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-   -   PPB Rebalance Poll (http://forum.shrapnelgames.com/showthread.php?t=6118)

Phoenix-D May 30th, 2002 04:56 AM

Re: PPB Rebalance Poll
 
Running some of my own tests in the simulator, same ship configs. 18 APB, 12 PPB. Strategy: default optimal weapons range.

APB: 0 won
PPB: 9 won (lost 7, 0, 1, 2, 4, 3, 4, 3, 2)
Ties: 1 (APB: 13L PPB 8L)

that's with the APBs as player 1.

With APBs as player 2:
APB: 1 won (lost 4)
PPB: 9 won (lost 1, 4, 2, 4, 2, 1, 5, 3, 3

overall: APB wins 1, PPB wins 18, 1 tie.

this may be a case of the simulator being jacked, I'll try and run some real-world tests tommarow.

Phoenix-D

Andrés May 30th, 2002 05:42 AM

Re: PPB Rebalance Poll
 
http://forum.shrapnelgames.com/images/icons/icon10.gif :DI think I found the solution to our problem! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Original Problem:
PPB seems to be unbalanced, being very cheap to research and comparable or superior to the strongest weapons, such as APBs that at their highest level cost almost 6 times PPBs at their highest level.

Opposite positions in the discussion were.
a- it is one of the few late game weapons left. Don't touch it. If any change needs to be made, just increase the research cost.
b- weapon must be weakened. And it must be reduced to a "support" weapon role. Reducing damage, increasing size or reload rate are just different ways to achieve the same result.

To solve the question if PPBs should be a main weapon or only a support weapon, I went back to SE3, and found that PPBs were a MAIN weapon in SE3.

IMHO this entire problem was originated when weapons were converted from SE3.
In SE3, weapons (or any other component BTW) couldn't have different tonnage. Weapons could only be balanced by changing their damage and reload time.
A good balance was achieved and you had a good palette of different interesting weapons.
When weapons were copied from SE3 into SE4, they were assigned different tonnage values, while damage and range were simply scaled up in the same way for all weapons.
That's when SE3 balance was lost, damage rating of "heavy" weapons was lowered while that of "light" weapons was increased.

Proposal for a quick "balance mod": make tonnage of all weapons equal, say 30 or 40 kt.
Suddenly many "forgotten" weapons such as Torpedoes, Wave-Motion, Graviton Hellbores, Incinerator Beams are back among the highest damage weapons, and there is not a weapon far above the rest.
I think we can have SE3 balance back this way, and remove the unbalance I intuitively noticed since the first time I played SE4, but I didn't actually recognize until now.

You should be a little more careful with some weapons that were not in SE3, since some can grow too weak or too strong.
But there are A LOT of different late game options.

If you want I can show you some numbers to help you see my point. Or I can make and post this "SE3 balance" mod. http://forum.shrapnelgames.com/images/icons/icon12.gif

I admit that I initially though position B was right, and I voted to decrease PPB's power.
Now, after this observation I'm changing my vote to other.

My conclusion is that TONNAGE of ALL weapons, not just PPB needs to be revised.
Or if you want to keep current tonnage, compensate by changing damage.

If any change has to be made ONLY to PPBs, I'd agree that it should only be increasing its research cost to make it more fair to pay the same research points to get a similar weapon.
Tenryu's idea, increasing research cost by adding more techs levels and intermediate steps, instead of just increasing the initial cost sounds very interesting.

[ May 30, 2002, 04:44: Message edited by: Andr&eacutes Lescano ]

Master Belisarius May 30th, 2002 05:48 AM

Re: PPB Rebalance Poll
 
Quote:

Originally posted by geoschmo:
Master B, I have no doubt you could make short work of anybody using APB and you using PPB. However, I also have no doubt you could make short work of them with you using APB and them using PPB. http://forum.shrapnelgames.com/images/icons/icon10.gif You are on a different level than most of us here as far as skill as a player.

<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon7.gif I only expected that Ashkan believed that the PPB doesn't need to be fixed! http://forum.shrapnelgames.com/images/icons/icon7.gif Maybe I could have a chance to defeat him! http://forum.shrapnelgames.com/images/icons/icon7.gif
Honestly, the "challenge" was more a joke than other thing... but Rollo have accepted it and we're playing now! http://forum.shrapnelgames.com/images/icons/blush.gif

Quote:

Originally posted by geoschmo:

I also respect your opinion in a great many issues, but on this one I must respectfully disagree. I had come to the conclusion that PPB was a bit cheap to research, and thus imbalanced, but Rollo's comments got me to reconsider.

<font size="2" face="Verdana, Helvetica, sans-serif">Ok. No problem George, I understand.
But what argument changed your mind, because Rollo was wrong comparing APB VI with PPB VI...

