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-   -   Stealth Armor: Unbalanced (http://forum.shrapnelgames.com/showthread.php?t=4752)

Aub December 8th, 2001 03:05 AM

Stealth Armor: Unbalanced
 
Well, I think I played enough of SE IV to say that stealth armor is a very much unbalanced feature in the game.

Consider this: for every offence there is a defense, and the defense is usually less costly. That is the way it should be - the attacker has the huge advantage of surprise, and concentration of force.

Examples: PDC are cheap, missiles and fighters are expensive, the self-destruct device is much cheaper than boarding parties (and security stations are more effective), shield depleting weapons are costlier to research than shields themselves. Ships cost more maintenance than bases. And so on.

It is the same way with cloaking vs. scanning: cloaks are expensive to build and hard to research; scanners are cheaper in both respects.

BUT: Stealth Armor is extremely cheap (and you gat it along with the regular Armor and other benefits), and once you get it you can do stealth attacks, which gives you a huge advantage. Counter-measures? They are rather expensive...

As a result, Stealth Armor is a MUST, and there is no way around it. Once everyone gets it, they put it on all ships, and then before scanners are researched the game becomes more of a guesswork than a strategy game. This is what I call an "unbalanced feature", when you do't have a choice about it.

Of course this all does not matter that much in HUGE galaxy games or games with all-tech start. But if you are playing a 4-player game in a medium galaxy...

Does Stealth Armor need to be changed? E.g. if it's Armor VII - Armor IX instead of Armor IV - Armor VI, it would become much more palatable
http://forum.shrapnelgames.com/image...s/rolleyes.gif

Aub

Suicide Junkie December 8th, 2001 03:34 AM

Re: Stealth Armor: Unbalanced
 
Countermeasures for stealth armor are actually quite cheap. One spysat per system is not expensive to build, and is free maintenance-wise.

As long as you research the first level in some sensor tech, defending against stealth armor is free.

Aub December 8th, 2001 04:07 AM

Re: Stealth Armor: Unbalanced
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by suicide_junkie:
As long as you research the first level in some sensor tech, defending against stealth armor is free.<hr></blockquote>

Yes, but researching it is more expensive than the armor itself. And the tech you'd research is not otehrwise an obvious choice (e.g. gravitic sensors). Plus, the guys who puts Stealth Armor on his ships does not lose anything - I'd put it on my ships even if it didn't have the stealth ability, because of it's other advantages!

Please gat me right, I don't think Stealth Armor is a game breaker http://forum.shrapnelgames.com/images/icons/icon7.gif I'm simply saying it's unbalancing... other strategies don't hold against it, you HAVE to do it...

Baron Munchausen December 8th, 2001 06:52 AM

Re: Stealth Armor: Unbalanced
 
Advanced Miltary Science, levels 3-6, gives Hyper-optics. The very FIRST level of this will defeat stealth armor. Yes, it costs a bit more in research terms but remember some of the 'special' techs like Psychic and Temporal also get sensors free with their racial tech trees. So it's not such a big deal. Personally, I think it makes the game more realistic. It's actually quite difficult to see a tiny little ship in the vastness of space. Standard 'vision' (ability to detect ships) really ought to be changed to have limited range instead of being 'all or nothing' over a whole system. Then stealth armor would just let you get closer before being seen.

Taqwus December 8th, 2001 07:47 AM

Re: Stealth Armor: Unbalanced
 
Hm. Are cloaked ships still prohibited from sweeping?

MegaTrain December 8th, 2001 08:42 PM

Re: Stealth Armor: Unbalanced
 
I think in the Gold release they've fixed it so when a cloaked minesweeper enters a mine field, it automatically decloaks to sweep.

Well, that's better than just being killed by the minefield, but it does expose you to attacks by other enemy in the sector.

Mysterial December 8th, 2001 10:41 PM

Re: Stealth Armor: Unbalanced
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by MegaTrain:
I think in the Gold release they've fixed it so when a cloaked minesweeper enters a mine field, it automatically decloaks to sweep.
<hr></blockquote>

According to the history file, it only does that with known minefields. If you don't know about it your minesweeper(s) still get blown away.

About Stealth Armor: I don't agree about its cloaking ability, but I agree that there really isn't a way to counter the 5-15% to-hit bonus it gives.

Mark Walton December 9th, 2001 12:22 AM

Re: Stealth Armor: Unbalanced
 
Personally I think all cloaking devices ought to give a to-be-hit penalty if there is a shortfall in the scanner tech.

So a target ship with level 4 cloak being fired on by a ship with level 2 scanners would get 2x the bonus.

The bonus should be scalable in settings.txt (say 5% default)

Aub December 9th, 2001 10:08 PM

Re: Stealth Armor: Unbalanced
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Taqwus:
Hm. Are cloaked ships still prohibited from sweeping?<hr></blockquote>

Here is a different question: what occurs first, sweeping or combat? If I send a bunch of suicidal sweepers through a warp point, will they sweep before they get destroyed by the guarding ships?

