Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => The Theory of Everything => Topic started by: Jagged_One on June 24, 2014, 11:44:16 PM

Title: Wow, choppers are grossly OP !!!
Post by: Jagged_One on June 24, 2014, 11:44:16 PM
As much as I love SMAC, it has one serious weakness, IMO. Once you can build helicopters, you basically *cannot* lose !!! With jets, although they can fly long distances, they can only strike once. But a chopper can use every one of its moves as an attack. Even the first chopper, which has 8 moves IIRC, can pop up out of his city and fire (and usually destroy) up to 8 units. I don't how many times I have had a troop transport arrive at my shore and disgorge 5 or 6 troops, only to have my chopper pop up and destroy them all in one turn, usually including the transport as well. Yes, I might get a bad streak and lose a few battles, but since I put a chopper in every city as soon as I get level 8 weaponry, if one city loses a chopper, the one adjacent to it finishes the carnage. At this point, my faction is absolutely invincible - nothing can make a dent in me except a PlanetBuster, which the enemy rarely uses against me (they may be used more in SMAX - I don't know yet, since I just bought the GoG package in order to get SMAX).

When I'm ready to go on offense, I just make one paratrooper, attack the closest enemy city with choppers (I'll make an island city nearby if I can't reach from my land mass, or alternately I can use carriers to bring my choppers into range). One chopper can usually wipe out all the troops in a city, then just jump the dropper in and take the city. Fly a chopper or two in, attack the next city, jump the dropper forward into it (leaving a newly-built garrison unit behind in the previous city). Rinse and repeat until the entire faction is destroyed. It can be a bit boring at times, but it is deadly and absolutely uncounterable.

Forgive me if this has already been talked to death, but I wanted to get some input from other players.  :D


JaggedOne
Title: Re: Wow, choppers are grossly OP !!!
Post by: Lord Avalon on June 25, 2014, 12:25:57 AM
I think the AI not being too smart is a more serious weakness, but yes, choppers are OP. Especially when advanced reactors give them more movement = more attacks. So you might want to limit your use of them.
Title: Re: Wow, choppers are grossly OP !!!
Post by: 551262 on June 25, 2014, 12:35:09 AM
I only use them if the enemy does, which rarely happens. Attacks on my city by his aircraft will usually be dumb, because Aerospace Complex + 1-4-1*2 AAA ECM garrisons will take some punishment. I'll bring out the 8-1-1*2 SAM rovers if there are any needlejets left behind.

Chop and drop is boring. Use infantry, rovers and probes. Use needlejets, then gravships, for moping up stragglers.

Pro tip: Don't destroy any formers or weak units. As you progress in your conquering, the units of his *must* be supported by some base, somewhere. Eventually one poor size 3 base with four minerals coming in the door per turn gets slapped with 20 units it has to support, which won't last two turns. I believe my record is ~12 units lost in a single turn.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Lord Avalon on June 25, 2014, 12:44:16 AM
I destroy units when they get in the way of conquering the next base.  :mad:
Title: Re: Wow, choppers are grossly OP !!!
Post by: 551262 on June 25, 2014, 12:52:29 AM
Well yeah, if they're messing with your Zones of Control then yes go right ahead. Also they make cheap cannon fodder to upgrade unit morale.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on June 25, 2014, 01:04:45 AM
Try
(a) using my patch and reducing chopper bonus movement from reactor to 0 (as Lord Avalon said, those extra moves=extra attacks are significant).
(b) making Doctrine: Air Power require Advanced Military Algorithms (this delays choppers somewhat, increasing the chances of them facing heavy defenders as 551262 said...and multi-attack units really get hurt by strong defenders)
(c) encouraging going higher up the defensive side of the tech tree; I favor moving hab complexes to Silksteel Alloys and increasing hab caps to compensate (again, the idea is to boost defense).

I suspect that with those changes, choppers will be substantially weaker (though of course the AI isn't too smart anyway and won't be able to counter fully, but that's why it gets other advantages.)
Title: Re: Wow, choppers are grossly OP !!!
Post by: Lord Avalon on July 06, 2014, 01:17:57 AM
In my recently started Morgan/Thinker/Huge/Abundant game, I decided not to build any choppers (though I did upgrade the two Unity Scouts that made it back to my territory - only made one attack, though). Conquest takes even longer. lol. I've ended up with over a dozen jets, about two dozen amphibious rovers and several marines.
Title: Re: Wow, choppers are grossly OP !!!
Post by: 551262 on July 07, 2014, 09:32:25 PM
Conquest is *fun*.

I never build amphibious rovers. I only build 8-1-1*2 Amphibious or 13-1-1*2 Amphibious marines for kicking the stuffing out of sea bases and coastal ones. You're better off using infantry because then you get the +25% bonus for attacking bases. Rovers should stay behind for a bit. You can also pass on armor for your marines because they're just offensive units.

Leave armor for your 1-6-1*2 AAA ECM punching bags. I also never bother with hovertanks -- by that time, I've already got elite infantry and elite rovers, no point in one more movement point. Anybody that needs mopping up can be swiped with a passing needlejet. If I'm battling someone with hoards of mindworms, no problem, I'll bring along 1-4-1*2 Empath Trance rovers, those will clean up mindworms without a fuss.

Unity Scout Chopper -- Early game, I do use them for scouting, because I play with Reveal Map off, but once I've learned the nearby area I put them in some HQ base for my peons to look at and for the historians in there to admire old fission tech. (Have to please the steampunks somehow =D)
Title: Re: Wow, choppers are grossly OP !!!
Post by: Lord Avalon on July 07, 2014, 10:41:51 PM
I know infantry get a base attack bonus - maybe if I get to Transcend difficulty, it would be more important to have more of them. I prefer the mobility of the rover - because huge map. I suppose I could choose Fundamentalist, so infantry would be a step closer to elite, but I hate having the research penalty.

When not using best weapon or armor, I like to stick whatever can go on for "free" - i.e., no extra mineral cost. Some of my marines are 8-2-1*2 (the ones with silksteel were upgraded not built, IIRC). Early Empath Trance rovers get lasers, while fusion ones get Chaos. Of course upgrading to those costs a little more.

As I conquer sea bases, I do create garrison units with good armor but just hand weapons, because upgrading high morale scouts is cheaper that way, and they never attack. My main garrison is currently 5-4-1*2 clean police. I recently discovered Photon Wall and soon after Probability Sheath, but have only created the 1-6-1-*2 sea police unit. I'm not rolling in EC as much as previous Morgan games I've had, and so a lot of my cash has been going toward upgrading fungicidal formers to super formers (and not even with fusion reactors and plasma armor, as I haven't needed those).


I created then retired an AAA unit or two, because I'm still the only one with air power, and I needed the workshop slots (man, I wish there were more of those).
Title: Re: Wow, choppers are grossly OP !!!
Post by: 551262 on July 08, 2014, 11:26:24 PM
I'm sure it's common knowledge that you can remove old slots...no need to keep 4-1-2*1s around anymore when people are throwing quantum conventional missiles around.

Tech? As soon as I get Advanced Spaceflight, Probability Armour, Fusion Power, Air Power, Doctrine: Initiative, Neural Grafting, Advanced Military Algorithms, and I think one or two other minor things -- I'm done researching. Time to switch to Fundamentalist - Planned - Knowledge and start invading with elite units. Sometimes I'll start invading everybody earlier, with 8-4-1*2s and 8-1-2*2 SAM rovers with chaos needlejets, depends really.

I've found that after all that tech above, additional weaponry, armor and other upgrades are too far ahead in the future to make it worthwhile. Why wait for Quantum Chambers? Those don't come until another 50 turns on a Huge MoP, so ... ? I mean obviously if you're Zak and kicking tech every 2 or 3 turns steadily then yeah go right ahead, but you can't get stuck in the Chronic Researcher's Syndrome rut.

13-1-12*2 Needlejets
13-1-10*2 Interceptors
13-1-1*2 Artillery
13-1-1*2 Amphibious, depending on whether I'll need them or not, otherwise I don't bother
13-6-1*2 infantry
13-1-2*2 SAM rovers
1-6-1*2 AAA ECM punching bags
13-6-6*2 AAA cruisers, depending on how much water warfare I need to do, and paired with...
5-6-4*2 SAM AAA foils
?-6-6*2 Trance (or Clean) Transports

?-?-12*2 Planet Busters at home in case someone decides to lob one my way (I've only seen the A.I. use them once) and conventional missiles I'll build if I've got nothing else to do, or if someone else is using them
1-4-1*2 Drop Trance units that I go to pop pods in far away places, just for fun.

--- All I need. I don't build drop units (too expensive), clean units (unless I feel like it, I usually get the SP that halves upgrade costs and then just upgrade everybody afterwards), hovertanks, etc.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Nexii on July 09, 2014, 02:01:03 AM
With unmodded costs, it tends to go:
1) 100% x-1 Rovers early game
2) 100% x-1 Needlejets when available (with a few scout rovers to capture)
3) 100% x-1 Choppers when available (drop troops to capture with available)
- PSI Gas Choppers are okay very late, but more of a x-1 Chopper variant.

Not a lot of variety, but it can be argued that it makes teching very important.  If you are behind at any of these stages you tend to get crushed.

If you want more variety in unit types, I suggest the following:
AAA bonus to 200% (makes defense an actual counter to air)
ECM bonus to 100% (makes defense an actual counter to rovers/hovertank)
0% infantry attack bonus to city (makes Perimeter Defenses more valuable, normally x-1 infantry crush any sort of sentinel)
Defend vs mobile in rough to ~25% (depending how you cost rover chassis)
Artillery vs city to 99% damage (keeps battles more fluid, but arguably it can stay at 50%)

Defense gets more powerful, but artillery can break sieges.
Title: Re: Wow, choppers are grossly OP !!!
Post by: TarMinyatur on July 11, 2014, 06:37:29 PM
Yeah, Nexii, that is the typical stuff built. Not much variety.

I wish that combat losses were determined by the defender's weapon strength -- not armor. It makes no sense that a 1-6-1 can inflict huge casualties on anything! Indeed, it should absorb a lot of damage, but it shouldn't deal much out.

I think the mechanics of combat should be split into two parts:

1. Compare attacker's Weapon vs defender's Armor to determine defender's losses.

2. Compare attacker's Armor vs defender's Weapon to determine attacker's losses.

A 6-6-1 should be a very powerful and useful unit. But currently, building a 6-1-1 and a 1-6-1 are a far more effective combo for not much difference in default cost.

Modding Yitzi's variables can address this somewhat.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 11, 2014, 09:06:47 PM
Yeah, Nexii, that is the typical stuff built. Not much variety.

I wish that combat losses were determined by the defender's weapon strength -- not armor. It makes no sense that a 1-6-1 can inflict huge casualties on anything! Indeed, it should absorb a lot of damage, but it shouldn't deal much out.

I think the mechanics of combat should be split into two parts:

1. Compare attacker's Weapon vs defender's Armor to determine defender's losses.

2. Compare attacker's Armor vs defender's Weapon to determine attacker's losses.

This could be done when I start taking requests; the main issue is that it would mean that a non-artillery battle would not necessarily continue until the death of one of the combatants.

Quote
A 6-6-1 should be a very powerful and useful unit. But currently, building a 6-1-1 and a 1-6-1 are a far more effective combo for not much difference in default cost.

This is intentional on the part of the designers.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Lord Avalon on July 12, 2014, 12:12:56 AM
Yeah, Nexii, that is the typical stuff built. Not much variety.

I wish that combat losses were determined by the defender's weapon strength -- not armor. It makes no sense that a 1-6-1 can inflict huge casualties on anything! Indeed, it should absorb a lot of damage, but it shouldn't deal much out.

I think the mechanics of combat should be split into two parts:

1. Compare attacker's Weapon vs defender's Armor to determine defender's losses.

2. Compare attacker's Armor vs defender's Weapon to determine attacker's losses.

A 6-6-1 should be a very powerful and useful unit. But currently, building a 6-1-1 and a 1-6-1 are a far more effective combo for not much difference in default cost.

Modding Yitzi's variables can address this somewhat.
You're taking issue with a simplistic combat simulation not reflecting reality, yet ignoring the reality that infantry units carry supplementary weapons. Well, really, I should say combat units and perhaps supplementary systems. Infantry units have used antitank missiles, RPGs, antitank mines, satchel charges, etc. Tanks have machine guns, and various defenses against antitank weapons have been employed. Airplanes have chaff and flares to distract missiles. Why wouldn't future units have the futuristic equivalents?


So then the issue becomes, how complex do you want to make your simulation? There could be lots of rules added to reflect nonmain weapons and defenses. But then shouldn't there be adjustments to the modifiers to reflect differences in tech levels? Or do you want to figure out which specific technologies would have specific offensive or defensive modifiers?


So much simpler to check attack factor (AF) vs defense factor. There are a few instances of AF vs AF, and haven't there been problems there?
Title: Re: Wow, choppers are grossly OP !!!
Post by: TarMinyatur on July 12, 2014, 05:48:16 PM
Avalon, I hadn't thought of a 1-4-1 Silksteel Sentinel having any weaponry other than a pea-shooter. If it has a supplementary anti-something weapon, maybe that could be described by a special ability (AAA, SAM).

But this doesn't make sense for a 1-4-1 vs 1-4-1 battle. Would there be anti-infantry supplementary guns?