About your experiment with Meson BLasters, looks interesting. I'm not against to try to find a work around, ok?
I'm against to play my PBW games (and solo games), using 95% of the time the same weapon...
And the sad thing, is that most of the trained players does the same than me... It mean games where all the people research PPB and Armors IV fast, Sensors and ECM, and not very often research Shields (only to avoid Boarding ships, and after the next patches, Ionic Dispersers).

Maybe the people is not very creative, could be. But I think that the people know that the facts, have demonstrated that is worthless spend research points in weapons that probably will have not time to use... because for the time to reach APB XII, your empire should be a dead meat from a long time ago... The problem is that most the games are with small/medium galaxies, and you usually start with a human neighbor...

PPB is the "über-weapon", not matter if it's something more expensive.
I don't support an special way to "fix" the PPB (although I have voted for change the cost to research it), but think that MUST be fixed, because the only drawback is some more cost in minerals, that will not keep me out to continue using it as main weapon in my games.

Somebody could say: "But if you're tired to use PPB, then use something else!" And maybe I'll start to use other weapons, only for enjoy... but the problem is that mostly I enjoy win! http://forum.shrapnelgames.com/images/icons/icon10.gif

Thei R'vek May 30th, 2002 05:55 AM

Re: PPB Rebalance Poll
 
Geo, it took you THAT long to figure out that PPBs are the best weapon for short-term games? Everybody who ever played a game against any one of the old greats from the Ladder or the BC before the advent of SE4 knows that one! http://forum.shrapnelgames.com/images/icons/tongue.gif

Fortunately, a good portion of good SE3 strategy carries over to SE4 strategy, we wouldn't want any of you pitiful SE3 players being able to hide forever would we? http://forum.shrapnelgames.com/images/icons/icon10.gif

raynor May 30th, 2002 06:57 AM

Re: PPB Rebalance Poll
 
Here are the tests I ran:

LC with 4 large APB VI and 2 Shield 5 costs 5200
LC with 4 large PPB V and 2 Shield 5 costs 7100

I compared seven APB to five PPB ships in the simulator.

The five PPB ships ALWAYS won against the seven APB ships.

I ran another simulator run using Shield 3's. This gave me ship costs of 4700 and 6700. So, I tested six APB ships costing 28,200 total to 4 PPB ships costs 26,800 total. In this test, the six APB ships won 1 out of 10 times.

Take a look at the damage potential of the ships:

The large APB VI's are doing 80..50 (6) damage compared to 120..100 (6) for the large PPB V.

If we say that you can build 18 APB ships to 12 PPB ships, that is a 3 to 2 cost ratio.

APB VI 3 * 80..50 =&gt; 240..140
PPB V 2 * 120..100 =&gt; 240..200

So, the APB and PPB are doing the same damage at point blank but the PPB has better damage at max range of six. This makes the weapons look fairly well balanced, right? The APB does less damage but is cheaper to build. They seem pretty well balanced, right?

But did I forget something? Oh yeah, the PPB skips shields.

With shield I's or maybe even shield II's, I guess the larger number of APB ships might defeat the smaller number of PPB ships. But by the time you reach shield III's, the PPB ships have an overwhelming advantage.

rextorres May 30th, 2002 08:50 AM

Re: PPB Rebalance Poll
 
Once PPBs come into the picture no one going up against the PPBs is going to have shields - they would be using armor - I know that's what I would do. So these tests lack a little realism.

Certain weapons are great for different strategic situations.

In a very small universe such as Universe Cup where a game Lasts 50 turns or less the DUC would be all that is needed. Anyone who goes after PPBs will get beat because the 100,000 points they used to start researching PPBs will be used for sensors, armor, or ecm be their opponent.

In any game Lasting over 90 turns anyone who sticks with PPBs again will get beat by long range APB Xs or better.

The point that people seem to keep making is that PPBs are so powerful there is no point in developing other main weapons - I disagree. If you go with PPBs and you don't knock out your opponent then you run the risk of having a VERY less effective weapon in the later game. In fact the Long Range APBs are so much better that the extra research is probably justified.

PPBs are great for a middle length game. The challenge IMO is to figure out if your in one.

Instead of going back and forth on the PPBs - How about this. I've always wanted to use a missile only race, but wouldn't dare in PBW. I think the missile system needs more tweaking than the PPBs.

Rollo May 30th, 2002 09:14 AM

Re: PPB Rebalance Poll
 
First of all let me say that I typed this post yesterday (May 29), but then couldn't get to the board all day. So it will not include answers to the latest Posts:

Whew, lots of answers to type. Good thing the board is currently down (Zulu 11:00). That gives me some more time to type, before even more Posts show up http://forum.shrapnelgames.com/images/icons/icon7.gif .

Andres - Phased weapons doing only half damage against phased shields is a good suggestion. That would certainly put more emphasis on PPB being a mid-game weapon.

