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Ego Trip

Posted: Sat Jul 27, 2013 1:48 pm
by Corinthian
Journey with me, on my flight of fancy, of those things that I think need to be changed or added. They are listed in order of priority.

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1) Research: Scuttle Salvage
Cost: 45y 75b 25r 35g 18sec

This ability allows Small Ships to be removed from the Hanger, and for a small quantity of resources to be gained from them. This ability is accessed on the Hanger Console. It is a fourth ability that can be performed.

Miner 75y 75b --> 25y 25b
Chomper 100y 50b 25r --> 35y 15b 10r
Wraith 50y 50b 100r --> 15y 15b 35r
Corvette 100y 100b 100r --> 35y 35b 35r
Mine-Layer 100y 75b 25r --> 35y 25y 10r
Destroyer 75y 100b 150r 75g --> 25y 35b 50r 25g
Infiltrator 50y 70b 50r --> 15y 25b 15r

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2) Item Identification

Items, when laying on the floor, should have a greater number of shapes and colors. You should be able to tell what something is, before you pick it up.

Examples:
a) Piranha Missiles Orange
b) Scorpion Missiles Yellow
c) Wasp Missiles Purple
d) Predator Missiles Black
e) Saber Missiles Blue
f) Hellfire Missiles Red
g) Kermiculite Missiles Green
h) Marine Guns should not have the same shape as Missiles
i) Repair Kits should be Unique

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3) Infiltration

There should be a 2 Second Delay to launch an Infiltrator from the enemy BattleCruiser.

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4) Inventory Management

a) Auto-Drop should only drops Minerals, Repair Kits, Missiles, and Small Ship Items. It should not drop Personal Items.
b) The Nullifier needs to be split into 2 separate items.
c) The Personal effect Nullifier should not auto-install into your armor slot.

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5) Missiles

a) The Piranha Missile should have a recharging count-down on the Construction Console, just like the Repair Kits. (Whyte, I am aware you already posted this, I am just posting it again.)

b) All Missiles should be given a Slight Range Boost, ~20%. I do not mean increasing their Velocity.

c) Indeed, all Missiles except Scorpion could use a 20% reduction in velocity.

d) Research: Missile Phase Technology
Cost: 20y 80b 25g 8sec
Effect: Missiles no longer impact asteroids

e) New Missile Type: Sensor Probe
Cost: 5y 5b
Damage: 0 Shields / 0 Hull
Range: 1/2 Map
Ability: It provides vision as it passes through an area. It has a vision radius 3/4 that of a Wraith.

f) Research: Jackal Bays
Cost: 60y 10b 20r 10sec
Effect: The Weapons Console Can Toggle the Missile Bays to fire from the Stern of the ship.

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6) Tractor Beam

a) Reduce the Tractor Beam GW requirement to 15 GW.
b) Increase its deployment speed by 80%.
c) Give it the ability to attach to asteroids.
d) Give it the ability to swing objects clockwise and counter-clockwise, at the selected radius.

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Re: Ego Trip

Posted: Sat Jul 27, 2013 2:05 pm
by Degra
I agree with most of it.
However:
1) The upgrade costs seem way too high, I cannot see it offsetting the cost by salvaging 1-3 ships, which you would usually want to get rid off.
The one third resource regain already seems painful enough.

3) I also suggest disabling the boarding and phasing shift for a few seconds when hit by a wraith's EMP, similiar to a miner's turbo jump.

6) I would also give the tractor beam the ability to target friendly ships.
The reduction of Tractor beam to 15 GW seems too drastic, especially when you want to almost double the deployment speed.
I'd rather want 40-60 gw/s, considering it takes way more energy for an affected BC to "outfly" the pull.

Re: Ego Trip

Posted: Sat Jul 27, 2013 2:37 pm
by Corinthian
Degra, thank you for responding.

1) This upgrade is for the late late game, where you have filled your hangar, and now need to quickly make space for the one or two ships you need for the next phase of the match. It's primary purpose is to allow Small Ship transitions to quickly occur without suicides. It is not meant to be cheap, fast to research, or as a means of massive resource recovery.

3) This makes sense, and I agree.

6) I agree that it should be able to target allied ships.
Concerning the GW cost, I was primarily thinking of cooperative Tractor Beam - Chomper interactions, for which the energy cost should be low. But you are right, tethering the Enemy BattleCruiser should cost a lot of energy.
What if the Tractor Beam had 4 push/pull speeds, instead of its current 2.

When attached to a Level 3 Stabilized BattleCruiser these would translate as such.

