Re: Asteroid/Mineral Distribution
Posted: Thu Jul 09, 2015 4:56 am
I'm gonna start with the first 1/4 of whytedragon's post where he brought up 4 flaws that I'm ignoring.
So in rebuttal to this specific quote (whyte's words in yellow):
- Also small ship hull Yes, but with Slap's proposal of model changes from upgrades this would be easy to see.
- small ship energy Again, easy to see with model changes.
- small ship items The total cost of all small ship items purchased in any game I have ever played is a drop in the bucket in comparison to the entire spending budget.
- energy transfer Okay this is a little larger than a drop in the bucket...maybe a spoonful...still small and not a large impact.
- dielectric sensors This is a singular upgrade, not something you would spend large sums of resources buying multiple levels of...a spoonful in the bucket.
- nanobot miniaturization. Lumped in with hull. Usage is different; harder to detect early game, I will admit.
- small ship selections vary For powerdocking? Not from what I've seen. Chompers are by far best for powerdocking because yellow and blue are the least needed late game, chompers provide the best energy production for resources spent and hangar space taken, and they are useful for quickly picking up needed resources late game when asteroid fields start spawning.
and
..." I did not say that is all they mined...just that they mined a lot of those 2 resource types.
So let's say you notice the enemy mining lots of red. (and apparently since this is not clear when I say this, they are mining blue and yellow too, but obviously focusing on red) Now you know that that red is being spent somewhere in the areas of, as you said: "Literally all weapon upgrades, damage upgrades, mobility upgrades, missiles, and offensive small ships require it." Noticing a trend? Weapons and mobility. However, these upgrades do require some amounts of blue and yellow, and that's what makes this work. Weapons cost heaps of red, but also a fair amount of yellow, and not much blue needed. Mobility costs heaps of red, and a fair amount of blue, not much yellow needed. So you could be really scrutinize the yellow and blue mining and see where they are going. Now, in past posts I would have left it here because I have already implied other examples, but I can see that if I do just leave it here this will be considered a small sample that favors my argument, so I will continue. So let's say you notice very heavy red mining supplemented by some yellow and little to no blue. You now know that they are trying to beef up economy or weapons, and a simple scout will tell you which. Let's say you notice penta burst (fairly early). It's safe to assume that lasers are being upgraded because: 1. why would you NOT upgrade the main BC weapon...yes they could spend some red on missiles and yamatoes too but BC main weapon is the meta...and between the combination of scouting and "meta grab" as you called it, you have found this information...not by meta grab alone. Penta burst alone does not mean that they are upgrading laser damage; but supplemented by the information on their red mining you now know. 2. I know earlier you said that penta is just 70 red and one could easily purchase that and then go kinetics, but think about it: why would anyone do that? Kinetics are far better against small ships, so why would I get penta early when all I will shoot is ss and go kinetics later. Makes no sense. Okay, now lets say you see heaps of red mining supplemented by some blue and little to no yellow. You now know it's not economy focus or weapons beefing. You've narrowed down to a few specific purchases. A visual purchase scout and information on their kerm mining will give you what you need from there. (I really hope I don't have to be more specific than that; for the sake of post length) And now let's say you notice heaps of red mining with a little of each yellow and blue. You now know that they have the possibility for both weapons and mobility upgrades, but not enough for maxing out. Additional scouting and kerm mining information will give you what you need.
I'm going to leave out heavy blue mining type scenarios and relatively equal between all 3 type scenarios because, for christ's sake, I'm hoping my point is at least understood now and that I don't have to mention all possible scenarios.