Phoenix - Sorry I left out the damage. I figured those numbers would be pretty well known. Didn't want to state the obvious and wanted to give a new perspective (cost). No ill intent here. My point is: Just looking at damage without considering the cost, the PPB seems a lot stronger than it really is.

Also don't forget that not all people play with medium research cost. At low cost APB XII does not cost millions more, just about twice as much. Also at low cost you can have APB VI or Shields IV just for the 100k that opens up PPB.

Quikngruvn - Yeah, I also noted that weird progression of PPB. Rather than increasing the levels to eight, I would just tone down the lower levels. I still think PPB V is balanced, but PPB II is not. So here is a suggestion for the lower levels:

I 30 25 25 20 -- --
II 35 30 30 25 25 --
III 45 40 40 35 35 --
IV 50 45 45 40 40 40
V 60 55 55 50 50 50

Along with the raise of base research cost from 5k to 10k that could do the job (just one note: PPB III would now compare to DUC V damage-wise against unshielded opponents). A further increase in cost could also be a turn-off, but I wouldn't go as far as one third or one half extra. 20% extra cost (PPB V for 600 min) would be more than enough, IMHO (and with the changes just mentioned, I'd rather go without no additional cost).

Tenryu - Your suggestion makes PPB waaayyy too weak IMHO. For a 100k "admission fee" you get a PPB I with damage 15 10 00 00 ...? No offense, but that is just worthless. Using your system you'd have to have at least PPB V before even considering using them.

My dearest M.B. http://forum.shrapnelgames.com/images/icons/icon7.gif - How can I compare PPB V to APB V or VI? Simply because that is what you get for the same research prize. I thought that would be appropriate. I do know that the APB does less damage than PPB at those levels, but APB V (plus 100k of research to use for other things) is a good comparison. But I made one mistake: I only compared PPB V to the APB. I agree that PPB II is overpowered (see my reply and suggestion above). I agree that the cost of radioactives is not important, although I admit that I had some serious rad problems in some of my games...,but that was just because I didn't pay attention http://forum.shrapnelgames.com/image...s/rolleyes.gif .

I guess that challenge is directed at me. Your idea of duking it out is totally childish, immature, will not prove anything, nor will anybody change their opinion because of it. That is exactly why I love it http://forum.shrapnelgames.com/images/icons/icon10.gif ! Anytime, anyplace... I love playing mano-a-mano and have never met you in a game, this should be fun.

Hope, I didn't forget anybody...

Rollo

oleg May 30th, 2002 02:43 PM

Re: PPB Rebalance Poll
 
Just a random thought:

The new ionic dispensor that does NOT skip shield
can actually balance PPB !!!

Imagine that your are against somebody who uses
normal shields (say lavel 4). Now, if you use PPB, ID as a secondary weapon is useless: it should down shields first ! If however you use APB/MB and ID...

Master Belisarius May 30th, 2002 03:10 PM

Re: PPB Rebalance Poll
 
Quote:

Originally posted by oleg:
Just a random thought:

The new ionic dispensor that does NOT skip shield
can actually balance PPB !!!

Imagine that your are against somebody who uses
normal shields (say lavel 4). Now, if you use PPB, ID as a secondary weapon is useless: it should down shields first ! If however you use APB/MB and ID...

<font size="2" face="Verdana, Helvetica, sans-serif">I'm not sure if it was a serious comment, right?

Just in case that it was, I can bet that probably I will use PPB/ID and try to destroy the other ships before my shields are down... And considering that I will have PPB, my opponent probably will have only armors (or mostly armors), then, with the ID, the advantage still will be in my side...

Tenryu May 30th, 2002 03:13 PM

Re: PPB Rebalance Poll
 
Quote:

Originally posted by Rollo:
Tenryu - Your suggestion makes PPB waaayyy too weak IMHO. For a 100k "admission fee" you get a PPB I with damage 15 10 00 00 ...? No offense, but that is just worthless. Using your system you'd have to have at least PPB V before even considering using them.

Rollo

<font size="2" face="Verdana, Helvetica, sans-serif">Rollo, They skip shields. I 'rebalanced' ALL the other weapons, and the tech trees related to them, I also gave them to you after Physics 1. I was NEVER happy with my tweaking, the issue is very complex.

My point being, if you go mucking with the ppb you will need to muck with darn near everything else, not to mention the AIs.

I agree the issue of WEAPONs, {what they do, how they do it, how many types there are, what mounts they can use, what level they can be researched to, what they cost, and what they cost to maintain, what race can use them}, is important, but, it is not an issue amenable to a quick tweak. It would need the sustained attention by several modders completely familiar with the potential impacts on AI designs and behavior.

In short, you would need someting like happened with the TDM Group to do it WELL. That group has a well articulated and focused area of attention. At the outset they set clearly defined bounds for the project. TDM has been a SUSTAINED, but CASUAL, group effort. It will be a difficult act to follow.
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 30, 2002, 14:17: Message edited by: Tenryu ]


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