Tractor Beam GW Cost --> Pull Velocity --> GW Cost of Enemy BattleCruiser to Overcome
15gw --> 3m/s --> 20gw
45gw --> 6m/s --> 40gw
135gw --> 12m/s --> 80gw
405gw --> 24m/s --> 160gw

This distribution makes low-strength Tractoring Economical, and high-strength Tractoring very energy intensive.

Re: Ego Trip

Posted: Sat Jul 27, 2013 10:37 pm
by WhyteDragon
Alright, here's my take on things!
Corinthian wrote:1) Research: Scuttle Salvage
Cost: 45y 75b 25r 35g 18sec

This ability allows Small Ships to be removed from the Hanger, and for a small quantity of resources to be gained from them. This ability is accessed on the Hanger Console. It is a fourth ability that can be performed.

Miner 75y 75b --> 25y 25b
Chomper 100y 50b 25r --> 35y 15b 10r
Wraith 50y 50b 100r --> 15y 15b 35r
Corvette 100y 100b 100r --> 35y 35b 35r
Mine-Layer 100y 75b 25r --> 35y 25y 10r
Destroyer 75y 100b 150r 75g --> 25y 35b 50r 25g
Infiltrator 50y 70b 50r --> 15y 25b 15r
I like the way this is set up, and I can give several reasons why;
#1 - By not giving it outright, it prevents a new player from automatically salvaging new ships by accident when they start pressing random buttons.
#2 - By not giving it outright, it prevents the immediate deconstruction of the corvette/wraith in order to get a stupidly fast economy advantage right off the bat. It enforces the usage of the actual ships rather than just make them econfeed.
#3 - You should not need to salvage outright. The only time you should need to actually salvage is when you hit a full hanger which should never occur during the early game - and if you haven't had the foresight to properly deck your hanger in an efficient manner, then perhaps you should have given more thought in the first place.
Corinthian wrote:2) Item Identification

Items, when laying on the floor, should have a greater number of shapes and colors. You should be able to tell what something is, before you pick it up.

Examples:
a) Piranha Missiles Orange
b) Scorpion Missiles Yellow
c) Wasp Missiles Purple
d) Predator Missiles Black
e) Saber Missiles Blue
f) Hellfire Missiles Red
g) Kermiculite Missiles Green
h) Marine Guns should not have the same shape as Missiles
i) Repair Kits should be Unique
Overall I agree with it. The complexity of changing the tint of an item should be relatively straightforward and simple to do. You could even make further distinction by changing the item size between heavy and light missiles should you so desire.
Corinthian wrote:3) Infiltration

There should be a 2 Second Delay to launch an Infiltrator from the enemy BattleCruiser.
I believe Siretu wanted to make it so that you had to 'hack' the hanger console to leave the battlecruiser. Howeve, I believe this would be a fairly simple temporary solution if he wished to use it until the console hack was ready.
Corinthian wrote:4) Inventory Management

a) Auto-Drop should only drops Minerals, Repair Kits, Missiles, and Small Ship Items. It should not drop Personal Items.
b) The Nullifier needs to be split into 2 separate items.
c) The Personal effect Nullifier should not auto-install into your armor slot.
No real reason to go against this if it's simple. I agree, in fact, as there have been many issues with me picking of a nullifier I intended to put on a small ship and having it drain my health, or accidentally dropping my nanodock gloves the moment I wanted to do something aside from fight other marines.
Corinthian wrote:5) Missiles

a) The Piranha Missile should have a recharging count-down on the Construction Console, just like the Repair Kits. (Whyte, I am aware you already posted this, I am just posting it again.)

b) All Missiles should be given a Slight Range Boost, ~20%. I do not mean increasing their Velocity.

c) Indeed, all Missiles except Scorpion could use a 20% reduction in velocity.

d) Research: Missile Phase Technology
Cost: 20y 80b 25g 8sec
Effect: Missiles no longer impact asteroids

e) New Missile Type: Sensor Probe
Cost: 5y 5b
Damage: 0 Shields / 0 Hull
Range: 1/2 Map
Ability: It provides vision as it passes through an area. It has a vision radius 3/4 that of a Wraith.

f) Research: Jackal Bays
Cost: 60y 10b 20r 10sec
Effect: The Weapons Console Can Toggle the Missile Bays to fire from the Stern of the ship.
B and C I do not understand. While I can see no reason not to, I also can so no reason to do so. Many missiles already have an absurd degree of range, such as the Predator Missile, to the point where I would have to ask why. Maybe for short range missiles, but not for all in my opinion. I have no particular pros or cons for the velocity change.

E is a missile type I find to be clever and interesting, especially for the cost. I would enjoy seeing it implemented.