IF the asnwer is "yes" then by sacrificing some sweepers first I can easily sneak a cloaked task force through a mined warp point (and then it can travel undetected and pick lightly defended tragets).

If the sweepers are destroyed before they sweep then the combination of some mines plus ships is very effective at stiopping a cloaked invasion.

Rollo December 9th, 2001 10:19 PM

Re: Stealth Armor: Unbalanced
 
The answer is yes.

Mines are encountered (and swept) before combat. Any ships that survive the minefield will then be engaged by the defenders.

Rollo

Master Belisarius December 10th, 2001 12:28 AM

Re: Stealth Armor: Unbalanced
 
"BUT: Stealth Armor is extremely cheap (and you gat it along with the regular Armor and other benefits), and once you get it you can do stealth attacks, which gives you a huge advantage. Counter-measures? They are rather expensive..."

The counter-measures in the early game, is very cheappy: Mines. I always go for stealth armor and mines in the early game.

bearclaw December 11th, 2001 03:07 AM

Re: Stealth Armor: Unbalanced
 
Personally, I think that the whole issue of mines, cloak, sensors, and sight is off and should be adjusted. IMO, there is the potential for a massive range of different cloaks suspible to different sensors. As it stands, all the sensor types are identical. The only difference will be how someone chooses to research them. If each sensor type had it's own advantage over the others, and the research cost wasn't so high, I think that would add much more to the game.

Example: The Amorkrie have developed Reflective Hull (EM cloak), while the Drushock have developed Gravitic Displacers (Gravitic cloak). Meanwhile, the Terrans, in the middle, have researched Gravitic Sensors because of an ongoing Arms buildup with the Drushock while all the time, unaware of the Amorkrie presence.

Phoenix-D December 11th, 2001 03:20 AM

Re: Stealth Armor: Unbalanced
 
That can be modded in..

Phoenix-D

Skulky December 11th, 2001 06:42 AM

Re: Stealth Armor: Unbalanced
 
Totally agree with bearclaw. Then you could build all inclusive cloak ships that woudl be a must-have in any late game fleets but could also have a balanced early game as the level 1 or maybe even 2 of all cloaks (tehre woudl be more now) would be detectable by any detector. Then as more advances are made you would be able to detect more cloaks. A short reange (2 or 1 square detector that is cheap) would allow early counter to stealth armor without losing the cost.

Mark Walton December 11th, 2001 07:24 AM

Re: Stealth Armor: Unbalanced
 
I agree with Bearclaw - actually I have been testing this, because I wanted to change the way cloaks work. To my mind, Psychic scanners should not be blocked except by psi-shields.
One thing, if you have multiple cloaking components on a ship, hitting the "cloak" order activates all of them at once, so it is possible to seperate out each type of cloaking into a seperate component and combine, mix&match as required.

geoschmo December 11th, 2001 04:52 PM

Re: Stealth Armor: Unbalanced
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Mark Walton:
I agree with Bearclaw - actually I have been testing this, because I wanted to change the way cloaks work. To my mind, Psychic scanners should not be blocked except by psi-shields.
<hr></blockquote>

The only thing is you have to be careful not to make a racial tech cloak that is only defeatable by a racial tech scanner. Otherwise you have an "Uber-weapon". For example if Psychic cloaking device (Doesn't exsist, but easily moddable) is only defeatable by a Psychic scanner, and the only race that can have a pcychic scanner is another psychic race, then they would have an insurmountable advantage over non-psychic races. This would through throw the game totally out of whack.

Geoschmo

Suicide Junkie December 11th, 2001 05:20 PM

Re: Stealth Armor: Unbalanced
 
Note that a Master Computer + cryogenic/stasis storage for any crew could be an excellent normal-tech cloak against psychic races, assuming that your sensor is telepathic, in line with the telekinetic weapons.

Mark Walton December 11th, 2001 07:47 PM

Re: Stealth Armor: Unbalanced
 
I was thinking of putting "psionic training" in as a tech tree for any race - not as powerful as psychics, but making use of any "latent" abilities in the race. (Or creating technological equivalents). This was part of my Intel integrations. So one pside effect would be psi shields.

As for the psychic race sensors, I see these operating using a combination of Telepathy to detect enemy minds, ESP/remote viewing, precognition, and generally lucky guessing. (One of the interesting implications of real-world psychic research; how can you be sure which ability you are testing for, or whose ability you are really testing?)

Beck December 12th, 2001 06:28 AM

Re: Stealth Armor: Unbalanced
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>The only thing is you have to be careful not to make a racial tech cloak that is only defeatable by a racial tech scanner. Otherwise you have an "Uber-weapon". For example if Psychic cloaking device (Doesn't exsist, but easily moddable) is only defeatable by a Psychic scanner, and the only race that can have a pcychic scanner is another psychic race, then they would have an insurmountable advantage over non-psychic races. This would through throw the game totally out of whack.

