one resource, so the conservation argument works here too).

2.  Also solves the scaling issues currently present in game.


So basically the 2 slot option still only creates one extra step, but adds a considerable amount of functionality to the ship designer.  Whereas 3 slots might provide very little added benefit over 2 slots, but risks making the ship designer cumbersome to use.  I'm not saying you're wrong, I'm simply saying that in my opinion, I think 2 slots is the ideal solution for the reasons stated.

Also it could happen that "Pro Player" try all Combinations to find "The very best!" and make it very hard for newcommers to play the game online.

Honestly, that happens in every game regardless.  And there's no real difference between everyone using the same one option in a limited game, or a limited group of options out of a multitude.  This is a concept that you will never avoid in any game.  Everyone wants to use the same character builds in an MMO.  Everyone wants to use the same gun in Battlefield or COD.  Everyone wants to use the same ship configuration in Star Trek Online PvP.  It's unavoidable and it will always happen no matter what you do.  Hell even in Star Trek Online PvP example I gave you there, there are "Pros" who use builds that specifically take advantage of glitches within the game to give them an unfair advantage.  My point is, that issue is unavoidable and you will find it in every game.  Whether they're number crunching, glitching the system, or just plain cheating, you will always get those so called "Pros".  The number crunchers I like to call more clinical than art and usually end up being very predictable as a result.  They're good, but they never beat the more artistic and clever "Pro" players.  These are the players that use every part of the game, not just one build type of a ship or glitch in the game.  These are people who adapt the situation and player and make decisions on the fly.  


My point is Endless Space is one of those games that's more nuanced than that, like Civilization V.  There's more ways to actually win a game than by simply beating each other over the head with a club, so to speak.  Whether it's science, influence (culture), economic, domination etc.  There's no way anyone can win on all fronts in one game, and the only people that would try are the ones that really don't know what they're doing and as such should be helped by other players to learn the game proper, because the game is specifically designed to prevent that scenario.  There is no all encompassing way to win every game the same way using one "number crunched" ship build.  Sins of a Solar Empire is a great example of this, where literally everything is able to be countered.  There is no all encompassing strategy.  In order to win, you have to read the battlefield.  You have to watch what the other player is doing and you have to adapt the situation and it's constantly changing.  Like the Borg say, adapt or die (so sorry to use a star trek reference, as you can tell, I'm a geek lol).  ES2 like many of the best strategy games is like this.  The game as a whole is too complex for any one thing to become an instant win, which is why I think this is a non-issue in relation to the module editor concept.

Unless the Game has some kind of Total Number. Meaning that every Ressource Slot gives you different stats but overall is not more powerful than an other combination.

Yeah, that is the idea, but not necessarily so rigidly.  This was where balancing would've come into play, and admittedly is a little bit harder to do.  Also, we were looking at the idea that the resources themselves add additional effects that are unique to that specific resource.  Such as Titanium adding increased accuracy, or Hyperium adding increased critical chance etc.  To kind of pull resources out of the usual "this resource simply increases damage number by X" trope and give resources their own kind of personality or identity.  To really make them feel worthwhile.  At the same time, I also agree with you that there should be limits to this.  Such as I do not think someone using the highest level Quadrinix and Orchilwhatever build should lose to ships using only titanium and hyperium modules.  Not unless the quadrinix build is vastly outnumbered.


Here are the basic guidelines for how I was thinking custom modules should work stats wise:

  • It would be nice for resources to have their own unique effects to give them their own unique personality (ie increased critical chance, Improved armor/shield penetration etc.)
  • Resources from an earlier era should not be more powerful than resources from a later era
  • Hybrid modules from a resource generation (ie titanium and hyperium) should be more powerful than either resource would be on their own, but not "more" powerful than any resource from a higher generation (ie adamantium or antimatter) would be on their own, but should still "compete" with them.