D, to my understanding, it solely for the purpose of sniping people offscreen with missiles. While I can appreciate the mechanic and clever, I don't feel as if promoting missile blindfire is necessarily a good idea to be frank. While it is not game breaking, the strategy of launching a predator missile from halfway across the map and then firing from a consistant distance the enemy can't properly retaliate against just seems to me like a rather annoying mechanic. It draws away from the potential of epic clashes of two battlecruisers coming together in heavy gun fights, which I feel is one of Cruiser Command's stronger points.

F, I'm not sure I like it, the main reason being that it means fleeing ships will be able to fight as if they were chasing. Retreating is supposed to be a disadvantageous state in which you present your weakest side -- in this case, the side that cannot freely shoot things. Being able to freely fire missiles backwards kind of negates any disadvantage of being the fleeing party aside from the Yamato Cannon, but if you can just spam sabertooth missiles in the first place that issue becomes a lot less severe. It's interesting, but not necessarily appropriate in my opinion.

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Corinthian wrote:6) Tractor Beam

a) Reduce the Tractor Beam GW requirement to 15 GW.
b) Increase its deployment speed by 80%.
c) Give it the ability to attach to asteroids.
d) Give it the ability to swing objects clockwise and counter-clockwise, at the selected radius.

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Nothing wrong with B. It makes tractor beam more viable against small ships -- considering it has nearly 100% chance to hit the BC, I feel as if this is a much needed buff to make it more useful.

C I would actually prefer not to have. Allowing it to attach to asteroids means that you could not use it to latch on to small ships sitting behind asteroids, which I think would be a very convinient time to be able to use it - even more so than for the sake of throwing asteroids around as body blockers.

D, there is a very large reason I disagree with it:
No space on the command card.

Re: Ego Trip

Posted: Sun Jul 28, 2013 5:57 am
by Siretu
I am going to kind of quote both WhyteDragon and Corinthian. I'm sorry if this is confusing.
WhyteDragon wrote:Alright, here's my take on things!
Corinthian wrote:1) Research: Scuttle Salvage
Cost: 45y 75b 25r 35g 18sec

This ability allows Small Ships to be removed from the Hanger, and for a small quantity of resources to be gained from them. This ability is accessed on the Hanger Console. It is a fourth ability that can be performed.

Miner 75y 75b --> 25y 25b
Chomper 100y 50b 25r --> 35y 15b 10r
Wraith 50y 50b 100r --> 15y 15b 35r
Corvette 100y 100b 100r --> 35y 35b 35r
Mine-Layer 100y 75b 25r --> 35y 25y 10r
Destroyer 75y 100b 150r 75g --> 25y 35b 50r 25g
Infiltrator 50y 70b 50r --> 15y 25b 15r
I like the way this is set up, and I can give several reasons why;
#1 - By not giving it outright, it prevents a new player from automatically salvaging new ships by accident when they start pressing random buttons.
#2 - By not giving it outright, it prevents the immediate deconstruction of the corvette/wraith in order to get a stupidly fast economy advantage right off the bat. It enforces the usage of the actual ships rather than just make them econfeed.
#3 - You should not need to salvage outright. The only time you should need to actually salvage is when you hit a full hanger which should never occur during the early game - and if you haven't had the foresight to properly deck your hanger in an efficient manner, then perhaps you should have given more thought in the first place.
I can agree with most of this. However, I disagree on #3. Late game with a full hangar is not the only time where you would need to salvage. I can see it being useful when you need a specific resource and you're willing to sacrifice a ship you're not using at this stage at the game. More generally, it can be seen as a way to do a decent tech shift later on in the game. Maybe we'll see games where you start out getting 1-3 extra miners and then salvaging them in the mid game?
WhyteDragon wrote:
Corinthian wrote:2) Item Identification

Items, when laying on the floor, should have a greater number of shapes and colors. You should be able to tell what something is, before you pick it up.