The way I envision it, a battle between a 1-4-1 and a 1-4-1 should be a pillow-fight. The battle might result in less than 25% damage dealt to each unit -- similar to an arty duel between land and sea units.

However, a 4-1-1 vs 4-1-1 should be a blood-bath. Neither has any armor! Both should take heavy damage. To the death! As it is now, the attacker easily wins 99.9% of the time. Of couse, this is exactly how Firaxis wants it. It is their game. I'm voicing my opinion, my dreams.

A 4-1-1 vs a 1-4-1 should be moderately destructive. Both ratios are 1:1, 4 vs 4 and 1 vs 1. I'm not sure if it should be a fight to the death...
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 13, 2014, 04:03:02 AM
Avalon, I hadn't thought of a 1-4-1 Silksteel Sentinel having any weaponry other than a pea-shooter. If it has a supplementary anti-something weapon, maybe that could be described by a special ability (AAA, SAM).

But this doesn't make sense for a 1-4-1 vs 1-4-1 battle. Would there be anti-infantry supplementary guns?

The way I envision it, a battle between a 1-4-1 and a 1-4-1 should be a pillow-fight. The battle might result in less than 25% damage dealt to each unit -- similar to an arty duel between land and sea units.

However, a 4-1-1 vs 4-1-1 should be a blood-bath. Neither has any armor! Both should take heavy damage. To the death! As it is now, the attacker easily wins 99.9% of the time. Of couse, this is exactly how Firaxis wants it. It is their game. I'm voicing my opinion, my dreams.

A 4-1-1 vs a 1-4-1 should be moderately destructive. Both ratios are 1:1, 4 vs 4 and 1 vs 1. I'm not sure if it should be a fight to the death...

If it's not a fight to the death, then what you're saying makes sense.

However, if it is a fight to the death, then 1-4-1 vs. 1-4-1 would just keep on going until one side is dead.  As such, you'd effectively end up with only one combat strength, similar to Civ4.  Which has nothing wrong with it, but isn't how SMAC/X works.

If you describe exactly how you want things to go, I can make it an option at some point, though it probably won't be that high on the list.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Green1 on July 13, 2014, 10:17:43 AM
This is a matter of unit choice for Ai , too. Choppers suck vs AA garrisons. Does not matter how many attacks it has, chopper will lose. Chopper also can not capture cities. Yes, it owns troops outside bases, Yes, no AA means you get owned. But is it OP?
Title: Re: Wow, choppers are grossly OP !!!
Post by: Nexii on July 13, 2014, 04:15:40 PM
It might be more realistic to make armor reduce damage taken, but would be more difficult to balance.  For example a 4-1 Impact Rover, would get counter-hit 3x harder by a 4-3 Impact Infantry.  To counter this you'd have to put the heaviest armor possible on all unit types.  And since by default armor is costly on all but infantry, you'd see all infantry (with some artillery mix) armies.  It would thus require using something like cost mode 2/4.

It can work mind you.  I'm not saying it's bad to make the best armor required on all units.  In fact, that's probably a good thing and a lot of the reason the defense part of the tree is often ignored. To scale it right armor would reduce damage taken by something like [1-(1/X)] where X is the armor value.  Therefore the damage ratio would stay at about 2 all game.  The difference though is that you end up not having attack or defense units so much as units with certain functions, based on their unit abilities.  It would get complex in other ways though, like how terrain affects the attacker, how do reactors play in to the damage ratio, etc. 
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 13, 2014, 04:39:52 PM
It might be more realistic to make armor reduce damage taken, but would be more difficult to balance.

Unless the "duel to the death" mechanic is changed, there's not much difference between "reduce damage taken" and "increase damage dealt".

Quote
And since by default armor is costly on all but infantry

Actually, by the default rule armor is cheaper on rovers/hovertanks, and to an even greater extent ships, than on infantry, relative to the same effect for weapons.

For example, a 10/1/2 rover costs 2+2/3 times as much as a 10/1/1 infantry (assuming fission reactor, the infantry costs 3 rows, and the rover costs 8 rows), whereas a 1/6/2 rover costs only twice as much as a 1/6/1 infantry (assuming fission reactor, the infantry costs 4 rows, and the rover costs 8.)

Of course, things chance substantially if you have weapons and armor more than 1.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Nexii on July 13, 2014, 05:10:08 PM
Yea, there wouldn't be much difference between weapon and armor in this system, since they would just multiply together to make the combat power.  A 4/3 would be better than a 10/1, and probably cost less (and take less tech).  I guess you could compare that, but I would think only infantry can have much armor and not cost a lot.  Again not a horrible thing in some cases.  Certainly changes the dynamic though.  I would expect artillery use to be very heavy, similar if you increase defense or defense modifiers a lot.  I found in the end flatter unit costs were better, as you also have to account for native life.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Qes on July 15, 2014, 08:11:04 AM
Unless the "duel to the death" mechanic is changed, there's not much difference between "reduce damage taken" and "increase damage dealt".

Yitzi you're kind of my personal hero.  I've long loved this game since it came out back in 1999.  And I've loved the deep immersion it's had, and it probably inspired me to investigate philosophy and critical thought in my formative  years.   But the gameplay always annoyed a bit - and you have without a doubt, provided some of the best fixes to much of what annoyed me in this game I love so much.

But there is still one thing I could never mod, and your fixes have not yet addressed. 

Weapons and Armor in immersion.

Like the people have been discussing in this thread, there is a deep unintuitive nature of combat in that armor is the sole determiner of defense, and weapons are the sole determiner of offense in regards to capability.  Everything else is modifiers.

I have, perhaps the greatest request of you.  And I know that it would not be priority but I see the potential for amazing things and so I must ask:


Would it be possible to change combat substantially?

My ideal would that morale would be a hard number, not a % bonus.  This number would influence your likelihood to "win" a given combat round: damage the enemy and not get damaged.  % Modifiers in all the other ways they exist, could and should still exist.  They wouldnt even need to be changed.  But the Base numbers would be morale.   + modifiers could be differentiated into attack and defense bonii. (So the base number would be a set morale, and modifiers to morale would improve offense or defense base numbers).   This would be an added flavor bonus, since the command nexus blurb explicitly talks about how well thought out plans can beat technology, even with inferior force.

Weapons and armor then, would have new function.  I have long wished for armor to either represent raw hitpoints/power (NOT REACTORS) and for weapons to be essentially a "firepower" mechanic which determines how much damage is done in a given "win" of a combat round.

I would like reactors to remain about the cost of the unit, but perhaps they could serve some other function as well.

I agree wholeheartedly that this would mean that combat would have to be limited to a set amount of rounds (perhaps a combination of the reactors of both units?  Higher reactors = more rounds of combat?)  And that units would not necessarily die from any single combat.  I consider this a VAST improvement over the nature of the game.  It opens up many new avenues of strategy - changes the nature of the support mechanic a bit (saving troops vs tossing them and getting new ones), adds layers of complexity to combat (withdrawal and counterattack) and would have a significant impact on the "Chopper" unit.    It would still be able to attack several times - but now none of those are necessarily guaranteed to kill in one go.  This means it serves the same exact purpose, and with the same effect, but the whole of combat is slowed and retarded so combat feels a bit bigger.

What I have in mind is essentially longer versions of the "Artillery duels" but for standard units.  Artillery themselves would be very useful - because stack bunching is a natural consequence of this change - and artillery can damage multiple units at once - lending them increased utility.


Given all this, i firmly believe SOME things should be all or nothing.  In particular:  PSI and anti-air combat.   Things that can attack the air from the ground should get one shot at it, and if it hits - death.  Air v Air should be to the death.  Here, perhaps reactors could serve as they do now - distance increasers - very very useful for air superiority. (Especially when modded with your tools).   These changes also make PSI combat particularly nasty.  Not merely because of their inherent 3:2 ratio - but also because they'd always be to the death.  They would make excellent shock troops (as the game flavor implies they are) Suddenly sending in the mind worms first becomes ideal rather than questionable.

In summary.  You are my hero.  you've given me back my passion for this game by reinvigorating it.
I beg of you to consider adding these (they should be optional) changes to the Exe so that entire new strategies and games can be played.

-Morale formulae determine combat wins per round (mixed with reactor perhaps? see below)
-Weapon formulae determine combat damage in a 'won' round to enemy
-Armor formulae determine Power/hp (or possibly weapon mitigation? HP seems easier)
-Reactor formulae determine cost and number of combat rounds?  (Maybe reactors determine number of shots taken, and morale determines hits and misses.  Different reactors therefor get different total shots against the opponent in combat)

WITH ALL MY THANKS  ;b;
-Qes

P.S.  This thread and the discussion in it, and the HINT that it might be possible to change this is what encouraged me to post for the first time, and to tip my hat and then throw it in with the rest of you here.  I might not post much but am exceedingly grateful to this community for merely existing.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 15, 2014, 01:05:31 PM

I have, perhaps the greatest request of you.  And I know that it would not be priority but I see the potential for amazing things and so I must ask:


Would it be possible to change combat substantially?


Definitely.

The general rule is that changing how things work is usually fairly easy (unless it's a huge number of changes, such as is involved with allowing more than 7 factions), whereas anything that requires keeping track of new information is hard.

Quote
My ideal would that morale would be a hard number, not a % bonus.  This number would influence your likelihood to "win" a given combat round: damage the enemy and not get damaged.  % Modifiers in all the other ways they exist, could and should still exist.  They wouldnt even need to be changed.  But the Base numbers would be morale.   + modifiers could be differentiated into attack and defense bonii. (So the base number would be a set morale, and modifiers to morale would improve offense or defense base numbers).   This would be an added flavor bonus, since the command nexus blurb explicitly talks about how well thought out plans can beat technology, even with inferior force.

If you describe the exact formulae you want (including how morale would change with MORALE rating, Morale faction ability, facilities, won battles, and time passed in the case of non-faction-controlled native life), I can probably do it at some point.

Quote
Weapons and armor then, would have new function.  I have long wished for armor to either represent raw hitpoints/power (NOT REACTORS) and for weapons to be essentially a "firepower" mechanic which determines how much damage is done in a given "win" of a combat round.

Interesting idea, and should be doable...

Quote
I would like reactors to remain about the cost of the unit, but perhaps they could serve some other function as well.

Cost should be plenty.

Quote
I agree wholeheartedly that this would mean that combat would have to be limited to a set amount of rounds (perhaps a combination of the reactors of both units?  Higher reactors = more rounds of combat?)

Poor idea, as that would mean that a stronger reactor could be worse.

Quote
What I have in mind is essentially longer versions of the "Artillery duels" but for standard units.  Artillery themselves would be very useful - because stack bunching is a natural consequence of this change - and artillery can damage multiple units at once - lending them increased utility.

I believe artillery duels are in fact to the death.  Perhaps you meant artillery attacks against non-artillery?

Quote
Given all this, i firmly believe SOME things should be all or nothing.  In particular:  PSI and anti-air combat.   Things that can attack the air from the ground should get one shot at it, and if it hits - death.  Air v Air should be to the death.  Here, perhaps reactors could serve as they do now - distance increasers - very very useful for air superiority. (Especially when modded with your tools).

What do you mean by distance increasers?
Title: Re: Wow, choppers are grossly OP !!!
Post by: Qes on July 15, 2014, 02:17:52 PM
Yitzi,

My ideas are a bit muddled I admit, and I'm trusting your own judgment on what might be possible, and indeed, preferable.
I am not sure of formula, but I have a general idea of what i'd like as a result of it.

Rough Idea:

5 Main features of any given unit:
Chasis
(Morale)
Weapon
Armor
Reactor

:Chasis:
As it is, the chasis functions as the mobility of the unit - I see no reason to alter or change this, the function is intuitive and pretty good. (Though I raise speeder speed to 3, and hovertanks to 5 - to allow for APC uses on speeders, it changes the game very little.)

:Morale:
The biggest change I'd like is for Morale to be the fundamental decider of capability of a unit.  The skill of the unit if you will.
I imagine that Very Green, Green, Disciplined, Hardened, Veteran, Commando and Elite would all have specific "base" combat values.

Possibility 1- The formula here should roughly run a spectrum between the attack value of 1 to 30ish (as weapons do)  The defense value should run between 1 and 12 as armor does.    If we can create a Morale system which reflects this - then the rest of the game doesnt need its numbers changed. (possibly)

I read the treatise on Morale by someone, and I admit I dont understand quite how the + and ++ modifiers work. I was and am hoping you do.

Possibility 2 - Perhaps there could be a base of 3 attack to 2 defense (seems to work well for PSI)  and Morale, instead of adding % bonii, could provide a direct additive bonus.  Perhaps 1 per level?   And perhaps + and ++ (depending on what they're meant for) could provide bonuses to attack or defense specifically.   This would make Elite INCREDIBLY accurate and nimble against very green troops.  But instead of determining the whole of battle - it would merely determine if the unit "scored a hit" against the opponent.

Possibility 3 - We use the 3:2 model directly, and continue to use Morale as % bonii, changing nothing else.  However this feels so similar to PSI combat, that players might feel confused or befuddled by graphical information describing the battle.