One last example I will make:
Early blue and yellow focus, red (and green) late. (so the point of this is demonstrating how a change-up could be accounted for) Seeing the blue and yellow mining early game tells you that they probably have upgraded ss hull and you will likely see some ss energy upgrades. Also, probably util tier 1, plus money to replace lost miners. So this tells you that going out and ganking enemy miners to stifle their economy is probably not a good idea, as they will likely have good hull, enough energy for turbo boost, and ultimately lost miners can easily be replaced. It's still worth scouting to see if these things are indeed what they are spending money on though, because it is possible they are going early BC upgrades in order to win an early engagement. So upon further scouting you notice less of the ss upgrades than you expected, so you can kinda guess where they are headed. Okay now the kerm spawn happens and you notice they are bold enough to immediately move their BC over. They could be bluffing, but they are probably confident in their BC upgrades. Upon closer inspection, using methods I have previously stated, you notice heavy fusion core upgrades. Now it's all clear. So anyway, they mine much of the kerm and after that you notice heavy red mining too...and now the scenario transitions into the lengthy example of scenarios I gave above...except you now also know that fusion core has been upgraded since early on and that they will have superior energy.
I said this was gonna be my last example, but I can already hear the responses "you picked one small favorable sample...yellow and blue are crucial early game resources and red and green are late game" etc etc. So dammit, I will give one more:
You spawn near blue and red and to get yellow you must stray a bit from the BC. So early game is gonna be heavy on blue and red, unless the BC is moved. Let's say the enemy does not move the BC early. So now you know they are probably going for ss speed to go out and get that yellow. So you could counter by moving your BC near needed resources for ganking miners, adn you know tactically that you should try to get between the stray miners and their BC before attacking, perhaps equipped with a frequency nullifier, thus I guess "countering" their mobility investment.
So there you have an early game example without enemy mining heavy yellow.
1. You spawn primarily near 2 resource types; getting the 3rd is difficult early on.
2. Counters to what your enemy has use primarily 2 resource types.
So now after your 3 countering examples, you again seem to say that scouting during BC vs BC engagements makes this entire proposal a "moot point". I previously said why this is not the case...but to summarize: A lot happens quickly during engagements and scouting what they have is extremely difficult if you don't know what you're looking for. Knowing roughly what resources they have mined tells you what to look for.
So now on to your response to my minimap images: It's becoming clear I don't understand your usage/definition of "splash", so I cannot properly explain but I will do my best. So when I said "larger more spread out fields" that was just me communicating extremely poorly again. The larger part is true, but my more spread out I mean that there is a longer distance between fields of a certain resource type.
- with the current setup, you cannot keep track of what your enemy is mining, and thus making it harder to scout what they have, and thus making it harder to know what you're even countering. You have to know what they have before you can counter it, which in many cases as you yourself said, is nearly impossible.
- the splash means that often you will find little bits of the resource you need, but not enough. So many times in games my team needs that one resource type, someone finds it, everyone rushes over just to find it was just 1 or 2 asteroids. So everyone runs around for quite awhile looking for more, both creating a boring chore that requires little thought and often getting the resources too late to counter because either the situation has changed or the game is over.
Alright, now to Slapshot:
Okay, your #1...as I said before, as soon as I hone in on one thing everyone says "this doesn't tell you everything..." etc etc. Of course this doesn't tell you everything, and is a bit unreliable, and thus encourages actually moving a small-ship over and perhaps causing engagements. It does help you out a bit though.
and for #2, when I orginaly posted this idea a few posts back I mentioned that the mining boost ("Q-beam") color could be entirely different from the asteroid colors, like purple or something. Although, now that I think about it, perhaps mining a ship could be an entirely different color and mining boost ("Q-beam") could make the beam brighter rather than changing the color. I remember the mining laser as being one of the things that looked weird to me when I first played CC because the Q-beam, the beam that mines faster, is actually a lot dimmer than the normal one.
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Okay, so back to whytedragon:
I gave this some more thought and something occurred to me:
What if resource types were littered all over, like Rainbow Asteroids mode but without the green. (Kind of like what you proposed). This would fulfill 2 of the 3 things I wanted, not as well as my idea, but since it appears no one likes my idea I would be willing to compromise to this. Let me explain:
1. It would be really nice to be able to scout what the enemy is doing either via what they are mining or by changing models as Slapshot said.
If the enemy goes for a certain resource type, they will go around mining that, leaving the ones they are not going for. Scouting the area and seeing what they left behind will tell you what they are going for. However, it requires a miner to see what resource type(s) is being left behind.
