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IDProjectCategoryLast Update
0003783AI War 1 / ClassicSuggestion - Balance TweaksMay 12, 2013 5:08 pm
ReporterTechSY730 Assigned To 
Status newResolutionopen 
Product Version5.014 
Summary0003783: Spirecraft Implosions and Mk Levels
DescriptionI've noticed that Spirecraft implosion artilerry Mk. Is are near useless but Mk. IV and Mk. Vs are near overpowered, even when you consider the average strength of ships for their respective Mks. Then I realized something. Lets look at their damage.

Mk. I: .25% of target's current HP
Mk. II: .5% of target's current HP
Mk. III: 1% of target's current HP
Mk. IV: 2% of target's current HP
Mk. V: 4% of target's current HP

Notice something? Yep, its an exponential Mk. to damage relationship. One of the very reasons why these are avoided on all the other ship types is that it makes lower marks underpowered and higher marks overpowered.

I think scaling the damage percentage linearlly will work out nicely to make their overall usefullness more even. The only problem is a good percentage for Mk. I ship. .25% would mean the implosions overall too weak, even at Mk. V (which would do a measly 1.25%), and .5% would make all the Mks stronger except for Mk. IV (which would remain at 2%), and Mk. V being weaker (2.5%), which may be too strong overall.

If I had to choose however, I would say .5% for Mk. I and scale linearly from there would be good.
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TechSY730

Aug 28, 2011 11:41 pm

reporter   ~0013033

Last edited: Aug 28, 2011 11:48 pm

So I don't clutter up the main post too much, here is what my proposed linear increase with .5% of target's current HP would look like.

Mk. I: .5% of target's current HP
Mk. II: 1% of target's current HP
Mk. III: 1.5% of target's current HP
Mk. IV: 2% of target's current HP
Mk. V: 2.5% of target's current HP

As you can see, it makes the lower marks much more useful but keeps MK. V from being quite so abusable.
However, this may make the Spirecraft implosion ships too strong overall, as only the Mk. V gets nerfed by this change.

keith.lamothe

Aug 29, 2011 8:45 am

administrator   ~0013034

I think there's some merit to this, but one thing to consider is that the costs increase a lot more than linearly as you get into mkIV and mkV because those asteroids are a a _lot_ rarer. On average (in my tests), a galaxy holds enough Reptite to build 160 Implosion MkIs, but only enough Adamantite to build 7 Implosion MkVs. So you can actually afford to build 16 implosion mkIs more readily than you can afford to build a mkV.

While it's intentional that across-the-board costs increase faster than capabilities as mk level goes up, when it comes to these kinds of non-replaceable resources I think it warrants more than a linear increase in power. So I think it's appropriate that any spirecraft made from adamantite or titanite be head-and-shoulders above the others. Not that that's the case with spirecraft currently, of course ;) But it's something I plan to keep in mind as we make some changes to those in the future.

All that said, yea, the first two marks (and even the third) could use a bit of a boost.

TechSY730

Aug 29, 2011 12:08 pm

reporter   ~0013035

Good point. I didn't think about the rarity of the higher level asteroids. OK, a super linear growth rate of power is OK then, but IMO, exponential is too much. Polynomial maybe?

keith.lamothe

Aug 29, 2011 12:30 pm

administrator   ~0013036

I'm not sure I understand, isn't it already polynomial? In fact, it's less than quadratic.

If I take a base of 25:

Linear (Base*Mark)
25
50
75
100
125

Polynomial (Base*(Mark^2)) (that is, quadratic)
25
100
225
400
625

Exponential (Base^Mark)
25
625
15625
390625
9765625

So it's currently basically the second one, but with a lower degree than 2, and the points might not actually fit the curve. But unless I'm drastically misunderstanding the definition of an exponential function ( i.e. f(x) => a^x ), it certainly isn't exponential.