This may also necessitate a very fundamental shift in the way morale is distributed, gained and lost.   Preferably there would be a increasing difficulty to gain higher and higher level troops.  I would think perhaps that military buildings and combat itself should provide the raw base morale, and other morale modifiers should come in offensive and defensive flavors.   SE and Faction choices should obviously have an important role to play, but I'm uncertain if that should be offense/defense bonii/penalty specialties - or raw morale.  (See below)  Base morale should be an investment found in combat and proper infrastructure.
Also - i think Morale gains should occur for surviving units - not necessarily killing units.   If two units fight and neither dies, both should have a possibility of a morale upgrade.  Combat Morale upgrades might have to be tweaked to be even rarer.

Example Morale distribution:
Default Morale:  Green
Appropriate Military Building: +1 Base Morale
Bioenhancement:  +1 Base Morale
High Morale specialty: +1 Base Morale
Combat Promotions: +1 Base Morale

0 MORALE: No change
-1 to -4: Base: Very Green, -1 to -3 MORALE on defense (- mods?)
+1 to +4: Base: Disciplined, +1 to +3 MORALE on offense (+ mods?)
(At first i wanted these to be the opposite, but given the variety of % bonus to defense, and minimal to offense, i figured this should be how it works given that low-morale tend to be builders, and high-morale tend to be armies)   Low morale on the attack and high morale on the defense would be almost even.   However, the reverse would be a HEAVY advantage to the high morale., meaning the builder should counter attack often.
The reverse, low=-offense and high=+defense, means (i think) that fights would be even longer, and high-morale bases could not be taken nearly ever from low-morale attackers.

Other Facilities: (Creche and others?) +1 Defensive Morale or as appropriate.
Native life:  As normal? Not sure how this works
Other modifiers?:  ? Not sure of what else is involved.

I feel like these changes would also influence a few special abilities nicely:  Soporific Gas pods, Dissociative Wave and Blink Displacer

:Weapon: I would like this to be the "damage" inflicted, at perhaps a 1:1 ratio between rating and damage against the target. E.g. an Impact unit would do 4 damage against it's opponent for every successful "hit" it scores.

:Armor:  This I imagine is 10 * the armor rating of the unit - in power/hp.   So synthemetal sentinels would have 20 hp. Plasma sentinels would have 30, as would the res and pulse versions, however they'd get bonii to fighting (still hit bonii/morale/combat, not damage reduction).  Given this - it might mean that armor will need to be changed to accommodate the ever increasing damage of weapons somehow.  Perhaps just a raw .txt file boost.  (It takes a 1-1-1*1 unit 10 shots to kill a 1-1-1*1 ; but it takes a 12-8-1*1 only 7 shots to kill another, etc)

:Reactor:  Cost-alone, as you said, may be sufficient, given that "higher cost" units will now be in greater demand.

***

If done right - a lot of combat should be "similar to" but "more solid" than existing combat.

All of this would necessitate significant changes to the interface describing combat result possibilities.

***Desired Results***

Given the above, units could still serve their respective purposes, generally.  But the AI favors counter attack heavily anyway - and this would suit that end.   Armored units would be very effective at slowing advances, or generally slowing combat down, allowing time for players or AI to counter attack with other more heavily weaponed units (which they do now anyway).  But defense units could not kill on their own - unless the attacker was very poorly armored - making this effective against support units (artillery or pure attack units.)
Support and Non-combat units shouldnt do damage at all to attackers.  But perhaps if they win a given combat round they "escape" and combat immediately ends?  Non-combat penalties would still apply, so the possibility of escape is still low.  Plus given that unit death in general is much slower - they'll tend to survive longer anyway.  Though, by the impact era the odds of a unarmored-non-combat unit surviving an attack from a impact attack unit should be relatively low and probably near impossible for a missile unit.
Pure weapon units would still be viable, but would be primarily for swarm (cheapness) tactics.  As the deathtoll would be high.
Finally the Weapon+Armor units that exist would finally justify their exorbitant costs.

Tactics arising from this could be cheap and underteched units - but ones that are excellent fighters.  Built en mass, they may take forever to accomplish their goal, but they could achieve it.

Also, high tech but few units could accomplish much the same thing - for opposing reasons.

The middleground, held by the ai - would still do well with this, I should hope.

***
Thanks for even considering it!  If you have a simpler way to achieve immersive results, let's just assume I'm a fan of it.
-Qes

EDIT:  Distance increasers =  Speed boosts from reactor, which effectively increases distance.

EDIT2:  Also It'd be preferable to have the results of PSI combats look identical to how they are now.   Deadly, absolute, and 3:2 on land, etc.  This would make it feel even more different than regular combat.

EDIT3:  Oh, and if at all possible, Needlejets and Gravship units attacking non-air-superiority units should function like artillery.

EDIT4(i'll stop now i swear):  Is it possible to have artillery attacks in city squares have a % chance of destroying a facility? Maybe like 1%( /5 for command center, /5 for pressure dome, /20 for tachyon field) per weapon rating?   Best weapon would have a 30% chance, reduced significantly for each building present.  (Perimeter defense doesnt sound like hard bunkers, but a relay/network of scouts)

And is it possible for there to be A) the destruction of a pressure dome for a sea base by this (or probe teams), AND for this to have consequences? (like when sea levels rise? - emergency domes are again constructed but with half the population dying.)
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 15, 2014, 04:56:23 PM
Yitzi,

My ideas are a bit muddled I admit, and I'm trusting your own judgment on what might be possible, and indeed, preferable.
I am not sure of formula, but I have a general idea of what i'd like as a result of it.

Rough Idea:

5 Main features of any given unit:
Chasis
(Morale)
Weapon
Armor
Reactor

:Chasis:
As it is, the chasis functions as the mobility of the unit - I see no reason to alter or change this, the function is intuitive and pretty good. (Though I raise speeder speed to 3, and hovertanks to 5 - to allow for APC uses on speeders, it changes the game very little.)

:Morale:
The biggest change I'd like is for Morale to be the fundamental decider of capability of a unit.  The skill of the unit if you will.
I imagine that Very Green, Green, Disciplined, Hardened, Veteran, Commando and Elite would all have specific "base" combat values.

Possibility 1- The formula here should roughly run a spectrum between the attack value of 1 to 30ish (as weapons do)  The defense value should run between 1 and 12 as armor does.    If we can create a Morale system which reflects this - then the rest of the game doesnt need its numbers changed. (possibly)

I read the treatise on Morale by someone, and I admit I dont understand quite how the + and ++ modifiers work. I was and am hoping you do.

Possibility 2 - Perhaps there could be a base of 3 attack to 2 defense (seems to work well for PSI)  and Morale, instead of adding % bonii, could provide a direct additive bonus.  Perhaps 1 per level?   And perhaps + and ++ (depending on what they're meant for) could provide bonuses to attack or defense specifically.   This would make Elite INCREDIBLY accurate and nimble against very green troops.  But instead of determining the whole of battle - it would merely determine if the unit "scored a hit" against the opponent.

Possibility 3 - We use the 3:2 model directly, and continue to use Morale as % bonii, changing nothing else.  However this feels so similar to PSI combat, that players might feel confused or befuddled by graphical information describing the battle.

This may also necessitate a very fundamental shift in the way morale is distributed, gained and lost.   Preferably there would be a increasing difficulty to gain higher and higher level troops.  I would think perhaps that military buildings and combat itself should provide the raw base morale, and other morale modifiers should come in offensive and defensive flavors.   SE and Faction choices should obviously have an important role to play, but I'm uncertain if that should be offense/defense bonii/penalty specialties - or raw morale.  (See below)  Base morale should be an investment found in combat and proper infrastructure.
Also - i think Morale gains should occur for surviving units - not necessarily killing units.   If two units fight and neither dies, both should have a possibility of a morale upgrade.  Combat Morale upgrades might have to be tweaked to be even rarer.

Example Morale distribution:
Default Morale:  Green
Appropriate Military Building: +1 Base Morale
Bioenhancement:  +1 Base Morale
High Morale specialty: +1 Base Morale
Combat Promotions: +1 Base Morale

0 MORALE: No change
-1 to -4: Base: Very Green, -1 to -3 MORALE on defense (- mods?)
+1 to +4: Base: Disciplined, +1 to +3 MORALE on offense (+ mods?)
(At first i wanted these to be the opposite, but given the variety of % bonus to defense, and minimal to offense, i figured this should be how it works given that low-morale tend to be builders, and high-morale tend to be armies)   Low morale on the attack and high morale on the defense would be almost even.   However, the reverse would be a HEAVY advantage to the high morale., meaning the builder should counter attack often.
The reverse, low=-offense and high=+defense, means (i think) that fights would be even longer, and high-morale bases could not be taken nearly ever from low-morale attackers.

Other Facilities: (Creche and others?) +1 Defensive Morale or as appropriate.
Native life:  As normal? Not sure how this works
Other modifiers?:  ? Not sure of what else is involved.

I feel like these changes would also influence a few special abilities nicely:  Soporific Gas pods, Dissociative Wave and Blink Displacer

:Weapon: I would like this to be the "damage" inflicted, at perhaps a 1:1 ratio between rating and damage against the target. E.g. an Impact unit would do 4 damage against it's opponent for every successful "hit" it scores.

:Armor:  This I imagine is 10 * the armor rating of the unit - in power/hp.   So synthemetal sentinels would have 20 hp. Plasma sentinels would have 30, as would the res and pulse versions, however they'd get bonii to fighting (still hit bonii/morale/combat, not damage reduction).  Given this - it might mean that armor will need to be changed to accommodate the ever increasing damage of weapons somehow.  Perhaps just a raw .txt file boost.  (It takes a 1-1-1*1 unit 10 shots to kill a 1-1-1*1 ; but it takes a 12-8-1*1 only 7 shots to kill another, etc)

:Reactor:  Cost-alone, as you said, may be sufficient, given that "higher cost" units will now be in greater demand.

***

If done right - a lot of combat should be "similar to" but "more solid" than existing combat.

All of this would necessitate significant changes to the interface describing combat result possibilities.

***Desired Results***

Given the above, units could still serve their respective purposes, generally.  But the AI favors counter attack heavily anyway - and this would suit that end.   Armored units would be very effective at slowing advances, or generally slowing combat down, allowing time for players or AI to counter attack with other more heavily weaponed units (which they do now anyway).  But defense units could not kill on their own - unless the attacker was very poorly armored - making this effective against support units (artillery or pure attack units.)
Support and Non-combat units shouldnt do damage at all to attackers.  But perhaps if they win a given combat round they "escape" and combat immediately ends?  Non-combat penalties would still apply, so the possibility of escape is still low.  Plus given that unit death in general is much slower - they'll tend to survive longer anyway.  Though, by the impact era the odds of a unarmored-non-combat unit surviving an attack from a impact attack unit should be relatively low and probably near impossible for a missile unit.
Pure weapon units would still be viable, but would be primarily for swarm (cheapness) tactics.  As the deathtoll would be high.
Finally the Weapon+Armor units that exist would finally justify their exorbitant costs.

Tactics arising from this could be cheap and underteched units - but ones that are excellent fighters.  Built en mass, they may take forever to accomplish their goal, but they could achieve it.

Also, high tech but few units could accomplish much the same thing - for opposing reasons.

The middleground, held by the ai - would still do well with this, I should hope.

***
Thanks for even considering it!  If you have a simpler way to achieve immersive results, let's just assume I'm a fan of it.
-Qes

EDIT:  Distance increasers =  Speed boosts from reactor, which effectively increases distance.

EDIT2:  Also It'd be preferable to have the results of PSI combats look identical to how they are now.   Deadly, absolute, and 3:2 on land, etc.  This would make it feel even more different than regular combat.

EDIT3:  Oh, and if at all possible, Needlejets and Gravship units attacking non-air-superiority units should function like artillery.

EDIT4(i'll stop now i swear):  Is it possible to have artillery attacks in city squares have a % chance of destroying a facility? Maybe like 1%( /5 for command center, /5 for pressure dome, /20 for tachyon field) per weapon rating?   Best weapon would have a 30% chance, reduced significantly for each building present.  (Perimeter defense doesnt sound like hard bunkers, but a relay/network of scouts)

And is it possible for there to be A) the destruction of a pressure dome for a sea base by this (or probe teams), AND for this to have consequences? (like when sea levels rise? - emergency domes are again constructed but with half the population dying.)

I think the best approach would be to multiply the 3:2 or 1:1 (depending on land or sea/air, i.e. the same ratio as for psi) by the morale value.  The question is then what range morale should take (it can go fairly high; 100 would be quite doable, I think), and exactly how it should be affected by promotions and bonuses.

I don't think low MORALE giving a penalty just on defense is such a good approach.  I think it might make more sense for them both to affect primarily offense, so that when builders fight the defender has an advantage but when warlike factions fight the attacker has an advantage.

Everything else you asked about would be doable...but I think that when sea levels rise and a base without a pressure dome ends up in the water, there isn't an emergency dome built, but rather the base is completely destroyed.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Nexii on July 15, 2014, 11:37:11 PM
One thing I never got was why sea was 2:1 for conventional and 1:1 for PSI.  Same with air you could say although AAA counters...with sea there's no terrain to counter.  I tend to put PSI sea and air at 3:2 myself, as the defender can get modifiers and it makes sea popping more viable early game if you are unlucky enough to start on a tiny island.