2. Then it would be nice to have a counter available.
This is the one that would not be fulfilled (as I said before is not fulfilled by asteroids)
3. Then it would be nice to be able to deliberately mine the resources you need for that counter.
I think this is easy to see...with what you need being all over it's easy to mine it, but would have some problems late game once asteroid count dwindles.
Ugh...I have been patient with responses like this so far but it's really irritating me now. The reason I gave the example of blue and yellow was because that was going off of what you specifically brought up. For the sake of keeping the post short, I left out other examples because I thought that by giving a specific example that would imply that there are many other examples of different situations and that I don't have to mention every single one of them, but apparently I do. Throughout this entire thread, as soon as I hone in on one specific aspect everyone says "well that doesn't tell you everything, it could be this, or this, or this..." YES THAT IS WHAT I HAVE BEEN SAYING OVER AND OVER AND OVER: it's a 1-2 punch...that's what the comparisons to sc2 where showing...you can scout one thing, which gives you hints but NOT EVERYTHING...then you scout some more and narrows it down even more...and probably 3rd or maybe even more scouts will seal the deal.whytedragon wrote:Also small ship hull, small ship energy, small ship items, dielectric sensors, energy transfer, nanobot miniaturization... not to mention that the small ship selections vary.Puppetbones wrote:As I said before, similar upgrade types require the same resource types.and
tend to be hull, energy, shields, or powerdocking. So if I were to know that my enemy has mined a lot of
and
I know they are going to be strong in at least some of those areas. So if I were to know that my enemy has mined a lot of
and
I know they are going to be strong in at least some of those areas. (either fairly strong in all or very strong in some, and more average in others) And, as I said before, scouting resources does not tell everything. I still don't know exactly what those resources are being spent on. However, it gives me a big hint and tells me what to look for upon scouting the BC, which will likely seal the deal.
So in rebuttal to this specific quote (whyte's words in yellow):
- Also small ship hull Yes, but with Slap's proposal of model changes from upgrades this would be easy to see.
- small ship energy Again, easy to see with model changes.
- small ship items The total cost of all small ship items purchased in any game I have ever played is a drop in the bucket in comparison to the entire spending budget.
- energy transfer Okay this is a little larger than a drop in the bucket...maybe a spoonful...still small and not a large impact.
- dielectric sensors This is a singular upgrade, not something you would spend large sums of resources buying multiple levels of...a spoonful in the bucket.
- nanobot miniaturization. Lumped in with hull. Usage is different; harder to detect early game, I will admit.
- small ship selections vary For powerdocking? Not from what I've seen. Chompers are by far best for powerdocking because yellow and blue are the least needed late game, chompers provide the best energy production for resources spent and hangar space taken, and they are useful for quickly picking up needed resources late game when asteroid fields start spawning.
Well, in the specific example I gave, I was implying a "small splash of red". The example was heaps of blue and yellow and a little red...in other words yellow and blue were noticeably being mined much more than red. Many upgrades require at least a little of all 3 resources, so the little bit of red mined would just be spent in the yellow and blue heavy purchases. I suppose it's possible that with that little red that was mined they decided to go red heavy purchases...in which case they have very few upgrades and a ton of unusable resources. You would not be punished for expecting a yellow and blue heavy build and trying to counter, as you would flat out have so much more upgrades it's gg.whytedragon wrote:Moreover if you even bother to even consider a small splash of red, suddenly that equation gets mostly thrown out the window.
I already refuted this...or perhaps better explained myself in saying that not ONLY blue and yellow were mined in that specific example. The specific words I used in the example in the last post were "if I were to know that my enemy has mined a lot ofwhytedragon wrote:Let me just say the several reasons why I find this argument so flawed.
1) Even assuming that for whatever reason you mine only those two resources, in reality there are nearly twenty different things it can easily be invested into. That's a wide net to cast.
Again, by giving one example that answers your specific questions, I did not think I would have to come up with an example for every single possible scenario that will ever occur during the entire course of all the CC games that will ever be played and have ever been played...but apparently I do.whytedragon wrote:2) It does not include red, one of the more desired resources, which is used in nearly everything. Literally all weapon upgrades, damage upgrades, mobility upgrades, missiles, and offensive small ships require it. And that's a lot of the available assets.