<hr></blockquote>

That is not entirely correct. Balance can be achieved by allowing each race an uber-weapon only defeatable by others of the same race. Then balance is achieved by each having an advantage others cannot defeat verses every weapon or component having a counter available to everyone. It is certainly tougher to set-up which is why you seldom encounter that type of balance. But given what the individual racial traits are supposed to mimic, actually makes more sense. It would certainly add to the depth of strategies in a multi-player game. Who do you ally with and ships with such weapons/components would be a valuable trading commodity.

Q December 12th, 2001 12:41 PM

Re: Stealth Armor: Unbalanced
 
In SE III I always felt that cloaking was unbalanced stong. You had absolutely no possibility to see a cloaked ship. The only thing you could do was to prevent a ship entering a sector, where you had a tachyon scanner. Even minefields could be swept by cloaked minesweepers.
I believe every cloaking should be in principle be defeatable with the only execption may be of the mines. But I agree it should be harder to do: more different sensors needed; sensors that work only in a limited range and not for the entire system.

geoschmo December 12th, 2001 04:17 PM

Re: Stealth Armor: Unbalanced
 
IMHO all races shold be basically equal in tech terms in a high tech start. That is my definition of "balanced". Some races will have slight advantages over others at different points of the game in a non-high tech start, that is what it makes it so interesting. And some races will have advantages in some areas over other races, but be weaker in others. I like to call Space Empires a great big fancy game of "Rock, Paper, Sciccors." Nowhere is that more evident than in the area of cloaking.

What I think would be cool would be something like this. This is not all my idea, I am just trying to tie up some different ideas I have read from others. Each racial trait would have it's own special cloak. This would be defeatable by the same level of that race's sensor, but would require one level higher of a standard cloak sersor, (Hyper optics, Tacheyon sensors.) Once you get to the higest level of racial cloak, a player that doesn't have that racial tech would have to research a new branch that would give them a specialized sensor capable of defeating that specific racial cloak. In this way the racial techs would have an advatage, as they should, they paid a lot in racial points for that trait after all, but that by the end of the game it will have evened out over time and after a lot of research, as it should.

Examples: ( Remeber all sensors scan at a level one higher than their number)

Psychic Cloak, Psychic racial trait required. Personel trained in the ability of manipulation the sensory lobes of other intelligent races. Use of this tecnique can "cloak" a ship by affecting others awareness of it's presence. Also by means of telekenesis can affect mechanical and electronic equipment to the same effect. (This explains why it works on ships with master computers)

Psychic Cloak 1, can defeat Psychic Sensors at level 1, can defeat all other Sensors at a level 2.
Psychic Cloak 2, can defeat Psychic Sensors at level 2, can defeat all other Sensors at a level 3.
Psychic Cloak 3, can defeat Psychic Sensors at level 3, can defeat all other Sensors at a level 4.

Since the highest level of sensors scann at a level 4, at this point a Psychic Cloak 3 would be unbeatable by anything but a Psychic Sensor 3 (which scans at a psychic level 4). So we add a new tech area that is accesable by non-Psychic races.

Tech Area: Psionic Studies, research into the latent psychic abilities in all intelligent races. Concentration on devising tests to find individuals with greater than normal abilities and teqniques and devices for training and optimizing those abilities.

Component: Psionic Sensor. Personell trained in Psionic Studies and equipment used to focus and enhances their abilities. Cabable of detecting ships in the same system that are protected by a Psychic Shield. Ability: Equivalent to Standard Psychic Sensor of level 3.

Here's the catch, the Psionic Sensor only defeats Psychic cloaking. So if skip the standard sensors and go straight for the Psionic sensor, or you will be suseptable to standard cloaking, and Stealth Armor.

This could be done for all the racial traits with suficent mumbo jumbo. It actually wouldn't be all that difficult to mod in, but I agree the AI would have a heck of a time dealing with it.

Geoschmo

[ 12 December 2001: Message edited by: geoschmo ]</p>

Argh December 12th, 2001 04:49 PM

Re: Stealth Armor: Unbalanced
 
If y'all don't mind, I'm going to butt in. . .

This sort of back-and-forth about stealth has led me to what looks like a good compromise:

Every racial tech-tree should get. . . oh, I dunno, something like "Matter Detectors" or something. . . that is effective against *all* cloaking systems, but only at a limited range(say, range 2), and at a high level of expense. And they should get this tech pretty early. Ideally, this tech's maintenance requirements would make it impractical to use on ships, unless you *really* needed it.