Examples:
a) Piranha Missiles Orange
b) Scorpion Missiles Yellow
c) Wasp Missiles Purple
d) Predator Missiles Black
e) Saber Missiles Blue
f) Hellfire Missiles Red
g) Kermiculite Missiles Green
h) Marine Guns should not have the same shape as Missiles
i) Repair Kits should be Unique
Overall I agree with it. The complexity of changing the tint of an item should be relatively straightforward and simple to do. You could even make further distinction by changing the item size between heavy and light missiles should you so desire.
I agree, this is simple to do. The looks of the items have bothered me for quite some time since there's a lack of good item models. However, changing the tint is easy enough.
WhyteDragon wrote:
Corinthian wrote:3) Infiltration

There should be a 2 Second Delay to launch an Infiltrator from the enemy BattleCruiser.
I believe Siretu wanted to make it so that you had to 'hack' the hanger console to leave the battlecruiser. Howeve, I believe this would be a fairly simple temporary solution if he wished to use it until the console hack was ready.
It's true I originally planned to require you to hack the hangar to leave the enemy BC. However, I'm no longer sure it's the best solution. I think I'll probably keep it the way it is currently, although a 2 second delay is definitely something I'm for.
WhyteDragon wrote:
Corinthian wrote:4) Inventory Management

a) Auto-Drop should only drops Minerals, Repair Kits, Missiles, and Small Ship Items. It should not drop Personal Items.
b) The Nullifier needs to be split into 2 separate items.
c) The Personal effect Nullifier should not auto-install into your armor slot.
No real reason to go against this if it's simple. I agree, in fact, as there have been many issues with me picking of a nullifier I intended to put on a small ship and having it drain my health, or accidentally dropping my nanodock gloves the moment I wanted to do something aside from fight other marines.
a) Sure
b) Hmm, I guess I can see the point of that.
c) I guess it makes sense since you dont want to use it before you're on the enemy BC.
WhyteDragon wrote:
Corinthian wrote:5) Missiles

a) The Piranha Missile should have a recharging count-down on the Construction Console, just like the Repair Kits. (Whyte, I am aware you already posted this, I am just posting it again.)

b) All Missiles should be given a Slight Range Boost, ~20%. I do not mean increasing their Velocity.

c) Indeed, all Missiles except Scorpion could use a 20% reduction in velocity.

d) Research: Missile Phase Technology
Cost: 20y 80b 25g 8sec
Effect: Missiles no longer impact asteroids

e) New Missile Type: Sensor Probe
Cost: 5y 5b
Damage: 0 Shields / 0 Hull
Range: 1/2 Map
Ability: It provides vision as it passes through an area. It has a vision radius 3/4 that of a Wraith.

f) Research: Jackal Bays
Cost: 60y 10b 20r 10sec
Effect: The Weapons Console Can Toggle the Missile Bays to fire from the Stern of the ship.
B and C I do not understand. While I can see no reason not to, I also can so no reason to do so. Many missiles already have an absurd degree of range, such as the Predator Missile, to the point where I would have to ask why. Maybe for short range missiles, but not for all in my opinion. I have no particular pros or cons for the velocity change.

E is a missile type I find to be clever and interesting, especially for the cost. I would enjoy seeing it implemented.

D, to my understanding, it solely for the purpose of sniping people offscreen with missiles. While I can appreciate the mechanic and clever, I don't feel as if promoting missile blindfire is necessarily a good idea to be frank. While it is not game breaking, the strategy of launching a predator missile from halfway across the map and then firing from a consistant distance the enemy can't properly retaliate against just seems to me like a rather annoying mechanic. It draws away from the potential of epic clashes of two battlecruisers coming together in heavy gun fights, which I feel is one of Cruiser Command's stronger points.

F, I'm not sure I like it, the main reason being that it means fleeing ships will be able to fight as if they were chasing. Retreating is supposed to be a disadvantageous state in which you present your weakest side -- in this case, the side that cannot freely shoot things. Being able to freely fire missiles backwards kind of negates any disadvantage of being the fleeing party aside from the Yamato Cannon, but if you can just spam sabertooth missiles in the first place that issue becomes a lot less severe. It's interesting, but not necessarily appropriate in my opinion.

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I agree on a). I agree with Whyte that I dont really understand b) and c), although I originally read "slight range boost" as "sight range boost", which kind of confused me.

One thing that I'm wondering though is: Are missiles used enough that the missile phase will actually be used? Also, is the effect of the sensor probe good enough to warrant it's use.
WhyteDragon wrote:
Corinthian wrote:6) Tractor Beam

a) Reduce the Tractor Beam GW requirement to 15 GW.
b) Increase its deployment speed by 80%.
c) Give it the ability to attach to asteroids.
d) Give it the ability to swing objects clockwise and counter-clockwise, at the selected radius.

_____________________________________________________________
Nothing wrong with B. It makes tractor beam more viable against small ships -- considering it has nearly 100% chance to hit the BC, I feel as if this is a much needed buff to make it more useful.

C I would actually prefer not to have. Allowing it to attach to asteroids means that you could not use it to latch on to small ships sitting behind asteroids, which I think would be a very convinient time to be able to use it - even more so than for the sake of throwing asteroids around as body blockers.