So let's say you notice the enemy mining lots of red. (and apparently since this is not clear when I say this, they are mining blue and yellow too, but obviously focusing on red) Now you know that that red is being spent somewhere in the areas of, as you said: "Literally all weapon upgrades, damage upgrades, mobility upgrades, missiles, and offensive small ships require it." Noticing a trend? Weapons and mobility. However, these upgrades do require some amounts of blue and yellow, and that's what makes this work. Weapons cost heaps of red, but also a fair amount of yellow, and not much blue needed. Mobility costs heaps of red, and a fair amount of blue, not much yellow needed. So you could be really scrutinize the yellow and blue mining and see where they are going. Now, in past posts I would have left it here because I have already implied other examples, but I can see that if I do just leave it here this will be considered a small sample that favors my argument, so I will continue. So let's say you notice very heavy red mining supplemented by some yellow and little to no blue. You now know that they are trying to beef up economy or weapons, and a simple scout will tell you which. Let's say you notice penta burst (fairly early). It's safe to assume that lasers are being upgraded because: 1. why would you NOT upgrade the main BC weapon...yes they could spend some red on missiles and yamatoes too but BC main weapon is the meta...and between the combination of scouting and "meta grab" as you called it, you have found this information...not by meta grab alone. Penta burst alone does not mean that they are upgrading laser damage; but supplemented by the information on their red mining you now know. 2. I know earlier you said that penta is just 70 red and one could easily purchase that and then go kinetics, but think about it: why would anyone do that? Kinetics are far better against small ships, so why would I get penta early when all I will shoot is ss and go kinetics later. Makes no sense. Okay, now lets say you see heaps of red mining supplemented by some blue and little to no yellow. You now know it's not economy focus or weapons beefing. You've narrowed down to a few specific purchases. A visual purchase scout and information on their kerm mining will give you what you need from there. (I really hope I don't have to be more specific than that; for the sake of post length) And now let's say you notice heaps of red mining with a little of each yellow and blue. You now know that they have the possibility for both weapons and mobility upgrades, but not enough for maxing out. Additional scouting and kerm mining information will give you what you need.
I'm going to leave out heavy blue mining type scenarios and relatively equal between all 3 type scenarios because, for christ's sake, I'm hoping my point is at least understood now and that I don't have to mention all possible scenarios.
One last example I will make:
Early blue and yellow focus, red (and green) late. (so the point of this is demonstrating how a change-up could be accounted for) Seeing the blue and yellow mining early game tells you that they probably have upgraded ss hull and you will likely see some ss energy upgrades. Also, probably util tier 1, plus money to replace lost miners. So this tells you that going out and ganking enemy miners to stifle their economy is probably not a good idea, as they will likely have good hull, enough energy for turbo boost, and ultimately lost miners can easily be replaced. It's still worth scouting to see if these things are indeed what they are spending money on though, because it is possible they are going early BC upgrades in order to win an early engagement. So upon further scouting you notice less of the ss upgrades than you expected, so you can kinda guess where they are headed. Okay now the kerm spawn happens and you notice they are bold enough to immediately move their BC over. They could be bluffing, but they are probably confident in their BC upgrades. Upon closer inspection, using methods I have previously stated, you notice heavy fusion core upgrades. Now it's all clear. So anyway, they mine much of the kerm and after that you notice heavy red mining too...and now the scenario transitions into the lengthy example of scenarios I gave above...except you now also know that fusion core has been upgraded since early on and that they will have superior energy.
I said this was gonna be my last example, but I can already hear the responses "you picked one small favorable sample...yellow and blue are crucial early game resources and red and green are late game" etc etc. So dammit, I will give one more:
You spawn near blue and red and to get yellow you must stray a bit from the BC. So early game is gonna be heavy on blue and red, unless the BC is moved. Let's say the enemy does not move the BC early. So now you know they are probably going for ss speed to go out and get that yellow. So you could counter by moving your BC near needed resources for ganking miners, adn you know tactically that you should try to get between the stray miners and their BC before attacking, perhaps equipped with a frequency nullifier, thus I guess "countering" their mobility investment.