TechSY730

Aug 29, 2011 12:37 pm

reporter   ~0013037

Try .25 * 2^(m-1), where m is the Mk. level of the unit and the result is a percentage damage. That gives you the current situation.

keith.lamothe

Aug 29, 2011 12:38 pm

administrator   ~0013038

Oh, I see what you mean, because currently it's:

Base*(2^(Mark-1))

Which does have mark in the exponent. What are you suggesting as an alternative? Switching the 2 and the mark actually increases the severity (because then you get the quadratic numbers above with mkI doing .25 and mkV doing 6.25).

TechSY730

Aug 29, 2011 1:26 pm

reporter   ~0013039

Last edited: Aug 29, 2011 1:26 pm

And there is the challenge. Exponential may grow too fast, but what is a good replacement? As you noted, the naive way of making it polynomial will make things worse. Maybe N*(logN)^a (for some yet to be determined constant a and base b) or something? Maybe play around with the exponents or coefficients some in the polynomial form? I don't know.

Hearteater

Aug 29, 2011 1:35 pm

reporter   ~0013040

Why not something simple like: 0.5% / 1% / 1.5% / 2% / 3%

keith.lamothe

Aug 29, 2011 1:37 pm

administrator   ~0013041

Yea, perhaps nlogn. But to back up a moment:

On average the raw resources exist in a galaxy to make:
162 MkIs
246 MkIIs (Pysite is significantly more common than Reptite)
173 MkIIIs (Xampite too, on average, though individual galaxies vary _widely_ on this)
50 MkIVs
7 MkVs

So really the mkI, II, and IIIs can stand to be linear within that group, but a MkIV should probably be at least 2 (if not 3) times as useful as a mkIII, and a MkV could stand to be *5* times as useful as a MkIV, considering that Adamantite (and Titanite, but that's even rarer and doesn't make implosion spirecraft) should really be "trump cards" if you're playing with Spirecraft on. I'm pretty tempted to make the MkV even more powerful than it is for that reason ;)

TechSY730

Aug 29, 2011 1:58 pm

reporter   ~0013042

Last edited: Aug 29, 2011 2:06 pm

I think Hearteater has a good point. Instead of finding an equation, which would be quite difficult to get right, maybe each mark should have a its own power not necessarily with any relation to the previous or Mk. I power.

So I guess a good approach would be Mk. I-III linear, and then from then on up, scale up by however much rarer the current Mk is compared to the last mark. There would be no easy equation to describe this, but that is okay, because the rarities have no easy equation to describe their values.

EDIT: Which is pretty much what you suggested Keith. ;)

Hearteater

Aug 29, 2011 4:06 pm

reporter   ~0013043

Revised based on Keith's info: 0.5% / 1% / 1.5% / 3% / 10%

soMe_RandoM

Sep 1, 2011 10:42 pm

reporter   ~0013087

@Hearteater
Yeah i think that be correct.
1.25 / 1.46 / 2.92 / 5.05 / 36.1
this multiplier :P base on rarity from keith, i think if u times mark with how many u get u should get something like this
202.5 / 359.16 / 505.16 / 252.5 / 252.7
u get something like totall power level.

TechSY730

Sep 2, 2011 12:08 pm

reporter   ~0013100

I was thinking. I don't think the other spire-craft have been balanced with the proper rarities in mind. All of the spire-craft may need a balance check.

keith.lamothe

Sep 2, 2011 12:25 pm

administrator   ~0013101

"
I was thinking. I don't think the other spire-craft have been balanced with the proper rarities in mind. All of the spire-craft may need a balance check.
"

Yea, like I said, "So I think it's appropriate that any spirecraft made from adamantite or titanite be head-and-shoulders above the others. Not that that's the case with spirecraft currently, of course ;) But it's something I plan to keep in mind as we make some changes to those in the future."