D, there is a very large reason I disagree with it:
No space on the command card.
I agree with what Whyte said. There's a big lack of space on the command card. Otherwise you could have a toggle for the asteroid attachment.

Re: Ego Trip

Posted: Sun Jul 28, 2013 12:23 pm
by Karl913
Heh, read most of that.. Then half way through Siretu's post it just kinda became a TL;DR thing.. Anyway, l saw this:
Siretu wrote:I can agree with most of this. However, I disagree on #3. Late game with a full hangar is not the only time where you would need to salvage. I can see it being useful when you need a specific resource and you're willing to sacrifice a ship you're not using at this stage at the game. More generally, it can be seen as a way to do a decent tech shift later on in the game. Maybe we'll see games where you start out getting 1-3 extra miners and then salvaging them in the mid game?
And thought... l'm assuming this has been suggested time and time again, a big range of ship types. Such as: A newer grade 'combat' chomper, in which moves considerably faster and can salvage enemy ships it chomps for the same values as the scuttle salvage. Although of course having these additions makes the ship a much more crowded one and lowers the inventory capacity..? Personally l thinking having a very broad range of ship types with unique abilities or tactics could benefit the game. Although l haven't actually played cruiser command in a long while, l remember the gameplay from when l did was similar from game to game. If you had 20+ ship types, each unique, then it's unlikely that all would be used and make games unsimilar and open up more unique, fun, and possibly harder to pull off although very fun strategies..

Sorry, saw that quote above and might've overthought it a bit. l also understand that adding a new ship type could be extremely difficult based on my experience with the editor.

On a note, l also like all of the ideas listed from you, Corinthian, and most of them listed previously. l also agree on enabling sniping or artillery bombardment through missiles, range boost, and sensor probe. l find it would add a new type of game play that isn't nessessary for victory, although can be used. (Also, perhaps make the 20% range bonus could be an upgrade?)

Re: Ego Trip

Posted: Sun Jul 28, 2013 12:43 pm
by Corinthian
Siretu and WhyteDragon, thanks for the long and thorough critiques. I will attempt to answer your questions concerning my reasoning. So enjoy this wall of text.

Karl913, thanks for the comment, and I agree that a boost to Missile-Range could be an upgrade.
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Velocity & Range

My suggestions for increased range and decreased velocity, are to provide an Artillery-Element to the game. It is true that not all missiles need this increased range, but the Sabre and Hellfire require it.

While thinking about this, it should also be noted, that while effective, fast missile reloading is not fun to perform. It is only utilized when you are so far behind that there is nothing else for you to do. Typically you will have no small ships, nor any laser upgrades. It is not fun because of the time it takes to set up, the mess that is made of the bottom floor, and because the missile reloader will never see the battle. For these reason, in addition to the cap being placed on Piranha manufacture, I do not believe suggestions B and D will lead to off-screen fast-reloading exploitation.

The decreased missile velocity is so that missiles, when used as artillery, punish stationary BattleCruisers, but are mostly wasted against more roving behavior. This increases the cooperation required for both the offensive and defensive crews.

The increased range is because missiles actually do not travel all that far. The last time I looked at this was before my work on GW-Distances, so many many patches ago, and I did not have a distance metric yet. My conclusion at the time, however, was that the ranges of all missiles except the Predator and Merculite were so minor, and the chance of asteroid impact so high, that they should never be used off-screen.

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Phasing

Siretu, you are correct that missiles are infrequently used compared to other weapon types. Currently missiles need to be used within sight range, to be time and resource efficient. Their cost, mainly time to load, is so high that it is a waste to fire them if you are unsure of a hit. Missile centric tactics are the rarest of end game strategies. Ionic Corvette, Artillery Destroyer, Infiltration C-4, and Iron-Curtain Ramming are all way more common. Phasing-Technology will help make missile more viable.

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Sensor Probes

I anticipate that this would get decent use in high level games. It is actually incredibly powerful.
If you think a buff is needed, give it a vision radius similar to that of a small ship.

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Jackal Bays

There are many reasons that these would increase the skill requirement of combat, and so would further differentiate skill levels. They also make sense. Military vessels should have defensive counter-measures to dissuade continued assault.

a) Chases would become more dynamic, with chased more quickly gaining the opportunity to becoming the chaser.
b) The cooperation needed between Defending Navigator & Weapons Officer would increase.
c) The Attacking Navigator, in conjunction with the Weapon Officer, and Engineer, would need to balance the cost-benefit of direct following, to a back-and-to-the-side chasing position.
d) Often the Rabbit has lower energy. So weapon firing is limited. This upgrade provides a reason to keep the weapon station maned instead of having another person running repair duty.