So there you have an early game example without enemy mining heavy yellow.
I think I've explained this already in this post. The sample net can usually be narrowed significantly by followup scouting.whytedragon wrote:3) There's simply too large an effective sample set -- sure, you can rule out hull, core, and transfer through inspection, but energy is harder to figure out (as can powerdocking) and most of the others can't really be scouted.
Interesting, because earlier you called me out for picking a favorable sample set when I gave the blue-yellow-energy example. Now you're saying that it's the hardest to figure out. I would lean more towards that it is hard due to the number of factors that influence energy, and that right here you are picking a sample favorable towards your argument, just as you did with the spotting the difference between +140 energy gain and +160 example. I will admit that energy scouting is still a bit difficult with the proposed changes, but easier than it is now so I don't see the problem.whytedragon wrote:4) Also, I feel like it's weird to also call out on 'expectations.' What if they simply were pushing their core more effectively than your team, had utility tier 3 upgrade, or did not heavily utilize the science transfers? What if they were able to approach the engagement more energy effectively? That could also easily push them above the 'expected' energy they should have. You're using the term 'expected' without really giving any sense of what should be expected. Can you really expect any particular value? Moreover what about energy consumption, or what if all of those energy bonuses were only immediately gotten, making their energy production actually a lot higher than what you would expect but not reflecting it?
I simply looked at the sample set you brought up, which was meant to point out an area where scouting is still nearly impossible with this proposal, not favorable. Again, I was hoping I would not have to bring up every single example I could possible think up, and that using the example most favorable to your argument and directly answering your questions would suffice.whytedragon wrote:By ignoring these points I feel like you're avoiding the issue by looking only at the more favorable sample set.
Not in the following 2 scenarios, which would be fairly common with the proposed changes:whytedragon wrote:And moreover, to assume that a team would really mine almost exclusively two resources in ridiculously unrealistic.
1. You spawn primarily near 2 resource types; getting the 3rd is difficult early on.
2. Counters to what your enemy has use primarily 2 resource types.
Okay, I had a looser definition than you then. I would include this as countering as well as purchasing a certain, less expensive set of upgrades than the set of upgrades your opponent has that is yet more effective.whytedragon wrote:Objection -- a counter is something that is more effective against a particular aspect.
So now after your 3 countering examples, you again seem to say that scouting during BC vs BC engagements makes this entire proposal a "moot point". I previously said why this is not the case...but to summarize: A lot happens quickly during engagements and scouting what they have is extremely difficult if you don't know what you're looking for. Knowing roughly what resources they have mined tells you what to look for.
So now on to your response to my minimap images: It's becoming clear I don't understand your usage/definition of "splash", so I cannot properly explain but I will do my best. So when I said "larger more spread out fields" that was just me communicating extremely poorly again. The larger part is true, but my more spread out I mean that there is a longer distance between fields of a certain resource type.
No, because with the current game it's simply too difficult to know what each clump of asteroids contains. The only scenario you could tell what they have mined by seeing what asteroids they have mined is if they have mined the same thing as you. As soon as they start mining from fields you haven't mined from yet, you can't tell what they are mining and if they do not mine even one asteroid field that you mined, you can't tell what they have mined because there is no way you could have noticed, let alone remembered, exactly what that field contained on your side. If you are actually able to remember what each clump of asteroids contains in the current CC setup (because they often contain at least a little of all 3), and then mirror that to the other side, then I will tell you what you told me earlier: You are wasting your talent.whytedragon wrote:Models I don't think is a bad idea, as that's a reinforcement of scouting by conflict which will keep the game active, but as for the other... can't you already do this? Maps are still mirrored, and asteroid clusters are still predominantly one particular type of resource. If you've scouted the mirror field in your design, whether it's splash or not, you should understand what they've mined from it.Puppetbones wrote: 1. It would be really nice to be able to scout what the enemy is doing either via what they are mining or by changing models as Slapshot said.