Also bare in mind that the scarcity of strategic resources on any map in any generation would in turn have a significant impact on your builds.  So you may have researched Quadrinix, you may have even found some on one of your planets, but your supply may be so limited and so slow, you may not be able to afford a big heavy Quadrinix build.  But you may be able to apply it in limited quantities to your builds, which could be really helpful, especially if your in war and losing ground and really need to get these new ships in the field as soon as possible and in decent numbers.  This is where the module editor would help.  You could apply one Quadrinix to one slot and then choose another resource such as Antimatter to the other slot for that module.  In effect creating a hybrid module.  Not as powerful as full Qaudrinix on it's own, but more powerful than any earlier generation resource (ie adamantium and antimatter) would be on their own or hybrid.  And definitely more powerful than the basic white module would be without resources.  This way, even at low stock, you could still at least use your new resources in a fewer conserved amount until you can build up your stock levels.  I think if they used those guidelines, they could maintain the balance they already have in game now, but greatly increase ship design diversity.  And this also prevents the possible "ultimate ship build" issue you were worried about earlier.


Sorry for the long posts.  As you can tell, I never give half answers.  Hope this helps.


Updated 8 years ago.
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8 years ago
Jan 30, 2017, 4:03:26 AM
lo_fabre wrote:

To @Kaada:


Think we got not only the consent to continue ValhallasAshes work, but also his readiness to continue himself. At least that seems from last post.

Oh absolutely!  That's what I see these comments sections as for.  The place to discuss and refine the idea to make it better.  I'm not the only one here nor the only one who wants this idea to succeed lol.  So yeah, feel free to discuss and theory craft to your hearts content.

Example of proposal #1: Each resource of same group has same effect with different tier:


To explain this I'll speak only about weapon modules, but same should work by defensive ones.

My idea here is that resources are actually divided in materials and energy particles, in each group the high tier resource does the same as low tier but better, adding something to the white module. This way it will add as follow (numbers are hypothetical):

Material: Titanium: + 5 DPS, Adamantian: +10 DPS and Orichalcix: +15 DPS to the white module base value.

Energy: Hyperium: +10% crit, Anti-matter: +15% crit, Quadranix: +20% crit to the white module base value.


This with the new system allow you to choose between having DPS or crit enhanced, but as you can pic something different in each stage, you can end with something mixed like +5 DPS, +15% crit and +15 DPS options to your modules, being able to stack only DPS / crit or a mixed option, but you have to choose what you want best.

The good is that this makes things simple, but the bad is that at least one of your resources will be obsolete with your last choice (if not 2 resources if you pick always the same group.

This is pretty cool.  I really like this idea, at first glance.  But I need to start up another game and really break down the stats of the various modules including white modules to really see how these stats would impact the game.  I only have a late era save at the moment so I can't see the lower era white modules stats at the moment to compare with the current resource based modules stats.  I will do this over today and get back to you with more concrete feedback.  At least then I will have more detailed stats with how the current game layout compares with this proposal.  But my initial impressions are really good.

Example of proposal #2: Each resource adds a different effect:


As before only speak of weapons, but devs should be able to translate this into defensive modules.

Here my idea is that each resource gives a special flavour to the white module, but there's no tiers, only each family is someway applying similar flavours (think this is close to ValhallasAshes initial idea, but not sure). This way, to put examples of what each resource can add (numbers still hypothetical):

Materials:

- Titanium: +5 DPS.

- Adamantinan: better armour penetration

- Orichalcix: better accuracy if out of ideal range (not sure about that one, only as example).

Energy particles:

- Hyperuum: +10 crit.

- Anti-matter: better shield penetration.

- Quadranix: increased fire rate.


A you can see with new exclusive tech now you can choose: DPS vs crit, armour vs shield penetration and accuracy vs rate of fire, as example.

This allows good combos of module improvements if you can put two resources in each module. Also this is flexible, and allows you to adapt to your enemies fleet composition, but forces yo to plan this very from a far, as it has the downside that when you made a choice, you can't go back.

Contrary to previous proposal, this makes no resource obsolete, but at the cost of having to remember more things, and more complex choices.