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Battle-Cruiser Size

Also, slightly tangential to the topic of Missiles. The size of the BattleCruiser is still ridiculous. There use to be so much more space on the screen for BattleCruiser vs BattleCruiser interactions. The battles use to be way more epic. Both ships could be on the screen with ample visual area to plot, and change, engagement vectors.

Steerage was so much more interesting. Now, with the increased size of the Battle-Cruiser, it seems that some of the more skillful navigation tricks have been lost. I know the size is more in accord with the size of the launched ships, but I do not think it was worth the price.

Returning the BattleCruiser back to its original size will benefit numerous game elements.
These include:

a) Increased skill requirement for firing Broadsides, and the other weapon types.

b) Fewer AI-Miner Battle-Cruiser entrapments.

c) Increase tactical requirements of engagements. From small ship positioning, to asteroid flying, to the more esoteric understanding of camera tilt and its effect on linear line distortion along the 45 degree axes.

d) Currently there is a problem with rushes disabling, and then killing a Battle-Cruiser outright. This is due to many factors, but a decent mitigation would be a decreased cruiser size.

Re: Ego Trip

Posted: Sun Jul 28, 2013 5:16 pm
by Corinthian
Concerning Missile Range and Velocity

I should not have made the suggestion before first performing an analysis.
My metric for what changes are needed, is simply what would be required to make the various missiles viable in their current and potential roles. This incorporates a knowledge of Boost Distance, GW usage, Acceleration, and Velocity.

I just did some testing, and more is needed, but the preliminary results are:

a) Piranha Missiles - Good
b) Scorpion Missiles - Need a Range Boost of ~2.5x before detonation, Velocity is Fine
c) Wasp Missiles - Perfect
d) Predator Missiles - Fine
e) Sabre Missiles - Need a Range Boost of ~1.6x, Velocity could use a reduction of ~.1x
f) Hellfire Missiles - Need a Range Boost of ~1.5x, Velocity could use a reduction of ~.1x
g) Merculite Missiles - Need a Range Boost of ~2.1x, Velocity is Fine

Re: Ego Trip

Posted: Sun Jul 28, 2013 9:12 pm
by WhyteDragon
Warning -- this is probably more like a rant than anything. It is a collection of observations regarding the balance and direction of things more than anything.
Corinthian wrote:Velocity & Range

My suggestions for increased range and decreased velocity, are to provide an Artillery-Element to the game. It is true that not all missiles need this increased range, but the Sabre and Hellfire require it.
I think the most major question we need to return to when looking at this is 'do we want battlecruiser fights to be performed at extensive distances.' On one hand, I can appreciate the art of it in that you often require a small ship scout in order to obtain data on the opposing cruiser, or you have to rely upon ping information to make a strike, but soon enough it becomes to seem like a trade of blows from the shadows to me. I personally view fights like that to be more 'pot shots,' attempts to throw the other team off balance, rather than an actual 'killing method.' And, to be honest, that feels appropriate to me. By forcing the majority of a battlecruiser's weapon capabilities to be most effective a close range, you are forcing the player to close the distance in order to go for a decisive killing blow rather than being able to consistently aim for a large distance to destroy an enemy cruiser. While I understand that simply boosting missile range will not necessarily allow that, it starts to push the game in such a direction where it becomes more and more plausible to perform -- that is what worries me.
Corinthian wrote:While thinking about this, it should also be noted, that while effective, fast missile reloading is not fun to perform. It is only utilized when you are so far behind that there is nothing else for you to do. Typically you will have no small ships, nor any laser upgrades. It is not fun because of the time it takes to set up, the mess that is made of the bottom floor, and because the missile reloader will never see the battle. For these reason, in addition to the cap being placed on Piranha manufacture, I do not believe suggestions B and D will lead to off-screen fast-reloading exploitation.
I can agree with this. Even though exploitable, it often is not due to the inherent difficulty, coordination, and tedious nature of the task. At the same time, I feel like it often overlooked because there are other tactics available, even if they are inferior. It is often a 'last resort.' But I still feel as if it should be appropriate addressed as it is still an issue.
Corinthian wrote:The decreased missile velocity is so that missiles, when used as artillery, punish stationary BattleCruisers, but are mostly wasted against more roving behavior. This increases the cooperation required for both the offensive and defensive crews.
While I can get behind the logic fully, I have to wonder how difficult it would be to hit a moving battlecruiser with missiles already. It's a given that a battlecruiser that's not moving will be hit, but I honestly don't see many battlecruisers moving at less than 100GW when being directly attacked -- probably at least 200 -- and given that case, I would have to ask just how thouroughly this concept has really been looked into during play. Is it really that easy for navigation, who has no unlockable camera, to coordinate with the weapons console to make a hit against the opposing BC that is well out of sight range? If it is, then by all means the change may be in order, but I have to wonder if this is a concept that has emerged based on theory is all, as I have seldom (if ever) seen it actually occur.
Corinthian wrote:The increased range is because missiles actually do not travel all that far. The last time I looked at this was before my work on GW-Distances, so many many patches ago, and I did not have a distance metric yet. My conclusion at the time, however, was that the ranges of all missiles except the Predator and Merculite were so minor, and the chance of asteroid impact so high, that they should never be used off-screen.
Based on the missile charts and what you suggested for range changes, I can fully agree to this overall. Especially given a chase situation.
Corinthian wrote:Phasing