And in response to soMe_RandoM, yes, those numbers are useful, but I'm not looking for extra rarity to provide a linearly greater "bonus", somewhat less than that. Having MkV Implosions be able to 3-shot _anything_ would be a bit much ;)

keith.lamothe

Sep 2, 2011 12:27 pm

administrator   ~0013102

Oops, it wouldn't 3 shot due to it being a percent of current health, but it would be pretty severe ;)

Hearteater

Sep 2, 2011 12:51 pm

reporter   ~0013104

Have you considered changing asteroid rarity so it is easier to make a linear progression? If you are re-balancing the spire ships anyway (after AVWW comes out) it might make things easier if the resource is linearly increasing to start with.

keith.lamothe

Sep 2, 2011 1:05 pm

administrator   ~0013106

I rather like the rarities the way they are right now, actually. Not everything in the game has to be linearly scaled.

soMe_RandoM

Sep 2, 2011 7:51 pm

reporter   ~0013113

I found that i never get any more than 2 mark 5 spire craft. and crap load roughly 300 tier 1-2. maximine i found in game 120 planets is 5 (mk4) and 5(mrk5) this largest deposit i ever found
@keith
.25 / .32 / .57 / 3.2 / 10

40 / 80 / 100 / 160 / 70
0% / 128% / 178.125% / 182.4% / 312.5% X percentage of increase last mark power
0% / 128% / 50.125% / 4.275% / 130.1% N percentage increase between each mark
Liner would be 62% N last mark
.25 / .40 / .65 / 1.04 / 1.69

40.5 / 98.4 / 112.45 / 48.07 / 4.14
Linear makes mark 2-3 Strongest compared to rest mark as latency strength

Sunshine

Sep 7, 2011 11:58 pm

reporter   ~0013177

Mk1 Implosion artillery are by no means underpowered. If you have a full cap of them, they are doing (roughly) as much damage as a single mark 4 implosion artillery.

How often have people actually used these? Because even with just a handful of Mk1s, anything with massive amounts of hitpoints is absolute *cake* to destroy. I vehemently disagree with the proposition that Mk1 Implosion Artillery are underpowered, and would submit that they are possibly, in fact, overpowered.

GeneReyva

Sep 8, 2011 2:27 am

reporter   ~0013180

Sunshine makes a good point. If you buff the lower Mk's damage then you might have to hit their ship cap.
Each higher Mk. is two fold stonger than its predecessor. Mind you, if you have a group of them shooting at an armoured golem or Mk.3 fortress (or even a super fortress) they'd make swift work of it regardless, and surely that's their jobs? Shredding health off of a high helth target? Also, only having one of any of the implosion units would be foolish, you'd want as many of each, and don't the asteroids allow you to spawn 2 of some, depending on the rarity?
Right now:
8 Mk.1 = 4 Mk.2 = 2 Mk.3 = 1 Mk.4 = 1/2 Mk.5

What was proposed in the first resonse would make the lower Mk.s stronger and the Mk.5 redundant. I would have to go against that because Mk.5s are meant to be awesome. The pinnacle of badassery... which 4% is if you think about it.

The balancing of the rarity of the asteroids I have no clue about and thus no input for that.

soMe_RandoM

Sep 8, 2011 4:12 am

reporter   ~0013181

I think Game dev should create tool that tells you average asteroid count in most games, then balance it so that latency strength is about 1.5 last mark. this could include reduce cap for lower marks to only 2 at time. or something.

TechSY730

Nov 4, 2011 11:04 am

reporter   ~0017418

If the power of the Spirecrafts is going to be adjusted to reflect asteroid rarity, make sure to update exo-wave costs too. Having AI spamming something 15x (or whatever) times as powerful for only 5x the cost would just be completely unfair.

zharmad

Jan 31, 2012 8:09 am

reporter   ~0018438

Last edited: Jan 31, 2012 8:11 am

I don't think a full cap of mark Is should be equivalent to mark Vs in the case of spirecraft, as also based on rarity.