Also I thought of special effects from each resource related to the weapon/defensive is applied, having various effect for same resource depending on where this is applied, but not developed this much, cause IMO make all system too complex.

It's a very good starting point.  Although I do wonder about the hyperium +10 crit when you've also given it to hyperium as it's base boost in the previous proposal.  But these are all debatable and tweakable.  Definitely on board with the armor/shield pens and increased fire rates.  Not sure on the accuracy one either.  Perhaps an alternative to accuracy since we don't know how much of an effect it would actually have at this point.

Matching with new exclusive techs (unlocking of resource slots):


IMO as said in previous post, the new exclusive techs opens a door. To put this as an example, imagine you have in Military tree an Stage 2 exclusive techs that allows you to have a resource slot in your weapons or in your armour, and same in Stage 4.

Having this two exclusive techs forces you to decide what you want: 2 slots for resources improving your weapons, 2 slots improving your defensive modules or 1 slot in weapons and 1 slot in modules.


I think this forces you into interesting choices, and may be even faction-related, but what I'm not sure is how far this is from original ValhallasAshes idea, so just consider this.

Honestly?  I really don't like that idea, because it might over complicate things and if implemented incorrectly, could easily put too heavy an emphasis on researching one over the other that could lock you out of options that don't really make sense to be locked out of, overcomplicating things in the process.  Plus I don't know how you could feasibly implement that on a resource tech basis since the 2 slot module editor is meant to apply to the white modules themselves and not the resources you've chosen to research.  IMHO I really think just sticking with the basic 2 slots per weapon and defensive module premise is the best way to go.  I may be misunderstanding what you mean with this one, if I have misunderstood, please feel free to elaborate on this one.

Support modules:


Well most of support modules are related to one resource, but there's still "white" ones: probes, an engine and manpower modules.

Some same principle may be applied to this. Still didn't thought about this deeply, you can put more exclusive tech in areas like science tree, allowing you to choose if you want to upgrade your probes with Titanium, giving them more durability of with hyperium giving them a broader detection radius. Same can be considered for manpower and the white engine.

Still work to do here, but we'll see how this goes.

I actually agree with your original assessment of support modules where they should remain as they are.  Resource specific and not modifiable.  Due to their very specific purpose/role it makes sense to have support modules require a very specific resource.  This also helps prevent the module editor from becoming too complex and cumbersome by limiting it to the module types that would best benefit from it.  So yeah, I agree with your original assessment.  The module editor should be limited to weapons and defensive modules.  Support modules should remain as they currently are.

Updated 8 years ago.
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8 years ago
Jan 30, 2017, 3:28:24 PM

As quick answer,


About the effects proposed for each resource, they're only examples, not tested in any way and subject to modifications. This is only to explain both options: resources are improved tiers of previous one, or in the other, each resource has its own effect. Also I tried to make this friendly with the new exclusion tech system, but nothing says that they cannot made all resource searchable.


The option of having to research this improvements, is just that: an option. Have no problem in leaving this aside if you feel it doesn't match your original idea.


About support modules I was thinking about the white ones. Not sure about them and about if each one has to be mandatory linked to a resource: to say, you can unlock different tiers of engines with stages in science tree, like you do with probes and manpower in military.

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8 years ago
Jan 31, 2017, 8:32:02 AM

As promised, here is the full breakdown of weapon and shield stats as we currently know them in the games current (Update 2) state.  I've also included sections which compare the strategic resources to the current basic white modules level at the time of strategic resource module unlock.


Test methodoly


Reseach both techs (weapon/shield) for each strategic resource module and check stats.  Compare to current White module level.


This spreadsheet contains all stats for all resources and white modules currently in game with appropriate comparisons.


Link to full size image if you have trouble reading it in the comment:  https://medias.games2gether.com/forums/valhallasashes/Module Stats 1080.jpg


As you can see, the problem of scaling is even worse than I originally thought and tried to explain.  After this test and data recording, it turns out that most of the resource based modules rendered obsolete before or upon completion researching them due to the issues with scaling that I've highlighted throughout this thread.  My original intention with compiling these stats was to provide lo_fabre with concrete stats to help him and us for theory crafting how resources stats would work with the proposed module editor.  The information I found turned out to be more than I bargained for.