I guess making armor determine HP or as a damage reducer (functionally equivalent really, since HP regenerates as a %) would alleviate some of the imbalance between attack and defense units.  Sea combat, especially.  Still I think the tendency would be to require full weapon + armor on all units.  That's not bad, as tech should be rewarded.  Just something to keep in mind, that your end result might not be all that different from cost mode 4 with flat weapon and armor costing.  I did try some games with units costing 100+ and what happens then is that native life ends up being universally superior.  Which arguably always gets countered by cheap fission empath units.  But due to defensive choice you end up with a kind of ramping up of defense (you can put trance and standard defender on same tile, and defender has increasing initiative as the stronger defender is chosen).  One thing I wanted to see was native life costing and speed going up with tech, but I'm not sure how viable that really is. 
 
Slower wars where less units are outright killed might not be a bad thing either.  As I play more, I find that ideally you do not war all that much unless you vastly out skill your opponent, or you had a vastly superior start by luck.  Granted the AI doesn't play this way for thematic reasons.  What tends to happen with the current A/D paradigm is that even if you build a lot of defensive units, they lack initiative.  An attacker can just circumvent around a heavily fortified city and conquer everything else, or wait to artillery down the stack.  I think one thing that might help would be to allow retreating for slower units even in battles where the attacker is faster.   I guess what I'm getting at is whether intuitiveness really helps much versus balance.  When you make all units requiring weapon and armor, counters then have to revolve around chassis and special abilities.  Otherwise you just end up with a different single unit type which dominates everything.

So then you have to look at unit functionality, and where they should be strong.
Infantry - powerful for attacking and defending cities (these bonuses exist).
Rovers/Tanks - powerful in open terrain (this bonus exists).

A few of the triangles of 'rock/paper/scissors' would go:
Non-AAA Rovers/Tanks beat AAA infantry, which beat Air, which beat non-AAA Rovers/Tanks
Non-AAA Sea units beat AAA sea units, which beat Air, which beat non-AAA sea units
Non-ECM land beats ECM land, which beats Rovers/Tanks, which beat non-ECM land
Non-Trance/Empath beats Trance/Empath, which beats PSI, which beats non-Trance/Empath.

And so on.  I guess what I mean is that all units need to have a cost effective counter.  So special abilities need to be strong and also have a cost (which they tend to).

I do like the idea of reactors increasing speed of all units, rather than affecting unit cost and HP.  I think then you would see more war as the game goes on.  War would still be best avoided early game.  You have to conquer an enemy very fast to make it worth it, especially when a lot of their facilities get smashed and then considering the C&B drones.  Plus far bases tend to have high energy loss, and cities beyond your largest pact mate also produce much less energy.  Generally I've found 'more crawlers/formers' better than another city.

1-1 to start the game for A:D ratio isn't typical.  The game quickly goes to 4-2 with rovers, and 6-3 around the time of air.  I would say 2:1 is the standard, though it goes beyond 4:1 almost for awhile with Shard 13-3 being typical.  5 rounds to kill an enemy troop is still quite awhile, compared to just one round currently.  You'd want to keep more defense for sure if armor was boosted up.  For example a 10-6 would be 50% stronger than a 13-3...in fact you might see armor tech beelining since armor effectively multiplies weapons which are twice as strong.  Although by doing so you would sacrifice weapons, so it'd be okay I think.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Qes on July 16, 2014, 01:08:56 AM

I think the best approach would be to multiply the 3:2 or 1:1 (depending on land or sea/air, i.e. the same ratio as for psi) by the morale value.  The question is then what range morale should take (it can go fairly high; 100 would be quite doable, I think), and exactly how it should be affected by promotions and bonuses.

Would it be better to have it a multiplicative or additive benefit?  I sorta imagine each level of morale to have a different base, which is then modified by % modifiers.

So, Default 3:2.   -1 for Very Green, 0 for Green, +1 per level above green.  This would put the best attack ratio at 8:1 before modifiers, and the best defense ratio at 2:7. 
If we allow + modifiers to extend beyond "levels" (and be just further additional increases),  then we could have 11:1 best attack ratio, and 2:10 best defense ratio.   

Given various defense % modifiers, this seems very reasonable to me, but I admit i'm not delving into the math too much.  Would it be desirable for the top and bottoms of morale to be further apart?  I worry for low-morale builders.

Quote
I don't think low MORALE giving a penalty just on defense is such a good approach.  I think it might make more sense for them both to affect primarily offense, so that when builders fight the defender has an advantage but when warlike factions fight the attacker has an advantage.

You're right, I think i was just fixated on symmetry for no discernible reason.

A thought occurred to me on PSI combat. MORALE probably should not influence native-lifeforms base-level growth. One should not increase the quality of their produced lifeforms with MORALE settings, I feel.  This would make Native-Life more fickle.  Perhaps we can make it solely influenced by PLANET?  PLANET ratings equate to MORALE settings for produced life forms?  Makes planet a bit more interesting. And would set up some fun Gaian vs Spartan immersion - considering the "high morale" spartans lose to low morale gaians in the story.

(Though to be honest, I never really sussed out how MORALE settings affected native life, it seemed influential but strange.   MORALE in general operates strangely, so I might be mistaken here as to what is happening between them)

Quote
Everything else you asked about would be doable...but I think that when sea levels rise and a base without a pressure dome ends up in the water, there isn't an emergency dome built, but rather the base is completely destroyed.

Actually that sounds kind of awesome.  It might cut down on sea-spam.   Especially if we have "ships attacking sea bases" be artillery based - just like when they attack land bases.
Why do this?  Because it makes thematic sense, and would be more purely destructive.  Other ships in harbor would prevent this - it'd be ships fighting, not shelling the base.  Plus if we include that pressure domes reduce the possibility of facility destruction anyway - it wouldnt be THAT big of a problem - and would force different means of seabase capture.   (Choppers or Amphibious infantry).   More seabases would tend to be destroyed outright, keeping the oceans somewhat volatile.

Probeteams:  Erm...hm, can we simply make this difficult to pull off?  Perhaps an atrocity? (Specifically for that facility in a seabase only?)
*****

I think the tendency would be to require full weapon + armor on all units.

I sorta disagree, but i'd like to playtest to see what realities would bare out.

Right now I see Weapon+Armor units as being the 'semi-standard' of field troops.  For unknown situations and without a specific goal or plan in mind.

Weapon troops (especially high morale ones) would be functionally identical when pressing the attack.   When you get to choose your targets, you can pick your battles, and with morale determining things, it should be easy to assign your weapon-only troops, and they'd be significantly cheaper (allowing the fielding of more of them) than the weapon-armored troops.

Armor troops would also be ideal for cost on defense.   They'd effectively be a wall.  They may not even be designed to "win" battles - but merely buy time for other troops to be made/reinforce their positions.  This would be ideal for builders who might not want to invest very much time and effort into an army, but can "respond" by building one if need be.  Also - while armored troops wouldnt do terribly well against the Weapon/armored category - they'd still do fairly well against the pure weapon troops.   And at a cheaper cost, and with % bonii.  Though Morale here would still rule the day.

Quote
That's not bad, as tech should be rewarded.

I admit i'm really curious how this would turn out.

Quote
I did try some games with units costing 100+ and what happens then is that native life ends up being universally superior.
I think in this kind of game they'd make a great niche unit.  Essentially - excellent shock troops.  But defense would be questionable if PSI-combat always leads to a kill.

Quote
Slower wars where less units are outright killed might not be a bad thing either.  As I play more, I find that ideally you do not war all that much unless you vastly out skill your opponent, or you had a vastly superior start by luck.  Granted the AI doesn't play this way for thematic reasons.  What tends to happen with the current A/D paradigm is that even if you build a lot of defensive units, they lack initiative.  An attacker can just circumvent around a heavily fortified city and conquer everything else, or wait to artillery down the stack.  I think one thing that might help would be to allow retreating for slower units even in battles where the attacker is faster.   I guess what I'm getting at is whether intuitiveness really helps much versus balance.

I think that's exactly what intuitiveness winds up doing.  I'd argue that as it stands, the game is heavily geared towards blitzkrieg.  Initiative/surprise is truly king. And I suppose that should be, on some level, rewarded.   But as this is not a tactical but strategic level of a game, I'd prefer to mitigate it *somewhat.*   Counter attacks are more viable when holding ground and retreat are possible.  Elongating fights, even slightly, will change the nature of maneuverability significantly.  Fast units (and multiple attacks) will then serve very directly the blitzkrieg mentality, and allow for dynamic battles within a given conflict.  But first units must be seen as actual occupational hazards, rather than speed bumps.

Quote
When you make all units requiring weapon and armor, counters then have to revolve around chassis and special abilities.  Otherwise you just end up with a different single unit type which dominates everything.
I dont think it's requisite - it's merely a new viability.  Previously there were fewer and fewer reasons to have "weapon+armor" type units as the game progresses.   Now there is a reason, but it doesnt negate the specialists.

Quote
So then you have to look at unit functionality, and where they should be strong.
Infantry - powerful for attacking and defending cities (these bonuses exist).
Rovers/Tanks - powerful in open terrain (this bonus exists).

A few of the triangles of 'rock/paper/scissors' would go:
Non-AAA Rovers/Tanks beat AAA infantry, which beat Air, which beat non-AAA Rovers/Tanks
Non-AAA Sea units beat AAA sea units, which beat Air, which beat non-AAA sea units
Non-ECM land beats ECM land, which beats Rovers/Tanks, which beat non-ECM land
Non-Trance/Empath beats Trance/Empath, which beats PSI, which beats non-Trance/Empath.

And so on.  I guess what I mean is that all units need to have a cost effective counter.  So special abilities need to be strong and also have a cost (which they tend to).

I do like the idea of reactors increasing speed of all units, rather than affecting unit cost and HP.  I think then you would see more war as the game goes on.  War would still be best avoided early game.  You have to conquer an enemy very fast to make it worth it, especially when a lot of their facilities get smashed and then considering the C&B drones.  Plus far bases tend to have high energy loss, and cities beyond your largest pact mate also produce much less energy.  Generally I've found 'more crawlers/formers' better than another city.

1-1 to start the game for A:D ratio isn't typical.  The game quickly goes to 4-2 with rovers, and 6-3 around the time of air.  I would say 2:1 is the standard, though it goes beyond 4:1 almost for awhile with Shard 13-3 being typical.  5 rounds to kill an enemy troop is still quite awhile, compared to just one round currently.  You'd want to keep more defense for sure if armor was boosted up.  For example a 10-6 would be 50% stronger than a 13-3...in fact you might see armor tech beelining since armor effectively multiplies weapons which are twice as strong.  Although by doing so you would sacrifice weapons, so it'd be okay I think.

This would all have to be played with to get right.  And I'm ok with old standard strategies not surviving as long as a few replacements (that are intuitive or nifty) replace them.

Consider that chop and drop is still viable - but now serves more of a niche role rather than standard practice in this system.  You're simply not going to empty a base with one or two choppers anymore.  And those choppers might not survive the attempt without support and backup.

Needlejets/gravships (as artillery) would be profoundly useful for their ability to hit multiple units.  They would truly be "air support" as ground troops could mop up after much more easily.

Artillery would be almost universally more useful in general, etc.

Essentially this would become true:   Cost = utility.  The more expensive a unit, the generally more useful it would be. Across the board.   And because of this - IN-EXPENSE of units would itself become a more profound utility.   Sacrifice of some quality for quantity would still be viable.

As it stands, there are some units where it is simply not useful to build:   Needlejets with armor, Armored Hovertanks, and weapon-using defenders.  Now there would be a reason but not a necessity.


****

SE Questions:

Is it possible to extend some SE qualities beyond their base?  Like could we provide benefits for higher levels of POLICE,  bigger ranges of consequences for PROBE and SUPPORT and ECONOMY?

I have personally refined the 7 original factions to feel far more distinct from one another and embrace their philosophies more obviously, while still being balanced. So I have changed all the SE settings accordingly.  But I'm always limited in that, at certain points, extra levels into the positives and negatives of some SE effects simply dont differentiate.  SUPPORT and POLICE are the most glaring.

BUT I'd even like to change the nature of "ECONOMY" itself.  Right now, ECONOMY really means (to a point) "Extraction"   I always envisioned ECONOMY to mean essentially "transfer"

I would *love* to move the + Energy bonuses for squares (not base) to the INDUSTRY SE effect (maybe at +3/+5?), and to replace ECONOMY's effect with specialists benefits.  It would also be great to be able to punish negative economy further.

-5 -3 Energy per base -2 commerce levels
-4 -2 Energy per base -2 commerce levels
-3 -2 Energy per base -1 commerce level
-2 -1 Energy per base -1 commerce level
-1 -1 Energy per base
0  Normal
1 +1 Energy per base +1 commerce level
2 +2 Energy per base +2 commerce level
3 +3 Energy per base +3 commerce levels, +1 Specialist ops/energy production
4 +4 Energy per base +4 commerce levels, +2 specialist ops production
5 +5 Energy per base +5 commerce levels, +2 specialist energy, -1 nutrient requirements per "worker"

The working classes (the tile-workers) would only consume 1 food each at level 5 economy, allowing for more specialists.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 16, 2014, 03:07:41 AM
Would it be better to have it a multiplicative or additive benefit?  I sorta imagine each level of morale to have a different base, which is then modified by % modifiers.