 The current spawning logics seems to be that most planets obtain Rep/Pys/Xam, in varying numbers. This means that you don't usually have to factor that into account when taking a planet. However, a planet on or near Adamantites or Titanites is always worth taking. Ebonite supplies are more of a fabricator-level decision.

 I usually take a full cap of mk. I (8, 2% total) and mk. IIs (6, 3% total) after a while, which adds a lot of use to mark IIIs (4, 4% total). The total reduction is useful enough as is. I think changes will need to take into account percentage-based damage as a whole, versus other spire-craft. A 10% mark-V could outshine every other ship for that asteroid.

Bognor

Feb 26, 2013 9:37 am

reporter   ~0030925

I actually like it that some Spirecraft are more useful at the lower marks, others at the higher marks. I like Rams and Martyrs at low marks (avoid overkill); Implosion Artillery at high marks (non-linear scaling); Jumpships at either Mark I (expendable) or Mark V (immortal); Ion Blasters at AI tech level or above. This is a far more interesting dynamic than just having every Spirecraft's utility correlated with its mark level in some straightforward way, IMHO.

TechSY730

May 12, 2013 5:08 pm

reporter   ~0032169

How about what the current now buffed implosion guardian has? 1%/2%/3%/4%/5%. Gives a good buff to the lower tiers, without making the high tiers too stupidly overpowered.

Issue History

Date Modified Username Field Change
Aug 28, 2011 11:35 pm TechSY730 New Issue
Aug 28, 2011 11:41 pm TechSY730 Note Added: 0013033
Aug 28, 2011 11:41 pm TechSY730 Note Edited: 0013033
Aug 28, 2011 11:48 pm TechSY730 Note Edited: 0013033
Aug 29, 2011 8:45 am keith.lamothe Note Added: 0013034
Aug 29, 2011 12:08 pm TechSY730 Note Added: 0013035
Aug 29, 2011 12:30 pm keith.lamothe Note Added: 0013036
Aug 29, 2011 12:37 pm TechSY730 Note Added: 0013037
Aug 29, 2011 12:38 pm keith.lamothe Note Added: 0013038
Aug 29, 2011 1:26 pm TechSY730 Note Added: 0013039
Aug 29, 2011 1:26 pm TechSY730 Note Edited: 0013039
Aug 29, 2011 1:35 pm Hearteater Note Added: 0013040
Aug 29, 2011 1:37 pm keith.lamothe Note Added: 0013041
Aug 29, 2011 1:58 pm TechSY730 Note Added: 0013042
Aug 29, 2011 2:06 pm TechSY730 Note Edited: 0013042
Aug 29, 2011 4:07 pm Hearteater Note Added: 0013043
Sep 1, 2011 10:42 pm soMe_RandoM Note Added: 0013087
Sep 2, 2011 12:08 pm TechSY730 Note Added: 0013100
Sep 2, 2011 12:25 pm keith.lamothe Note Added: 0013101
Sep 2, 2011 12:27 pm keith.lamothe Note Added: 0013102
Sep 2, 2011 12:51 pm Hearteater Note Added: 0013104
Sep 2, 2011 1:05 pm keith.lamothe Note Added: 0013106
Sep 2, 2011 7:51 pm soMe_RandoM Note Added: 0013113
Sep 7, 2011 11:58 pm Sunshine Note Added: 0013177
Sep 8, 2011 2:27 am GeneReyva Note Added: 0013180
Sep 8, 2011 4:12 am soMe_RandoM Note Added: 0013181
Nov 4, 2011 11:04 am TechSY730 Note Added: 0017418
Jan 31, 2012 8:09 am zharmad Note Added: 0018438
Jan 31, 2012 8:11 am zharmad Note Edited: 0018438
Feb 26, 2013 9:37 am Bognor Note Added: 0030925
May 12, 2013 5:08 pm TechSY730 Note Added: 0032169