All I would say is that I refuted your point in #1 and that I have read #3 and I disagree with you there too. In order to counter you need #1 and #3. Also, as I said before, there is some countering already in CC, I think there should be some more, and that this deserves a thread of its own.whytedragon wrote:I believe counter play is already available to an extent as well. Rather, you yourself even used examples of countering in your Korean game example. And, if we are to effectively take from point #1 that such scouting should already be possible to an extent, if we were to go by your arguments it should also already be possible to 'predict' upgrades and therefore counter.Puppetbones wrote: 2. Then it would be nice to have a counter available.
Okay I think I get "splash" now. The reason this makes it impossible to deliberately mine the resources you need to counter is because:whytedragon wrote:Again, already technically available. Why does having splash minerals in fields make it impossible to deliberately mine the resources you need for the counter? Does having multiple colors in a field eliminate that possibility in some way? If all we're doing is literally taking the splash out of asteroid fields, then it's not like you gain any more information about an area by searching one asteroid field. You only know about that field, and that field is clustered together already. The only difference having splash makes is that even if you have the absolutely shitty luck to run into four fields that aren't the resource you're looking for, you're not completely screwed as you would be in a no splash design.Puppetbones wrote: 3. Then it would be nice to be able to deliberately mine the resources you need for that counter.
- with the current setup, you cannot keep track of what your enemy is mining, and thus making it harder to scout what they have, and thus making it harder to know what you're even countering. You have to know what they have before you can counter it, which in many cases as you yourself said, is nearly impossible.
- the splash means that often you will find little bits of the resource you need, but not enough. So many times in games my team needs that one resource type, someone finds it, everyone rushes over just to find it was just 1 or 2 asteroids. So everyone runs around for quite awhile looking for more, both creating a boring chore that requires little thought and often getting the resources too late to counter because either the situation has changed or the game is over.
Um...no, some simple scouting at the beginning of the game (which already usually happens) would prevent this. It would be really easy to keep track of where a certain resource type is. Someone could just scout a field, ping the minimap and say "yellow" and viola!, you've got it for later when you might need it.whytedragon wrote:The only difference having splash makes is that even if you have the absolutely shitty luck to run into four fields that aren't the resource you're looking for, you're not completely screwed as you would be in a no splash design.
Alright, now to Slapshot:
Okay, your #1...as I said before, as soon as I hone in on one thing everyone says "this doesn't tell you everything..." etc etc. Of course this doesn't tell you everything, and is a bit unreliable, and thus encourages actually moving a small-ship over and perhaps causing engagements. It does help you out a bit though.
and for #2, when I orginaly posted this idea a few posts back I mentioned that the mining boost ("Q-beam") color could be entirely different from the asteroid colors, like purple or something. Although, now that I think about it, perhaps mining a ship could be an entirely different color and mining boost ("Q-beam") could make the beam brighter rather than changing the color. I remember the mining laser as being one of the things that looked weird to me when I first played CC because the Q-beam, the beam that mines faster, is actually a lot dimmer than the normal one.
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Okay, so back to whytedragon:
I gave this some more thought and something occurred to me:
What if resource types were littered all over, like Rainbow Asteroids mode but without the green. (Kind of like what you proposed). This would fulfill 2 of the 3 things I wanted, not as well as my idea, but since it appears no one likes my idea I would be willing to compromise to this. Let me explain:
1. It would be really nice to be able to scout what the enemy is doing either via what they are mining or by changing models as Slapshot said.
If the enemy goes for a certain resource type, they will go around mining that, leaving the ones they are not going for. Scouting the area and seeing what they left behind will tell you what they are going for. However, it requires a miner to see what resource type(s) is being left behind.
2. Then it would be nice to have a counter available.
This is the one that would not be fulfilled (as I said before is not fulfilled by asteroids)
3. Then it would be nice to be able to deliberately mine the resources you need for that counter.
I think this is easy to see...with what you need being all over it's easy to mine it, but would have some problems late game once asteroid count dwindles.