@lo_fabre - please feel free to use these stats to help refine your ideas for possible stats for individual resources.


@everyone including lo_fabre - I've included a download for the full spreadsheet I created for the module stats.  You'll find it in the link below.


Weapon Stats.xlsx

There are slots already laid out for Orichalcix and Quadrinix, but since those resources are not yet in game, I've left those fields blank.


P.S.  The reason I also labeled resource modules with "identical stats" as "Obsolete on Unlock" is because they increase the cost of your ships production in resources (although they do save you a little in industry production cost, probably about a half-turn's worth), but provide zero benefit over the standard white modules, meaning it's more advantageous to just install basic white modules instead of resource based modules in those cases as well..  Hence "Obsolete on Unlock".

Updated 8 years ago.
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8 years ago
Jan 31, 2017, 3:20:48 PM

This is very interesting and helpfull.


While the Weapons get more points when you researched the Adamantium 1 and 2 as well as Anti Matter 1 and 2 the Other Modules are just....useless.


We could also just ignore the research of Titanium and Hyperium Ressources right now or we sell them all the time to get quick money. There's nothing we can do with those when we create a ship.


But what shocks me are the Armor Plates and Shields. We could simply bypass them. It's ridicoulus. Overall we are better off when we only use the Blanc Modules. It's not so expensive and has the same power or more than the Ressource Modules. But at the same time makes the Ressource Modules completly useless. Your Ship Designer Idea has to be greenlighted by Amplitude. It just feels like they don't even realise what they did....


____________________________________________________________________________


Sadly I cannot provide any useful Informations for now. All what I wanted to say is already said. I'll just watch how it goes for now.


BTW I made 3 Ideas myself. It's more simpler stuff but if you like you can check it out and maybe give some feedback there.


They are called: "Slaves do not Vote!" https://www.games2gether.com/endless-space-2/ideas/352-slaves-do-not-vote


"Craver/Sower Combo" https://www.games2gether.com/endless-space-2/ideas/354-craver-sower-combo


"Cravers Prime. Different Affinity and Traits" (that one is not that importend) https://www.games2gether.com/endless-space-2/ideas/359-cravers-prime-different-affinity-and-traits


Well yes.....now I feel a bit embarrassed

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8 years ago
Feb 1, 2017, 7:47:12 PM

Nice bit of work, Valhalla. Looking at that spreadsheet makes it pretty easy to see that anything using the strategic resources doesn't offer much of any value to the player regarding ship design at this stage. I say "much of any" because they are "useful" in a sort of backwards sense; you can use the resourced weapons as cheaper alternatives to the higher tiered white modules, for a modest decrease in industry cost and near parity in stats. That isn't, of course, what the soul of this thread is about though, nor the direction I'd like to see strategic resources go, but I did want to make note of that. Also wanted to mention that the "exotic effects" Amplitude's adding to the resources haven't made it in yet, so there's a chance we don't see the full picture with both stats and effects in place.


I'd like to see the game move away from making strategic resources' identity based in stat niches (ie. Hyperium = +crit, Titanium = +dmg, etc.) like lo_fabre's first proposal, for though they are simple to understand and probably easier to implement, they also make the resources terribly uninteresting. What if, for example, hyperium'd lasers, being super-charged with hyperium, caused an EMP effect upon hitting enemy ships, thereby decreasing the output of shields and/or causing energy-based weapons to deal less damage? What if titanium-shelled kinetics did a greater percentage of damage to the core of a enemy ship (the critical piece of the ship) than to its surrounding armor? I think that if the resources had those kinds of effects, I wouldn't care as much about the damage reduction, because the resources add some other modifier to contend with. 