So, Default 3:2.   -1 for Very Green, 0 for Green, +1 per level above green.  This would put the best attack ratio at 8:1 before modifiers, and the best defense ratio at 2:7. 
If we allow + modifiers to extend beyond "levels" (and be just further additional increases),  then we could have 11:1 best attack ratio, and 2:10 best defense ratio.

If you make it additive, then high-morale fights will be nearly even, whereas low-morale fights will be strongly attacker-favored.  I don't think that'll result in the sort of play you want (most likely, it'll cause builder wars to be more vicious than wars between militant powers).

Quote
Would it be desirable for the top and bottoms of morale to be further apart?  I worry for low-morale builders.

It is important to balance the morale advantage to be strong enough but not too strong, and I'm not really sure what would be the best approach.  But when you decide, I can (once I finish everything that's higher priority) almost certainly implement it.

Quote
A thought occurred to me on PSI combat. MORALE probably should not influence native-lifeforms base-level growth. One should not increase the quality of their produced lifeforms with MORALE settings, I feel.  This would make Native-Life more fickle.  Perhaps we can make it solely influenced by PLANET?  PLANET ratings equate to MORALE settings for produced life forms?  Makes planet a bit more interesting. And would set up some fun Gaian vs Spartan immersion - considering the "high morale" spartans lose to low morale gaians in the story.

Would be interesting.

Quote
Though to be honest, I never really sussed out how MORALE settings affected native life, it seemed influential but strange.   MORALE in general operates strangely, so I might be mistaken here as to what is happening between them

I think MORALE has no effect on native life...but we'd still have to figure out how lifecycle works, as it'd play the same role as morale.

Quote
Actually that sounds kind of awesome.  It might cut down on sea-spam.   Especially if we have "ships attacking sea bases" be artillery based - just like when they attack land bases.
Why do this?  Because it makes thematic sense, and would be more purely destructive.  Other ships in harbor would prevent this - it'd be ships fighting, not shelling the base.  Plus if we include that pressure domes reduce the possibility of facility destruction anyway - it wouldnt be THAT big of a problem - and would force different means of seabase capture.   (Choppers or Amphibious infantry).   More seabases would tend to be destroyed outright, keeping the oceans somewhat volatile.

Might make Pirates unplayable, though.

Quote
Probeteams:  Erm...hm, can we simply make this difficult to pull off?  Perhaps an atrocity? (Specifically for that facility in a seabase only?

Yeah, that shouldn't be too hard as these things go.

Quote
SE Questions:

Is it possible to extend some SE qualities beyond their base?  Like could we provide benefits for higher levels of POLICE,  bigger ranges of consequences for PROBE and SUPPORT and ECONOMY?

Definitely.  You describe it, and I can probably (eventually) add it.  Keep in mind it might be a while, though...
Title: Re: Wow, choppers are grossly OP !!!
Post by: Nexii on July 16, 2014, 04:25:52 AM
Well if you make it so unit HP = 10*armor value, then unarmored air and rovers will only have 10 HP.  That won't be very useful when standard ground troops have 30 HP (Plasma) plus hit back for their weapon damage, and then add in things like ECM/AAA.  Those same defensive modifiers may create a lot of stalemates if the defender hits back at 100% plus their modifiers.  Currently the defensive aspect is based around 2:1 ratio (arguably flawed) and having every unit attack with its weapon would change that to 1:1.  If fights are not to the death so much then I suppose the attacker can get away with fighting battles that result in more damage taken to them.  I still say it's very hard and not worth it to conquer an equally skilled player; even in the climate of very aggressive and fast styles like chop and drop or rover rushing.  Mostly because beyond very early, infiltrate will let you see it coming a mile away.  Now if PROBE modified infiltrate, that would change things.  Also the benefit of pacting others and trading techs is immense.  Playing against the AI you can think it's a war game; but its really one more of diplomacy and trading like its older successor Civilization.  Only very late is war worth it as a desperation measure, when behind.  Now this can be changed too, ironically by lowering building costs you can make a more aggressive game.  Players can choose whether to then sink that into pods/formers/crawlers (play economic), or probes and army (play aggressive).  Both should have their merits.

Making PLANET give +native lifecycles would probably make more sense than the current +10% PLANET on attack per rank.  But it's pretty similar end effect really.  PLANET can already be quite powerful especially if you mod ecodamage.  Ecodamage should be the main consideration for PLANET rating...native life capture and use secondary.  INDUSTRY should only relate to minerals production though.  Making INDUSTRY boost energy doesn't really make sense to me.  INDUSTRY already synergizes with both itself and energy production very well (due to build rush).  Probably INDUSTRY should have been a production modifier rather than cost modifier.  Cost modifier means many exploits such as where you tank and then raise INDUSTRY to complete an SP fast using supply crawlers.  INDUSTRY thus being something like +X minerals per base, or +X minerals per square (more elegantly, perhaps just -X%/+X% minerals production).  ECONOMY should only factor in for energy production and commerce.  I suppose nutrients consumed is a decent idea but that would fit more with higher levels of the GROWTH SE.  Making higher GROWTH affect N production would be another idea.  But I think you'd see potential starvation if you switched out of the SE.  That could be the risk I suppose if vendetta was declared on you.  The current way GROWTH is handled is pretty good I'd argue as it doesn't allow you to outgrow your natural N production.  The main flaw is that sometimes you can't get +1N from that next worker (usually due to drone control, but it could result from bad terrain, or more rarely no more terrain).  A base that's just grown will immediately starve resulting in all the N used to make that worker to be lost.  I think the fix for that in Civ2 was to make it so a base that grows only uses half its nutrients (to give some reasonable time to convoy or increase N, a city would never consume all its food at once in typical circumstances).  Once you use pop booming later in the game this isn't seen as much, since it requires +2N the next worker will usually be fed whether it is a PSYCH specialist or not.

I feel another logical inconsistency in SMAC is the way that PSI and conventional weapons are used.  You can see the developers didn't really think this design through when looking at how conventional artillery vs PSI defender is treated.  I don't think that a non-PSI unit would be downgrading to hand weapons ('1', though multiplied to '3' on attack or '2' on defense) vs a PSI unit.  A non PSI unit would always be using their given conventional weaponry to fight (i.e. Missile, Shard, or whatever), and their damage taken *from* PSI would depend on the differential between attacker and defender's morale (not armor).  Thus PSI would be a % based attack (as it is now, technically)...either to the death or not it will work.  To balance this, native life needs to increase in HP as the game goes on (which may not be possible, I guess Yitzi would have to say).  If it can't then armor costs would have to be flat in lieu to keep the PSI vs conventional balance in check.  Unfortunately flat armor costs end up with all units having the heaviest armor possible and doesn't really fix the artillery vs native problem.  PSI armor, well that is also a complexity.  Right now it's not that useful anyways.  Most likely it could be changed to give HP dependent on MORALE (20*rank or something similar).  That or it could be a true counter to PSI attack, giving a strong damage reduction when defending vs PSI (but low total HP, so conventional weapons crush it).
Title: Re: Wow, choppers are grossly OP !!!
Post by: Qes on July 16, 2014, 06:38:24 AM
Yitzi
(click to show/hide)

***
Nexii
(click to show/hide)

Quote
  Mostly because beyond very early, infiltrate will let you see it coming a mile away.  Now if PROBE modified infiltrate, that would change things.


I always thought this should be slightly different too.  Even with given rules.   Yitzi - would it be possible to modify the Infiltrate Datalinks option to a time limit?   Perhaps 10 or 20 years?  We have to assume societiies upgrade their security every once in a while - which would require a new infiltration (and to notice it was absent).


ON INDUSTRY and Concepts
(click to show/hide)

On PSI combat
(click to show/hide)
I think personally, if I were on planet, I'd not do so well in the Gaian faction.  "IT'S PUSTULATING AT ME, KILL IT WITH FIRE."


EDITS:  Spoilered to reduce length of post
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 16, 2014, 12:55:29 PM
Well if you make it so unit HP = 10*armor value, then unarmored air and rovers will only have 10 HP.  That won't be very useful when standard ground troops have 30 HP (Plasma) plus hit back for their weapon damage, and then add in things like ECM/AAA.

Unless the air/rovers are high enough morale to almost never lose the round and/or used against low-armor targets only.

Quote
Currently the defensive aspect is based around 2:1 ratio (arguably flawed) and having every unit attack with its weapon would change that to 1:1.

Not if the attacker gets an automatic bonus to its strength for the round.

Quote
If fights are not to the death so much then I suppose the attacker can get away with fighting battles that result in more damage taken to them.  I still say it's very hard and not worth it to conquer an equally skilled player; even in the climate of very aggressive and fast styles like chop and drop or rover rushing.

I think that making it unfeasible to conquer an equal-strength opponent is probably a good thing, as it helps keep the game long enough to be interesting.

Quote
Mostly because beyond very early, infiltrate will let you see it coming a mile away.  Now if PROBE modified infiltrate, that would change things.

That is actually up on the list before I start taking requests (though it'll take some doing to make it possible to store the information of turns left to infiltrate); what we're discussing here is just one possible request for when I start taking requests.

Quote
Now this can be changed too, ironically by lowering building costs you can make a more aggressive game.  Players can choose whether to then sink that into pods/formers/crawlers (play economic), or probes and army (play aggressive).  Both should have their merits.

Even without lowering building costs, an aggressive player can simply not build all the energy-multiplier buildings, or wage war somewhat later when production rate pulls ahead of tech rate.

Quote
Making PLANET give +native lifecycles would probably make more sense than the current +10% PLANET on attack per rank.  But it's pretty similar end effect really.  PLANET can already be quite powerful especially if you mod ecodamage.  Ecodamage should be the main consideration for PLANET rating...native life capture and use secondary.  INDUSTRY should only relate to minerals production though.  Making INDUSTRY boost energy doesn't really make sense to me.  INDUSTRY already synergizes with both itself and energy production very well (due to build rush).  Probably INDUSTRY should have been a production modifier rather than cost modifier.  Cost modifier means many exploits such as where you tank and then raise INDUSTRY to complete an SP fast using supply crawlers.  INDUSTRY thus being something like +X minerals per base, or +X minerals per square (more elegantly, perhaps just -X%/+X% minerals production).  ECONOMY should only factor in for energy production and commerce.  I suppose nutrients consumed is a decent idea but that would fit more with higher levels of the GROWTH SE.  Making higher GROWTH affect N production would be another idea.  But I think you'd see potential starvation if you switched out of the SE.  That could be the risk I suppose if vendetta was declared on you.  The current way GROWTH is handled is pretty good I'd argue as it doesn't allow you to outgrow your natural N production.  The main flaw is that sometimes you can't get +1N from that next worker (usually due to drone control, but it could result from bad terrain, or more rarely no more terrain).  A base that's just grown will immediately starve resulting in all the N used to make that worker to be lost.  I think the fix for that in Civ2 was to make it so a base that grows only uses half its nutrients (to give some reasonable time to convoy or increase N, a city would never consume all its food at once in typical circumstances).  Once you use pop booming later in the game this isn't seen as much, since it requires +2N the next worker will usually be fed whether it is a PSYCH specialist or not.

The "uses only half its nutrients" in civ2 was the effect of the granary, which in SMAC is covered by the GROWTH effect of the children's creche.

That said, everything you mention can probably be adjusted by changes; just describe what you want once I start taking requests.

Quote
I feel another logical inconsistency in SMAC is the way that PSI and conventional weapons are used.  You can see the developers didn't really think this design through when looking at how conventional artillery vs PSI defender is treated.

That is actually treated now as conventional artillery vs. unarmored non-PSI defender; I'm planning to give the option to change that, though.

Quote
I don't think that a non-PSI unit would be downgrading to hand weapons ('1', though multiplied to '3' on attack or '2' on defense) vs a PSI unit.

Actually, vs. PSI units you'd use flame guns or the like, because normal weapons aren't very effective against worm swarms, so making weapon not matter does sort of make sense.

Quote
PSI armor, well that is also a complexity.  Right now it's not that useful anyways.  Most likely it could be changed to give HP dependent on MORALE (20*rank or something similar).  That or it could be a true counter to PSI attack, giving a strong damage reduction when defending vs PSI (but low total HP, so conventional weapons crush it).

Yeah, we'd have to figure out how to make that work too.

I feel like, strangely, this makes more sense.   Builders, or the inexperienced would fight more desperate and aggressive struggles, while the experienced would be forced to calculate moves and tactics rather than mere strategy.  But that's arguable and your point is well made.

You'll be the one making the request, so just let me know when it's time what exactly you want.

Quote
Yeah, I realize that you're quite busy with your plans. (Which by the way took some severe investigatory work to find.   Your work deserves a "features list" with your notes attached. A miniwiki of it's own: preferably including all that stuff from the "gonna do next" thread I saw.)

I'll consider it.

Quote
I always thought this should be slightly different too.  Even with given rules.   Yitzi - would it be possible to modify the Infiltrate Datalinks option to a time limit?   Perhaps 10 or 20 years?  We have to assume societiies upgrade their security every once in a while - which would require a new infiltration (and to notice it was absent).

It's on the list.

Quote
IN FACT.  If I had one superwish - it would be that we drop the concept of "minerals" and revert back to "production" of some kind abstractly.   And I wish that we could have a specialist citizen who produces "minerals/production."

Specialists for minerals/production could be fairly difficult...