Siretu, you are correct that missiles are infrequently used compared to other weapon types. Currently missiles need to be used within sight range, to be time and resource efficient. Their cost, mainly time to load, is so high that it is a waste to fire them if you are unsure of a hit. Missile centric tactics are the rarest of end game strategies. Ionic Corvette, Artillery Destroyer, Infiltration C-4, and Iron-Curtain Ramming are all way more common. Phasing-Technology will help make missile more viable.
Here is my take on it -- there will seldom be scenarios in which two battlecruisers are fighting and there will not be a clear path between them. The main reason being that if neither are moving, and are freely firing at one another, then clearly there must be an open path for laser fire. If either is moving, the only scenario in which asteroids would block fire is if the enemy cruiser quickly fled behind an asteroid field - but that would block fire, meaning the battlecruiser would have to move to make contact anyways. The only other scenario I see asteroids acting as a blocker would be out of combat or just before the initiation of, which would likely mean 'sniping.'

In short, this would primarily be used 'out of engagement' - frankly, that could be expected given that no other methods of attack other than small ships would normally be able to bypass an asteroid field and attack the battlecruiser. However, this again refers back to the 'artillery' concept. You are creating a method of barraging the opposing cruiser from a long distance using powerful missiles. In one sense, I can find this to be clever -- it forces the opposing team to be wary of an enemy cruiser even at a long distance, making sure they are being wary of potential harassment. On the other, it also brings up concerns regarding burst and chipping damage. Very quickly, your excess materials become a method of dealing large amounts of additional damage to an enemy cruiser that is well out of sight, regardless of obstacles.

The results I see from promoting the usage of long range attacks is a game of mental warfare. Right now, it is commonly accepted that an 'object' will have to approach your enemy battlecruiser before making an attack, and there are often ways of going about figuring such things out. Even through the use of a frequency nullifier, you can observe a corvette approaching your battlecruiser visibily - even failing that you don't catch it until the last moment, you can often react to it. Even given a battlecruiser that suddenly bursts across the map attacks you, at the very least it creates a situation where there is a heavy drain on energy, and given preparation due to the distance you can properly react to the attack a large portion of the time. It is an issue with burst damage at such a range. This method, however, the only prior indication of attack would be the 'bubble' around the battlecrusier of which you can judge to be 'missile range.' There is no real way to 'understand' that such an attack may occur, and the potential of such attacks can without doubt be rather devastating -- by example, the usage of six hellfire missiles on an unaware crew could potentially kill everybody on board immediately, making way for an attack on a defenseless battlecruiser. This means that you would create a situation where you would either expect high shields at all times from a team in order to counter the potential of such attacks. However, these concerns would primarily be voiced during the late game in which resources could readily be expended at will in order to make such attacks. However, I would quickly draw you back to the tournament as a warning as to how the potential of missiles should not be underestimated. That mistake was readily made with Scorpion Missiles, leading to an absurdly abusable mechanic that was truly considered overpowered.

I like missiles -- they're a nice way to create a combat advantage through the usage of a variety of materials. And that's how I like them - a bonus. I am extremely wary about making them a full method of combat.
Corinthian wrote:Jackal Bays

There are many reasons that these would increase the skill requirement of combat, and so would further differentiate skill levels. They also make sense. Military vessels should have defensive counter-measures to dissuade continued assault.

a) Chases would become more dynamic, with chased more quickly gaining the opportunity to becoming the chaser.
b) The cooperation needed between Defending Navigator & Weapons Officer would increase.
c) The Attacking Navigator, in conjunction with the Weapon Officer, and Engineer, would need to balance the cost-benefit of direct following, to a back-and-to-the-side chasing position.
d) Often the Rabbit has lower energy. So weapon firing is limited. This upgrade provides a reason to keep the weapon station maned instead of having another person running repair duty.
I would first like to point out the potential opportunity for a chased person to already fire missiles at a chaser -- Inertial Nullifier. By quickly turning around and spamming your missiles, you are capable of unleashing a six missile salvo upon a chasing enemy at the cost of a decrease in speed and energy, given a single upgrade of inertial stabilizers was already in place. The comparative cost would be an upgrade in order to do so fluently in combat.

