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AI War / Re: Private alpha of Vengeance expansion has started
« on: Today at 06:30:54 AM »
7/7. And it's not small to me, I just graduated from 6/6.
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So far I've got one Spire City, a Botnet & Armored Golem, and two Turret Controllers (Needler and Spider).
I actually think the Dyson Gatling is a very good nebula to start off with (the best one of our current selections) for several reasons. The most important of which is that the 'do good' condition is get over a certain number of kill shots on the enemy. This IMO allows the player a reasonably good chance to do well despite having only the frigate. This one is the only scenario where this is true with exception to the Neinzul Mourners prison scenario but to a much lesser extent. While I don't know the actual numbers, it feels like it's much harder to meet the 'do well' criteria with a frigate hull than a destroyer. The first EER isn't bad but isn't great in that respect although this one feels about right for a destroyer hull. And finally the FFA seems nigh on impossible to meet the 'do well' criteria with only a frigate hull.
I really don't mind the big vicious slug fests you get with the FFA, the Ravenous Shadow, etc. but only when I'm preferably a cruiser so I can slug back without having to leave and repair after 30 seconds of actual combat. That is what makes these grindy and take forever since we don't have more direct control over how our ally ships fight.
I think part of what is needed is more early level scenarios like the Dyson Gatling one that allow players to level up their hull sizes and module unlocks in a non intensively time consuming fashion so the later bigger nebula battles aren't so punishing.
The single biggest problem with nebula secnarios is when you get into one that drags out a very long time, and that tends to happen if you get into one of the large battle ones with a small hull. If those were deferred until larger hulls in favor of shorter scenarios, it'd really smooth things out a lot.
FYI, build queues and the "auto create" logic used by the new enclaves (and TDLs, and SBSs, etc) use the same build-point counter, so a unit can't really have both without tearing out a lot of code guts.
...I thought of an idea I like more. Don't the new enclaves get more drones when you get bigger turrets? .
Short version is some ideas like the AI having relic caches that you need to capture/destroy/whatever, and that'd let you get unlocks outside of a nebula. You'd still need XP for the unlock points to boost module levels.
Ok, so I'm kinda surprised at the level of dogpiling suddenly being directed at champions. At least, it feels sudden to me but perhaps that's just my perception. I was aware of concerns people had before, just not like this.
Anyway, what I think I'm hearing is:
- Most players hate the nebulae. Too disconnected from the main game, too invariable, too long, etc.
- Many players aren't happy with the offensive response to champions (threat/threatfleet nemesis units). One explanation is that it's too similar to Hybrids in terms of the constant vicious pressure on anything not sturdily defended.
- Virtually no one likes to play just a champ-only slot in MP. This isn't so much a problem with the implementation as with the lobby tooltips, etc: it just needs to make clear that you'll want to also be playing a normal slot, or at least be team-controlling somebody else's units a lot of the time.
- Also stuff like wanting more direct-use abilities, which desire I've known about (it'd be nice, but I don't think it addresses the main concerns here), and wanting more options for the response/rewards.
- Find some way where a champion can earn growth (XP, module unlocks, ability unlocks, hull-race unlocks, hull-mark upgrades) in "normal space".
-- Would need to be:
--- At least balanceable (so it's not just "fly through the whole galaxy zerging special structures with no effective opposition or retaliation").
--- Not grindy (so it's not just "kill every guard post in the game for the XP").
--- Not insanely hard to code (nothing nearly as complex as the nebula scenarios will work here, just too hard to keep the AI and other factions and stuff from just stomping all over the sandcastles such that the champ's involvement is irrelevant).
-- One concrete idea I think would work is: having special structures on AI planets that grant the various kinds of champ growth when killed, but are also defended by nemesis units (and cause more nemesis units to go after you when killed).
-- There's also more complex ways to spin that, like having some of the structures give the benefit when killed, and others spawn an object that you then need to get back to your territory (and then you get the benefit), and others spawn a boss object that you need to kill before it gets back to the AI HW (and you get the benfit when it dies).
--- Though after all those FS shard recoveries I doubt anyone's looking for more escort missions
-- The minion starships from the nebula factions would simply be not there.
-- The non-human mod forts could be gained in some other way, or perhaps just unlocked by a particular kind of target structure.
--- Also, those sound like it would motivate you to have a fleet to back your champ up, which runs counter to the champ design goal of "give you something to do when you're waiting for your fleet to rebuild". Even the "just pop the structure to get the benefit" mechanic would seem to encounter that to some degree, though perhaps not a bad one.
That was my approach too, and it's worked for other features, but it just doesn't seem to fly with champs. If someone doesn't like hybrids, they generally just don't play with hybrids; but if someone doesn't like champs, they say something is wrong with champs. I think a lot of the difference is because one is AI-side, and the other is player-side.

but didn't find one champion unit alone had enough to do to keep it interesting.FYI, champ-only players can also be given team control of other players' ships, if they want more to work with.