Quote
Hurrying units should be inexpensive in comparison to facilities, which in turn should be inexpensive compared to Secret Projects.  Though I am personally of the belief that while secret projects are being built - both (local)economy AND minerals should add to their construction.  (Perhaps make them more expensive to compensate)

I also feel like building colony pods should be constructed with nutrients AND minerals (again increasing expense as necessary)

All this could be done.

Quote
I also generally wish population growth was separated from nutrient supply in general (as poor food-security nations tend to have higher population growth, and birthrates are not quite directly linked to food supplies), but that is an issue with abstraction that the whole of these games suffer from - so it's just quibbling at that point.

Might still be doable, if you can describe how things should work instead.

Quote
Speaking of which.  THE BIGGEST MYSTERY IN SMAC is this:
How did the Gaians capture their first mind worm boil?  I wanna know how that worked.  Did the mindworm boil the Gaian scout patrol happen to find share an affinity for kale and they bonded?  Mindworm submission is a strange idea. "Mom they followed me home, can I keep them?"

Not sure, though the novelization might explain it better.
Title: Re: Wow, choppers are grossly OP !!!
Post by: TarMinyatur on July 16, 2014, 07:47:29 PM
Quote

If it's not a fight to the death, then what you're saying makes sense.

However, if it is a fight to the death, then 1-4-1 vs. 1-4-1 would just keep on going until one side is dead.  As such, you'd effectively end up with only one combat strength, similar to Civ4.  Which has nothing wrong with it, but isn't how SMAC/X works.

If you describe exactly how you want things to go, I can make it an option at some point, though it probably won't be that high on the list.

Yes. Most combat would not be a fight to the death, unless the Weapon/Armor quotients are strongly in favor of it. In a 10-1 vs 10-1 duel, one faction should definitely perish. In a 1-6 vs 1-6 skirmish, neither side should take more than, let's say, 16.6% damage, based on Weapon/Armor.

As others have mentioned, there's no point in replacing one low-diversity system for another. There should be uses for unarmored combat units. Perhaps unarmored infantry units could enjoy an extra move, or disengage like speeders sometimes do.

I'll give this some more thought when I have time to do the mathematics.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Nexii on July 17, 2014, 12:18:53 AM
I think low armored and low weapon units should be more discouraged than encouraged.  It's really easy to say de-power this tech and that, and eventually you have little incentive to tech.  Unit variety can come from chassis and ability choice.  The exercise of trying to get the most cost efficient weapon and armor is a rather tedious one.   For example, if you cost armor too high, then non-armored is more efficient vs PSI.  Is that very intuitive?  For that matter, is hand weapons being *more* cost effective vs PSI intuitive?  I'd argue not.  It's a bit silly...I think the devs intended conventional to be more neutral. 

Probably both weapon and armor cost should be flat.  At least that's what I'm going to experiment with next in a few games.  It should make momentum feel more like it since you can upgrade units for free.  I'll see how it goes though.

Title: Re: Wow, choppers are grossly OP !!!
Post by: Qes on July 17, 2014, 09:50:16 AM
Specialists for minerals/production could be fairly difficult...

What about specialists that add marginal "industry" like effects?  Like -5% mineral costs in that base? (2 specialists would equal a +1 industry effect in that base, essentially) would that be easier?  Or is that giving new functions to specialists itself is the problem?

Generally the weapon/armor relationships is my biggest concern.  Everything else is just mind gravy and still not very solid in my head for what I want.  It would need wider discussion from the multiplayers and calculators out there.

I think low armored and low weapon units should be more discouraged than encouraged.  It's really easy to say de-power this tech and that, and eventually you have little incentive to tech.  Unit variety can come from chassis and ability choice.  The exercise of trying to get the most cost efficient weapon and armor is a rather tedious one.   For example, if you cost armor too high, then non-armored is more efficient vs PSI.  Is that very intuitive?  For that matter, is hand weapons being *more* cost effective vs PSI intuitive?  I'd argue not.  It's a bit silly...I think the devs intended conventional to be more neutral. 

That entirely depends on how you view PSI-combat.  If you view it as "yet another kind of combat," sure, you're right.   But I view it as a strange and alien sort of warfare.  Secret, more than a little morally ambiguous, and highly dangerous.  It is not straight forward.  In a way, it is marginally terrorist and non-linear.

The use of Gunships, Tanks, Aireborne infantry, and Battleships against, say, a terrorist cell is largely OVERSPENDING on a problem.  Where as calculated spy-networks and applied intelligence and special forces are probably more reasonable to combat that method of warfare.  It IS a cost-benefit analysis.   If you can kill something with a battleship 22-inch gun, or a .22 caliber handgun, the .22 handgun is the BETTER choice for its cost.

This isnt a departure, in my esteem, from normal military thinking.   If your biggest problem at the moment is not other factions, but PLANET itself, and a flame gun is the best weapon available to purge mindworms;  then you'll use flame guns - with every single unit.    Weapons and armor are useful in fighting mindworms because they are not a physical threat.  So you're not going to treat them like a physical threat and produce heavy infantry and tanks to combat them.  You're gonna train and hire scouts and rangers who know their job and require minimal equipment to accomplish it.  You wouldnt send these patrols into situations of war with a heavily armed infantry.  But you will send them out as exterminators to take care of your pest problem.

Quote
Probably both weapon and armor cost should be flat.  At least that's what I'm going to experiment with next in a few games.  It should make momentum feel more like it since you can upgrade units for free.  I'll see how it goes though.

I would generally like to retard the advantages of momentum.  As in history, and general game play, I find that momentum tends to be a double edged sword. I like for there to be a bell curve.  One can conquer the world, but the more one conquers, the more problems one faces, and the sources of problems multiply (and often become internal).

I would like the vast majorities of wars to be fought for dominance of the moment, not for the total-war that has been the halmark of most game conflicts.    War, with the progression of technology, has become less and less about the extinction of the loser.   It has turned more and more into the occupation/subjugation and oppression of the loser.  There are exceptions to this in history, but they are farther back in history, and become increasingly rare with population sizes and technological advance.

I would like war to be more about the temporary "confinement" of a problem.   A rival set back on his heels, perhaps indefinitely, but not eliminated.  I think that captured cities should not be able to produce UNITS, of any kind, until the "captured base" problem goes away.  They may produce facilities, and perhaps energy, but no units.  As the only volunteers for the job should be mistrusted by both the rioters and the new occupational force.  It would also mean that cities must be defended with the force BROUGHT to it.  I also think Hurrying should be completely barred in the new city until the conquered problem is resolved, because contractors to finish projects, and facilities probably are untrustworthy.  (Or at the very least, hurry costs should be quintupled.)   I also think that if someon recaptures a base and liberates it - the base should experience a temporary (same as captured base length?) TALENT boost.  The people are glad to be back with their faction - back to what they know. (Even if it's hive-life...people are comfortable with what they know).  Or perhaps this can and should be influenced by SE mechanics.

I wish very much that citizens were assigned factions. (Like culture mechanics in later games, but slightly different).  I wish these faction assignments would determine not only the loyalty and ratio of Talents/drones that a base has - but also the productivity and subterfuge actions that could happen independent of other factions.  It'd be neat if a city could rebel and create units to fight small civil wars.  As opposed to merely joining other factions.  I would like also for riots to increase drones in OTHER bases.  As any leader who could allow his bases to descend that far into chaos could and should be questioned.

I also think that TALENT/DRONE ratios should greatly affect politics throughout the world.  Having more talents should somehow be enviable.  Having more drones should be looked down on.   In fact, I wish we could complicate the "drone riot" mechanic all together.

I would love to see bases of nothing but drones - but that wouldnt mean that riots occur: perhaps due to police, se choices, or other factors.
I'd love to see bases with almost nothing but talents, but the single drone causes regular rioting - do again to various factors.

I'm not sure how to influence this, but it would add a great deal of breadth and immersion to a fantastic game.  It would be particularly great if drones served a PURPOSE for having.  Some Machiavellian distopian productive reason.  Drones of the hive should be a common sight.   Talents too should be a purpose, other than population booms and countering drones.

After all, I'm always curious about why the game says "Dont go, the drones need you, they look up to you..."   And I think...but I have no drones...

I'm not yet sure how this would look mechanically.

EDIT:
A REALLY fun idea would be very difficult to implement:

When a base is captured, it produces automatically and instantly (but still costing minerals to the base and non-dispandable.) probe teams.  The number would be equivalent to the number of excess talents (positive psyche) the city previously had. These probe teams would belong to the faction that lost the base.  We could even call them "Dissenters."    These probe teams would have a special kind of probe function, that would make ALL actions by them cost 0 credits, but they would not be able to convert military units. Instead, they'd have a kind of artillery function and could damage units only, they could also destroy improvements.  Essentially they'd be similar to Paritsans from Civ2, but with diplomatic functions.   Also they should retreat from EVERY battle as soon as they can. (Speeder mentality, but assumed loss at the start of combat).  This would not apply if fighting a real probeteam.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 17, 2014, 06:33:13 PM
What about specialists that add marginal "industry" like effects?  Like -5% mineral costs in that base? (2 specialists would equal a +1 industry effect in that base, essentially) would that be easier?  Or is that giving new functions to specialists itself is the problem?

The problem isn't one of new functions to specialists so much as new types of specialists.

Although now that I think of it, since a base never uses all the specialist types together anyway, it probably could be set up...though it might require help from our graphics designers to make the appropriate sort of specialists for everything, and would be a fairly sizable project in any case.

Quote
Generally the weapon/armor relationships is my biggest concern.  Everything else is just mind gravy and still not very solid in my head for what I want.  It would need wider discussion from the multiplayers and calculators out there.

The weapon/armor relationship, and the resulting effects on morale, also didn't seem quite that solid.

Quote
I would like war to be more about the temporary "confinement" of a problem.   A rival set back on his heels, perhaps indefinitely, but not eliminated.  I think that captured cities should not be able to produce UNITS, of any kind, until the "captured base" problem goes away.  They may produce facilities, and perhaps energy, but no units.  As the only volunteers for the job should be mistrusted by both the rioters and the new occupational force.  It would also mean that cities must be defended with the force BROUGHT to it.  I also think Hurrying should be completely barred in the new city until the conquered problem is resolved, because contractors to finish projects, and facilities probably are untrustworthy.  (Or at the very least, hurry costs should be quintupled.)   I also think that if someon recaptures a base and liberates it - the base should experience a temporary (same as captured base length?) TALENT boost.  The people are glad to be back with their faction - back to what they know. (Even if it's hive-life...people are comfortable with what they know).  Or perhaps this can and should be influenced by SE mechanics.

All this would probably be doable...

Quote
I wish very much that citizens were assigned factions.

This is probably not feasible.

Quote
It'd be neat if a city could rebel and create units to fight small civil wars.  As opposed to merely joining other factions.

This is a special form of "more than seven factions", which is not feasible.

Quote
I would like also for riots to increase drones in OTHER bases.  As any leader who could allow his bases to descend that far into chaos could and should be questioned.

This would be doable, but fairly tricky.

Quote
I also think that TALENT/DRONE ratios should greatly affect politics throughout the world.  Having more talents should somehow be enviable.  Having more drones should be looked down on.   In fact, I wish we could complicate the "drone riot" mechanic all together.

When you decide what you want, I can probably tell you if it's feasible.


Quote
A REALLY fun idea would be very difficult to implement:

When a base is captured, it produces automatically and instantly (but still costing minerals to the base and non-dispandable.) probe teams.  The number would be equivalent to the number of excess talents (positive psyche) the city previously had. These probe teams would belong to the faction that lost the base.  We could even call them "Dissenters."    These probe teams would have a special kind of probe function, that would make ALL actions by them cost 0 credits, but they would not be able to convert military units. Instead, they'd have a kind of artillery function and could damage units only, they could also destroy improvements.  Essentially they'd be similar to Paritsans from Civ2, but with diplomatic functions.   Also they should retreat from EVERY battle as soon as they can. (Speeder mentality, but assumed loss at the start of combat).  This would not apply if fighting a real probeteam.

Probe teams don't actually cost support...and what you describe would probably be doable but fairly difficult.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Qes on July 18, 2014, 05:44:47 AM

The weapon/armor relationship, and the resulting effects on morale, also didn't seem quite that solid.

I hope the idea is understood, if not the implementation. :(

Quote
All this would probably be doable...
When/if you get around to requests, I'll hope to endeavor to come up with some kind of design document to express my wish, something more concrete.  Though, life can and does get in the way, I usually eventually come back to SMAC.  Thanks for listening.

Do you have any design wishes that you're thinking on?   What would you like to see in smac more?

Quote
Probe teams don't actually cost support...and what you describe would probably be doable but fairly difficult.

Right, I was hoping these special probe teams could require support.  A draining "rabble" of sorts.   But again, this is all just wishful thinking.  The primary thing I want is to find a way to get over the immersion skip of weapons and armor purposes.

Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 18, 2014, 12:52:19 PM

The weapon/armor relationship, and the resulting effects on morale, also didn't seem quite that solid.

I hope the idea is understood, if not the implementation. :(

Yeah, the basic idea is understood, but not well enough to clearly decide on an implementation (though if I thought about it I could probably come up with something), and I can't implement it without an implementation.

Quote
Do you have any design wishes that you're thinking on?

Of course; where do you think the "short list" comes from?

Quote
Right, I was hoping these special probe teams could require support.

Would be doable, though perhaps not that realistic to have them automatically take support rather than having to take actions to steal it.