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8 years ago
Feb 2, 2017, 2:04:30 AM
Lulz! wrote:

Looking at that spreadsheet makes it pretty easy to see that anything using the strategic resources doesn't offer much of any value to the player regarding ship design at this stage. I say "much of any" because they are "useful" in a sort of backwards sense; you can use the resourced weapons as cheaper alternatives to the higher tiered white modules, for a modest decrease in industry cost and near parity in stats.

You know what.  That one caught me off guard.  I've been going on the thinking that they cost the same industry wise and didn't actually notice that the resource based modules are actually cheaper from an industrial perspective.  But because these resources (in their current state) can be more valuable in the market rather than to save a half turn of production, I think I would still consider them obsolete on unlock at this point.  So currently, the adamantium and antimatter weapons are the only modules that are actually more powerful than the base white modules by the time you unlock.  But by so little, I doubt many will care to invest their research when the turns required to unlock would be better served elsewhere..  But seriously, thank you for pointing that one out.  That one completely slipped passed me.  I'll need to go edit that post to amend the piece of info.

Updated 8 years ago.
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8 years ago
Jan 29, 2017, 3:43:08 AM
Kaada wrote:


2. We have to get the Devs Attention again. I actually doubt they look again on a Greenlighted Idea by themselves. Could be wrong though.

Unfortunately, this idea has not actually been greenlit yet.  The other idea that gave birth to this idea "Ship Modules Need More Unique Attributes" has been greenlit, but this one has not.

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8 years ago
Feb 4, 2017, 5:11:32 AM

No new information at the moment.  Also the implementation hasn't changed, just some of the usages.  I supplied those last sets of stats so lo_fabre would have a concrete set of stats to work with for his proposal's 1 and 2.  Haven't heard back from in a while though.  He did say he was a physician working long hours in ED (I wonder if he means Emergency Department, this one threw me because where I'm from it's known as an ER, so I'm not sure), which if he means what I think he mean, could be that he's just been really busy lately, which is more than fair enough.

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8 years ago
Feb 6, 2017, 9:29:15 PM
ValhallasAshes wrote:

No new information at the moment.  Also the implementation hasn't changed, just some of the usages.  I supplied those last sets of stats so lo_fabre would have a concrete set of stats to work with for his proposal's 1 and 2.  Haven't heard back from in a while though.  He did say he was a physician working long hours in ED (I wonder if he means Emergency Department, this one threw me because where I'm from it's known as an ER, so I'm not sure), which if he means what I think he mean, could be that he's just been really busy lately, which is more than fair enough.

Indeed its ER. And I've been busy this week (bad nights), so couldn't get much iinto ES2.

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8 years ago
Feb 13, 2017, 8:15:53 AM

going back to values I proposed, they were merely hypothetical and not tested of balanced. As I'm sure won't have time enough to do it properly, feel free of using them as you wish, but just consider them a suggestion, not definitive idea.

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8 years ago
Feb 19, 2017, 2:11:03 PM

I really like the idea. It's very reminiscent of Endless Legend's system, where the basic, white, gear would be the "core" from which four resource based gear types are derived. Titanium meant more armour/damage, Glassteel (equivalent of Hyperium in ES2) meant more speed, etc.

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8 years ago
Feb 28, 2017, 7:29:00 AM

Congrats! more than 750.000 G2G points.

Sure at least you take their attention!

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Wishlisted

The WISHLISTED status is given by the dev team to ideas they would like to have in the game.

Anonymous

Anonymous

status updated 7 years ago

great great idea. huge undertaking as well. shows many possibilities, but definitely for later.
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7 years ago
Apr 3, 2017, 10:03:38 AM

Awesome!  Really hope to see this feature in game in the future.  I think it will drastically improve the ship design aspect of the game and really open things up to experimentation.  You dev's ability to interact and work with the community never ceases to amaze me.  Simply outstanding development team.

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7 years ago
Apr 7, 2017, 8:22:56 PM

Congratz Valhalla. :)


Glad that this idea is getting the attention it deserves. Think they took strategic resources in the right direction this update, so I'm looking forward to seeing what Amplitude does with it.

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