Moving along, I see jackal bays as a trick that forces a fleeing party to maintain a particular course if they so choose to retaliate -- and that means it often becomes simpler for the chasing party to maintain a course to follow, allowing them to appropriate retaliate with missiles as well. That does not necessarily mean I feel it is balanced, however -- it is all too simple to simply fire a wasp missile backwards, creating a 'mine' due to velocity difference that will almost inevitably strike the opposing party. Why? Because unlike the fleeing party, the chasing party has a set target - the fleeing battlecruiser. Alternately, the ability to consistently lay a field of Piranha Missiles behind you as your run, a free missile, also begins to feel rather absurd. I would begin to question the plausibility of such a chase where the enemy team can simply lay down a relatively consistent field of 100/100 missiles that will either force the opposing team to expend large amounts of shields or divert course -- both of which are heavy consumptions of energy that cannot be exacted in the exact same method by the chasing team since the fleeing team does not have a target course they must abide to in order to achieve they goal. It is because of this simple concept that I begin to question the balance of such an upgrade where being in the fleeing position is actually advantageous.
Corinthian wrote:Battle-Cruiser Size

Also, slightly tangential to the topic of Missiles. The size of the BattleCruiser is still ridiculous. There use to be so much more space on the screen for BattleCruiser vs BattleCruiser interactions. The battles use to be way more epic. Both ships could be on the screen with ample visual area to plot, and change, engagement vectors.

Steerage was so much more interesting. Now, with the increased size of the Battle-Cruiser, it seems that some of the more skillful navigation tricks have been lost. I know the size is more in accord with the size of the launched ships, but I do not think it was worth the price.

Returning the BattleCruiser back to its original size will benefit numerous game elements.
These include:

a) Increased skill requirement for firing Broadsides, and the other weapon types.

b) Fewer AI-Miner Battle-Cruiser entrapments.

c) Increase tactical requirements of engagements. From small ship positioning, to asteroid flying, to the more esoteric understanding of camera tilt and its effect on linear line distortion along the 45 degree axes.

d) Currently there is a problem with rushes disabling, and then killing a Battle-Cruiser outright. This is due to many factors, but a decent mitigation would be a decreased cruiser size.
There is a side of the argument that demands the current battlecruiser size in order to maintain a proper aspect ratio of ships. This creates a situation where the battlecruiser is easier to hit, meaning that skill shots become much lessmeaningful when dealing in battlecruiser on battlecruiser fights.

Alternately, if we want to keep the aspect ratio we would have to return the battlecruiser to it's original size and reduce the size of all small ships. This means that object interaction at that level would become far more difficult due to the perspective in mind, making hitting objects more difficult both on terms of ramming and shooting.

The reason for all of these issues are because only the battlecruiser's size was scaled rather than the entirety of it. In order to maintain the same mechanics, you would have to also scale projectile speed, movement speed, and so on. Is this necessarily a bad idea? No, but it's a butt-ton of work, so that isn't quite ideal either.

No matter how this is proceeded with, it's going to be an issue one way or another. Scaling is an annoying issue simply because of the number of aspects that need alteration. Yeah, it can be done, but it is not in any way a pretty job.

Re: Ego Trip

Posted: Mon Jul 29, 2013 11:25 pm
by Red-Rocket
1) the miner, wraith and corvette I agree, the others im not so sure...(lemme refer to miners, wraiths and corvettes and small ships and minelayers, chompers and destroyers as big ships, not sure what to do with infiltrator) The problem is that big ships with more then one in hangar or in play can seriously change plays around. While miners, wraiths and corvettes can die all day (and a little to easily) the big ships have a real impact on making use of what they are worth, I say a separate upgrade for them that will reduce the price to oh say...30% and Destroyer ONLY around 40% off on green. Otherwise I like the idea, allows for a lot more of small ship battles!

2) Of course!
3) Agreed
4) Agreed
5) Agreed except F) fun idea, good for team being chased but I don't think missiles are meant for that and are for nav and wep to communicate when to turn and fire them off which is more fun in my opinion
6) B) deployment speed to fast, make it 50% but maybe actualy increase range by 25% as well. C) agreed D) im sorry but no on that.

Very good suggestions.