Quote
But again, this is all just wishful thinking.  The primary thing I want is to find a way to get over the immersion skip of weapons and armor purposes.

I'm thinking it over, and I can probably come up with a good implementation.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Nexii on July 19, 2014, 07:07:47 AM
More talents do give Golden Age, which is +1 ECON, +2 GROWTH for the base.  That's quite significant.  I suppose one idea for eliminating drone riot mechanic is to make 'soft' inefficiencies/bonuses rather than riots and possibly GA.  How would this work?  Well, you could modify the FOP of each individual worker (or more simply, each drone/talent could give base FOP +/-).  Kind of like a satellite, I supppose.  For example each talent might produce +1E.  Each drone might subtract 1E, superdrone maybe 1M or 1E additional over drone.  I guess ideally it could be customized, I think  +/- to N might be quite powerful, but might work too.  One thing I'd note though is that workers are already a lot better than specialists.  Not sure if I really like the idea of boosting Talents even more.  Also POLICE tends to get outclassed by EFFIC/PSYCH late (though can argue the opposite early game).  I guess it's debatable though with Self Aware Colony and and Punishment Spheres (which can be modded cheaper to be useful to have +POLICE SE). 

I've modded unit costs like this (mode 2): Infantry 20, Rover 30, Needlejet 40, Chopper 60, Foil 40, Cruiser 40, Gravship 40, for any combat weapon/armor/reactor.  Upgrade cost = mineral cost, though I might double this.  It makes the popular IA/EnvEco beeline much more risky.  If you want things to be a little more defendable from momentum style, one option is to mod sensor arrays to be more powerful.  Another is to decrease the costs of Perimeter Defense and Tachyon Field.  I guess it's up to interpretation but I never took the game/devs as intending higher units to be worse against native/PSI or that conventional troops use hand weapons to fight PSI (i.e. the flame guns that are mentioned once I think in the early SP CDF, could just be early game 1/3 sentinels).  The factor of 1/2/3 just represents that neutrality in cost that was intended for conventional vs PSI, at least that's my belief.  For example the default cost of 10M for empath/trance scouts versus 50M for mind worms wasn't balanced.  A higher reactor (Singularity) scout being less effective than Fission vs PSI isn't intuitive or sensical at all and same goes for weapons/armor upgrades.  Armor's never taken on troops by default for the same reason: overcosted.  Similarly, chopper chassis is undercosted by default (the original topic here).  Over/undercosting is a bad thing as it tends to degrade the tech side of the game into pre-ordained choices, rather than strategic depending on situation.
Title: Re: Wow, choppers are grossly OP !!!
Post by: JarlWolf on July 20, 2014, 07:23:46 AM
I want to see, depending on the conflict and such to have discontent with wars within the populace or support for it- I can't imagine a population mindlessly following their faction into every conflict without having an opinion. And from the wars in Afghanistan and for the Americans, Vietnam we all know full well how public opinion can have on the stability of a war effort, very much so if your population is motivated they will go over piles of their brethren to drive back the invader.

I want to see a morale system for populations, to have riots when people are discontent with how wars are going or if you are fighting to many wars, I want to see public discontent if you do certain atrocities as it sparks outrage amongst your people.

I want to have propaganda campaigns either to inspire my own people or to demoralize the enemy's, or to encourage others to revolt and rally to our banners.

This would be interesting mechanic, would like to see this.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 20, 2014, 12:55:23 PM
I want to see, depending on the conflict and such to have discontent with wars within the populace or support for it- I can't imagine a population mindlessly following their faction into every conflict without having an opinion. And from the wars in Afghanistan and for the Americans, Vietnam we all know full well how public opinion can have on the stability of a war effort, very much so if your population is motivated they will go over piles of their brethren to drive back the invader.

I want to see a morale system for populations, to have riots when people are discontent with how wars are going or if you are fighting to many wars, I want to see public discontent if you do certain atrocities as it sparks outrage amongst your people.

I want to have propaganda campaigns either to inspire my own people or to demoralize the enemy's, or to encourage others to revolt and rally to our banners.

This would be interesting mechanic, would like to see this.

That's too vague to say whether it's feasible.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Nexii on July 20, 2014, 09:45:56 PM
+Drones/base for being at war for too long?  Though that's pretty similar to pacifism drones.  It might have to be based on who declared war on who, and if a truce is offered.  It would not be good game play to be punished because an enemy is unwilling to surrender.  And I think some factions would be more willing to war than others (i.e. Spartans vs Gaians)...it would be pretty similar to POLICE rating as it is.  POLICE is quite well designed, P-drones make aggressive war very difficult.

You can kind of simulate willingness to fight a defensive war by increasing sensor array power.  Atrocities like nerve gas / planet buster, I guess sanctions work ok?  For nerve staple, a possibility is reduced base production rather than sanctions.  There's a probe op to make more drones in a base already.  I guess that could be strengthened a bit but made more temporary.  Propaganda is sort of represented by Doctor/Empath/Transcendi specialist already.  That and military sentinels.  I guess what you might be looking for would be new probe team ops, some of them perhaps even defensive in nature (i.e. used on your own cities).
Title: Alternative combat resolution
Post by: TarMinyatur on July 28, 2014, 08:43:51 PM
Here's what I'm thinking so far:

Attacker and Defender are always affected by morale. Only the Defender can benefit from terrain, facility, and sensor bonuses. Combat consists of alternating attacks and counter-attacks. How many? It is arbitrary, but 8 seems good enough to allow for randomness. "Attacker" is defined as the initiator of combat. The Attacker will defend itself, but it is always the Attacker. Likewise, the Defender will counter-attack, but it is still the Defender in terms of combat. 

Abbreviations:

Attacker's Weapon = Wpn1
Defender's Armor = Arm1
Defender's Weapon = Wpn2
Attacker's Armor = Arm2

Round #1, #3, #5, and #7: Wpn1 vs Arm1. Defender's damage is calculated. (Attacker cannot be harmed.)
Round #2, #4, #6, and #8: Wpn2 vs Arm2. Attacker's damage is calculated.  (Defender cannot be harmed.)

The level of destruction per round is a maximum of 25%. Some combat will not result in the destruction of either or of both units. The fight is likely to be to the death if Wpn1 > Arm1 and Wpn2 > Arm2. This calculation needs to be kept simple.

Let's look at an example...

A Disciplined 4-1-1 Impact Squad attacks a disciplined 1-1-1 Scout in rocky terrain. The Scout is in trouble. That's 4 vs 1.5 accounting for terrain.

Round#1: 4 vs 1.5 (The Scout probably takes 25% damage, since Wpn1 is much greater than Arm1.)
Round#2: 1 vs 1 (The Impact Squad takes something like 0%, 12.5% or 25%)
Rounds#3 through #8 are similar.

The likely outcome is that the Scout will be destroyed and the Impact Squad will be about 50% damaged.

I'll continue this later...
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 28, 2014, 09:30:04 PM
I wouldn't cap it at 25%, as then an uninjured combatant can never be killed before its last "taking damage" round, and will survive unless it takes max damage every time.

Even so, how this works would depend a lot on how the damage per round is determined as a function of the relative combat strengths.
Title: Re: Wow, choppers are grossly OP !!!
Post by: TarMinyatur on July 28, 2014, 11:48:54 PM
Thanks for your input, Yitzi.

With the defender's advantage of Command Centers, destroying any unit inside a base would be very difficult if battles to the death were uncommon.

Maybe each round of combat could inflict up to, let's say, 36%, instead?

If that were the case, three convincingly victorious rounds (out of four) would destroy one (or both) units.

The main idea is that a 6-1-1 vs a 6-1-1 battle should not be a nearly guaranteed victory for the initiator. Both should be nearly destroyed. I'd like to see this happen in SMAC!

Each of the combat rounds could be ineffective (0% damage dealt),  marginal (18%, or half of maximum), or victorious (36%, or the maximum). The weapon/armor quotient would determine the probabilities.

For example, Fusion vs No Armor (10 vs 1) could be 95% victorious and 5% marginal per round.

Gun vs No Armor (1 vs 1) could be 50% victorious, 25% marginal, and 25% ineffective.

Gun vs Silksteel (1 vs 4) could be 12.5% victorious, 12.5% marginal, and 75% ineffective.

What do you think? I'm open to all sorts of ideas to greatly simplify the calculations.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 29, 2014, 03:38:41 AM
Maybe each round of combat could inflict up to, let's say, 36%, instead?

I'd say have it be unlimited, but for an even match average around 25%.  That way, if each round is an even match there's a decent chance of either one side dying or not, whereas with attack-heavy units it'll tend to be to the death and with defense-heavy units it'll tend to not be.

Quote
The main idea is that a 6-1-1 vs a 6-1-1 battle should not be a nearly guaranteed victory for the initiator. Both should be nearly destroyed. I'd like to see this happen in SMAC!

I'm actually thinking of using the chi-squared distribution with 1 degree of freedom (or rather a very close approximation that's far easier to calculate) for randomization, in which case in the 6-1-1 vs. 6-1-1 case the chance of winning in the first round would be 41.4%, meaning a better than even chance of the initiator still taking some damage.  (There'd even be a roughly 0.02% chance that they'd both survive all eight rounds of combat.)

In more detail, the probabilities of the 6-1-1 vs. 6-1-1 battle would come out roughly as follows:

41.4%: Initiator wins in first round, takes no damage.
24.3%: Defender wins in second round, with median loss around 20%.
17.7%: Initiator wins in third round, with median loss around 20%.
8.58%: Defender wins in fourth round, with median loss around 50%.
4.69%: Initiator wins in fifth round, with median loss around 50%.
1.96%: Defender wins in sixth round, with median loss around 60%.
0.881%: Initiator wins in seventh round, with median loss around 60%.
0.333%: Defender wins in eighth round, with median loss around 67%.
0.203%: Both combatants survive, taking damage around 67%.

So that sort of combat would be highly risky, with a chance (as the initiator) of taking no damage, and with the winner sometimes taking heavy damage but usually not.  Which is what "rocket tag" combat probably would be actually like, for the simple reason that in a situation like that, if you take a solid hit there's a pretty good chance it'll kill you.

If you want a more "winner is heavily damaged at the end" sort of combat, what you'd want is more rounds; the more rounds there are, the lower the chance of the initiator winning in the first round, and the more damaged the winner will be at the end.  More balanced attack-defense ratios will also tend to be bloodier, and stuff like 1-5-1 vs. 1-5-1 will actually be the bloodiest, if you count the winner's damage when it finally ends and not damage taken per turn.

Quote
Each of the combat rounds could be ineffective (0% damage dealt),  marginal (18%, or half of maximum), or victorious (36%, or the maximum). The weapon/armor quotient would determine the probabilities.

For example, Fusion vs No Armor (10 vs 1) could be 95% victorious and 5% marginal per round.

Gun vs No Armor (1 vs 1) could be 50% victorious, 25% marginal, and 25% ineffective.

Gun vs Silksteel (1 vs 4) could be 12.5% victorious, 12.5% marginal, and 75% ineffective.

What do you think? I'm open to all sorts of ideas to greatly simplify the calculations.

Chi-squared multiplied by the ratio is the best approach, I think: It's smoother than none/half/full, is fairly easy to calculate, and doesn't require figuring out percentages for every ratio.
Title: Re: Wow, choppers are grossly OP !!!
Post by: TarMinyatur on July 29, 2014, 05:40:27 AM
That's good stuff to ponder, Yitzi.

Hmm...

I do like your term, "rocket tag", to describe combat between unarmored Missile Infantries. It makes sense to me. There's a first-strike advantage. If your attack misses the mark, the counter-attack could really hurt. Sounds good.

The AI could benefit from this scheme. What was a very easy kill for a player is now not so easy.

I'm thinking about your example of 1-5-1 vs 1-5-1. I'm struggling to see how this pillow-fight can result in serious destruction, or be the bloodiest based on winner's final damage. But if this is a consequence of a uniform "chi-squared" method, that's totally fine to keep things simple. Neither a player nor the AI is likely to initiate this conflict.

I think 8 rounds is plenty (i.e. 4 attacks, 4 counter-attacks) for Fission units or psi units. However, for Fusion reactors, maybe increase to 12 rounds? Some adjustment would need to be made for combat between differing reactor levels.

Should combat become more destructive as reactor values increase while Weapon/Armor ratios remain similar? I can imagine advanced-reactor units staying in the fight, pressing for a victory this year, not next year. Both sides are willing and able to take more damage.

Should a duel between 4-2-1 units be essentially the same as one between 8-4-1*2 units?
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 29, 2014, 01:03:05 PM
That's good stuff to ponder, Yitzi.

Hmm...

I do like your term, "rocket tag", to describe combat between unarmored Missile Infantries.

I've first seen it in the context of high-level D&D, where offense tends to be overly powerful in comparison to defense, and what defenses exist tend to be complete no-sells...but it does apply here too.

Quote
I'm thinking about your example of 1-5-1 vs 1-5-1. I'm struggling to see how this pillow-fight can result in serious destruction, or be the bloodiest based on winner's final damage.

Because eventually enough damage will be done to kill one side (even if it takes 2-3 turns of slugging it out), but by that point there'll have been enough fighting that even the winner will have taken almost enough damage to kill him.

Quote
I think 8 rounds is plenty (i.e. 4 attacks, 4 counter-attacks) for Fission units or psi units. However, for Fusion reactors, maybe increase to 12 rounds? Some adjustment would need to be made for combat between differing reactor levels.

Sounds like a good idea; more attacks is more rounds.

Quote
Should combat become more destructive as reactor values increase while Weapon/Armor ratios remain similar? I can imagine advanced-reactor units staying in the fight, pressing for a victory this year, not next year. Both sides are willing and able to take more damage.

If so, you'd need to adjust weapon-armor ratios if you want a substantial number of "both sides survive" battles.
Title: Re: Wow, choppers are grossly OP !!!
Post by: TarMinyatur on July 29, 2014, 10:32:27 PM

In more detail, the probabilities of the 6-1-1 vs. 6-1-1 battle would come out roughly as follows:

41.4%: Initiator wins in first round, takes no damage.
24.3%: Defender wins in second round, with median loss around 20%.
17.7%: Initiator wins in third round, with median loss around 20%.
8.58%: Defender wins in fourth round, with median loss around 50%.
4.69%: Initiator wins in fifth round, with median loss around 50%.
1.96%: Defender wins in sixth round, with median loss around 60%.
0.881%: Initiator wins in seventh round, with median loss around 60%.
0.333%: Defender wins in eighth round, with median loss around 67%.
0.203%: Both combatants survive, taking damage around 67%.

How do you roughly calculate damage? For example, in Round#2 the victorious Defender suffers 20% damage. Would it be common to lose 10% or 30%? Is this distribution in the form of a steep bell curve?
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on July 30, 2014, 03:18:02 AM

In more detail, the probabilities of the 6-1-1 vs. 6-1-1 battle would come out roughly as follows:

41.4%: Initiator wins in first round, takes no damage.
24.3%: Defender wins in second round, with median loss around 20%.
17.7%: Initiator wins in third round, with median loss around 20%.
8.58%: Defender wins in fourth round, with median loss around 50%.
4.69%: Initiator wins in fifth round, with median loss around 50%.
1.96%: Defender wins in sixth round, with median loss around 60%.
0.881%: Initiator wins in seventh round, with median loss around 60%.
0.333%: Defender wins in eighth round, with median loss around 67%.
0.203%: Both combatants survive, taking damage around 67%.


How do you roughly calculate damage? For example, in Round#2 the victorious Defender suffers 20% damage. Would it be common to lose 10% or 30%? Is this distribution in the form of a steep bell curve?


What I would do is approximate a bell curve (via flipping a coin a lot of times and counting heads minus tails then scaling appropriately), then square the result and multiply by attack/defense.

For the 20% median I mentioned, 10% and 30% would be fairly normal, though it would tend to be bottom-heavy for one round.  (Two would be less so, and starting at three rounds you'd start to see a peak.)

It is not a bell curve, but rather a different distribution; the following image (copied from Wikipedia) shows the distribution of damage taken after k taking-damage rounds in the case of 4-1-1 vs. 4-1-1.  (6-1-1 vs. 6-1-1 would therefore be 1.5 times as much damage.)

(http://upload.wikimedia.org/wikipedia/commons/thumb/3/35/Chi-square_pdf.svg/321px-Chi-square_pdf.svg.png)

It may be more helpful, though, to consider the probability of taking at most a given amount of damage; that is shown by the following image (also from Wikipedia, and again 6-1-1 vs. 6-1-1 is 1.5 times as much as shown):

(http://upload.wikimedia.org/wikipedia/commons/thumb/0/01/Chi-square_cdf.svg/321px-Chi-square_cdf.svg.png)

Of course, this can result in more than 100% damage, which will mean that that unit will not actually be the winner.  My 20% value was achieved by taking the yellow line in the bottom image, seeing what the chance is of survival (0.586 as it turns out; remember, it's 6 vs. 1 so the unit will be killed when the value is over 2/3), and then finding the damage taken at half that probability (it turns out to be .141X1.5, or 21.15%).  So the distribution will be the yellow line along the first 2/3 of the first column of boxes.

In defense-heavy combat, there'll be a lot more rounds, resulting in something more bell-curve-like.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on August 10, 2014, 02:45:41 AM
By the way, the discussion (for anyone following this thread) has migrated to here (http://alphacentauri2.info/index.php?topic=9643.0;topicseen).
Title: Re: Wow, choppers are grossly OP !!!
Post by: Question on September 30, 2014, 07:47:52 AM
Im not impressed by choppers. I mean yes they can wipe out a whole invading force in one turn...but at that point, the AI never really tries to attack me anyway, and their range is just way too short to mount offensives. Im usually bombing the AI's units in his territory with needlejets, so defence isnt an issue.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on September 30, 2014, 12:15:35 PM
Yeah, choppers are more of a concern in MP games than vs. AI...
Title: Re: Wow, choppers are grossly OP !!!
Post by: Question on October 04, 2014, 02:48:39 PM
I think part of the problem is that air units dont need armor so they are much cheaper than typical land units. There is a risk with building unarmored rovers in that if they get caught, they will likely die without putting up a fight. The risk just isnt there with air units so you get super cheap air units. For choppers taking out an entire army by themselves, im not sure how that works in MP when human players bring AAA, but perhaps they should have a penalty for each additional attack in a turn, or limit them to 2x attacks a turn?

Its interesting to note that choppers and needlejets are actually CHEAPER than rovers....

Also without any movement bonuses choppers have very limited range. 8 MPs basically means you can move 3 squares, attack 2 times then head back to base.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on October 05, 2014, 02:24:10 AM
I think part of the problem is that air units dont need armor so they are much cheaper than typical land units. There is a risk with building unarmored rovers in that if they get caught, they will likely die without putting up a fight. The risk just isnt there with air units so you get super cheap air units.

Why is the risk not there with air units?

Quote
Also without any movement bonuses choppers have very limited range. 8 MPs basically means you can move 3 squares, attack 2 times then head back to base.

Which is why I feel that removing the reactor-based movement bonus on choppers is one valid solution.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Question on October 05, 2014, 05:06:53 AM
Because air units spend most of their time in a safe base or airbase. Unarmored rovers trekking across the map are really vulnerable once spotted. Infact i tried this earlier and the AI was inflicting high casaulties with needlejets....i would have lost my entire force if he was using choppers. I had no way to actually block his needlejet's attacks so i was losing one unit to every needlejet.

Air units are only vulnerable to SAM and they have "first strike" capability. While you can spot enemy rovers coming to get you and potentially kill them before they get into range with your own stuff, you cant touch needlejets that are 6+ tiles away in a base. So they are guaranteed to inflict some casaulties (probably killing one unit per needlejet unless you have high armor AAA units to block them).

Also since they are cheaper than rovers, you can out-spam an enemy rover force.

But choppers dont get bonus MP from reactors as it is?
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on October 05, 2014, 12:51:14 PM
Because air units spend most of their time in a safe base or airbase.  Unarmored rovers trekking across the map are really vulnerable once spotted.

Unless you stack them with higher-armor units.

Quote
Also since they are cheaper than rovers

Barely.

Quote
But choppers dont get bonus MP from reactors as it is?

They do, but my patch allows that to be changed via alphax.txt.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Question on October 05, 2014, 02:40:03 PM
Quote
Unless you stack them with higher-armor units.

Sure but for every attack rover + defence rover you make, your opponent can make more than 2 air units focused soley on weapons without worrying about armor.

So for example if you have 2 attack rovers and 2 defence rovers with AAA, i have 4 (or more) choppers or needlejets. Since i have first strike, i also get the benefits of any offense abilities like sophoric pods, nerve gas, etc. You may or may not have terrain bonuses (you are going to have to cross open ground sooner or later) and even with a 50% defence bonus, its 4 attackers v 2 defenders so i can win via attrition. Once your defenders are gone, your weapon rovers are defenceless and can be picked off at my leisure.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on October 05, 2014, 03:52:00 PM
Quote
Unless you stack them with higher-armor units.

Sure but for every attack rover + defence rover you make, your opponent can make more than 2 air units focused soley on weapons without worrying about armor.

So for example if you have 2 attack rovers and 2 defence rovers with AAA, i have 4 (or more) choppers or needlejets. Since i have first strike, i also get the benefits of any offense abilities like sophoric pods, nerve gas, etc. You may or may not have terrain bonuses (you are going to have to cross open ground sooner or later) and even with a 50% defence bonus, its 4 attackers v 2 defenders so i can win via attrition. Once your defenders are gone, your weapon rovers are defenceless and can be picked off at my leisure.

Except that with a 100% defense bonus from AAA, even without terrain bonuses he'll lose two of his air units just damaging your defensive rovers, and then badly damage the other two killing them.  (With terrain bonuses and tech parity/balance, it's pretty much a toss-up, except that if he wins he's got badly damaged units whereas if you win you've got 2 healthy attackers.)  So air still counters rovers, but not very strongly.

If, on the other hand, you use infantry instead, they're slower but a lot cheaper, so you can get enough units to completely no-sell his attack.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Question on October 05, 2014, 09:31:47 PM
? Wouldnt a missle air unit vs a plasma steel AAA defender be roughly 50-50?
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on October 05, 2014, 11:42:55 PM
? Wouldnt a missle air unit vs a plasma steel AAA defender be roughly 50-50?

But that's not even levels of tech; missile is level 4 requiring 8 techs total (counting itself), and plasma steel is level 2 requiring 3 techs total.  A better comparison would be missile vs. silksteel (level 4 requiring 10 techs total).

Of course, there is the issue of air power requiring Synthetic Fossil Fuels and nothing of significance until much later requiring Silksteel, but that can be fixed without my help.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Nexii on October 06, 2014, 01:59:40 AM
You also have to look at expected mineral loss, not just the combat odds.  If an air unit costs 40M and infantry 20M, and it's 50-50 combat odds, then the defender is coming out ahead.  This is why infantry should cost less than air.  Air will still have use for scouting, bombarding sensors, or multi attacking lone units.  AAA although strong isn't a given on all land units as there are many other good abilities.  For sea I'll agree that AAA is pretty much a given in one slot once you get it.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on October 06, 2014, 02:53:12 AM
You also have to look at expected mineral loss, not just the combat odds.  If an air unit costs 40M and infantry 20M, and it's 50-50 combat odds, then the defender is coming out ahead.  This is why infantry should cost less than air.  Air will still have use for scouting, bombarding sensors, or multi attacking lone units.  AAA although strong isn't a given on all land units as there are many other good abilities.  For sea I'll agree that AAA is pretty much a given in one slot once you get it.

Infantry does cost less than air, roughly half as much (assuming unarmored; for armored it's far cheaper.)  It's rovers that are (somewhat) more expensive than air.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Nexii on October 06, 2014, 12:31:08 PM
Yea, and rovers were probably somewhat overcosted by default (or air undercosted).  The only advantage rovers really have is mobile vs open.  I put rovers at 75% the cost of air, but 100% can be okay if you boost up that bonus a lot.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on October 06, 2014, 03:14:33 PM
Yea, and rovers were probably somewhat overcosted by default (or air undercosted).  The only advantage rovers really have is mobile vs open.

No, they also can use maglevs which air can't, they don't need airbases to extend their range out of your territory, and ECM gives a much smaller bonus than AAA.
Title: Re: Wow, choppers are grossly OP !!!
Post by: Question on October 06, 2014, 10:30:13 PM
? Wouldnt a missle air unit vs a plasma steel AAA defender be roughly 50-50?

But that's not even levels of tech; missile is level 4 requiring 8 techs total (counting itself), and plasma steel is level 2 requiring 3 techs total.  A better comparison would be missile vs. silksteel (level 4 requiring 10 techs total).

Of course, there is the issue of air power requiring Synthetic Fossil Fuels and nothing of significance until much later requiring Silksteel, but that can be fixed without my help.

Hmm i never really noticed that before, but i think its not an easy comparison tech wise because its much easier to get missles than to get silksteel. Its probably easier to get chaos guns than silksteel actually...and the game does max out armor strength as half of weapon strength (up till AX added string disruptors).

So am i right to say that pre-air power, people spam armorless rovers for offence, but that doesnt work after you get air power because airpower is cheaper, so people switch to AAA armored infantry? But if everyone is using AAA infantry that makes air units useless...
Title: Re: Wow, choppers are grossly OP !!!
Post by: Yitzi on October 06, 2014, 10:56:30 PM
Hmm i never really noticed that before, but i think its not an easy comparison tech wise because its much easier to get missles than to get silksteel.

Not by much; if silksteel were needed for hab complexes, I think that would be enough to make things about even.

Quote
Its probably easier to get chaos guns than silksteel actually...and the game does max out armor strength as half of weapon strength (up till AX added string disruptors).

True; however, things only start to reach that point around T6 or 7 (probably meant to match where tachyon fields become available.)

Quote
So am i right to say that pre-air power, people spam armorless rovers for offence, but that doesnt work after you get air power because airpower is cheaper, so people switch to AAA armored infantry? But if everyone is using AAA infantry that makes air units useless...

But of course armorless rovers (possibly with support from armored rovers) are fairly good against AAA infantry...

Thus, you get what Extra Credits called "cyclical imbalance", which is a good way to keep the metagame fluid and interesting.
Templates: 1: Printpage (default).
Sub templates: 4: init, print_above, main, print_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 31 - 840KB. (show)
Queries used: 17.

[Show Queries]