All other cloaking systems should, ideally be set up in a grid of cross-effectiveness. . . so that, for example, Grav-Wave Detectors negate Gravity Cloaks, are able to detect ships with Gluon Flux Armor at a range of 4 spaces, and cannot detect ships with Phase Cloaks. I'd make it a perfect grid, so that, no matter *what* racial tech tree you picked, you'd have one race that was effectively invisible from you, if they chose to be so- all you'd have to do is trade for somebody else's technology, however, and you'd effectively negate their special advantage.

When designing a game system, I try to avoid unique or one-off systems as much as possible, unless I provide other ways to accrue a similar benefit. It'd very hard to design around a system where one race out of 8 has the unique ability to destroy stars, for example- it's such a potentially destructive ability that everything else would have to be cut back to compensate.

Stealth tech is definately one of those hard-to-balance items- not knowing with some precision where your enemies are is a recipe for disaster in a multiplayer game, unless you have an overwhelming advantage in terms of materiel and time. I can send a half-dozen smallish fleets around to your systems, and it's win-win- if I can't glass your planets, because you have sufficient(expensive) fleet cover, then I can get out of the system with minimal losses, because you can't see me. . .

DirectorTsaarx December 12th, 2001 05:23 PM

Re: Stealth Armor: Unbalanced
 
I have another interesting idea to add to all this; it may have been mentioned before, but I'm too lazy to search for it.

(EDIT: the below speculations would require hard-code changes, not just modding /EDIT)

Instead of the absolute system of "sensor X defeats cloak Y", make it a percentage chance. For consistency & believability, higher-level sensors should have a 99% or 100% chance of defeating lower-level cloaks/stealth. But (as seen in many Star Trek episodes, both old & new), sometimes an experienced captain (or his experienced science officer) can find ways to detect cloaked ships. Which brings up the other part of the plan: ship experience (and maybe fleet experience) provide bonuses on the cloak/sensor percentages. So an experienced ship/fleet can use their stealth better, and an experienced ship/fleet can detect cloaked ships better.

That's the qualitative view; the quantitative view requires a bit of work for balancing, but maybe something like:

Sensor I: 100% chance to detect Level 2 cloak
50% chance to detect Level 3 cloak
25% chance to detect Level 4 cloak
0% chance to detect Level 5 cloak

Sensor II: 120% chance to detect Level 2 cloak
100% chance to detect Level 3 cloak
50% chance to detect Level 4 cloak
0% chance to detect Level 5 cloak

Sensor III: 140% chance to detect Level 2 cloak
120% chance to detect Level 3 cloak
100% chance to detect Level 4 cloak
50% chance to detect Level 5 cloak

If the sensor ship has experience, that counts as a direct bonus (e.g., 20% experience and Sensor II gives a 70% chance to detect a Level 4 cloak).

If the cloaked ship has experience, that counts as a direct penalty against the sensor (so that same 20% experience ship with Level 4 cloaking has a 70% chance of sneaking by a satellite with Sensors II).

Finally, the different types of cloaking have bonuses/penalties against different types of sensors. (The chart above is for when the sensor type matches the cloak type, e.g. Temporal vs. Temporal). So a Psychic Sensor would have a 20% penalty vs. Temporal Cloak, but maybe a 10% bonus against standard cloaking.

We could even get really tricky and apply bonuses or penalties for actions by the cloaked ship; like a bonus if the ship doesn't move, and a penalty if it moves more than 5 spaces in a single game turn. Even add bonuses & penalties according to size, just like the to-hit bonus/penalties.

As Geo points out, this would give the AI fits, especially if it has to research multiple cloaking and sensor techs and build ships/satellites with all of the various components (or at least fleet together a set of ships, each with a different type of sensor). But it would be interesting...

[ 12 December 2001: Message edited by: DirectorTsaarx ]</p>

Baron Munchausen December 12th, 2001 05:59 PM

Re: Stealth Armor: Unbalanced
 
All these variations sound like great fun for humans. Have you considered what will happen to the AI? http://forum.shrapnelgames.com/images/icons/icon7.gif I doubt that an AI capable of sorting through all these cloak inter-relations has ever been designed. MM is having enough trouble making one smart enough to handle standard ships and units in open combat.

I'd be very happy to see cloaking/sensor operation changed to be range sensitive. If weaker sensors could detect even strong cloaks at short range and stronger sensors detect weaker cloaks at greater and greater range we'd have a pretty realistic system. Then expand the size of system maps a bit. We might have to use a 'windowed' navigation system like the combat screen but it'd be worth it. All the other stuff can be modded reasonably well for people that want it for 'human only' games.

[ 12 December 2001: Message edited by: Baron Munchausen ]</p>

LGM December 12th, 2001 08:54 PM

Re: Stealth Armor: Unbalanced
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Baron Munchausen:
All these variations sound like great fun for humans. Have you considered what will happen to the AI?
[ 12 December 2001: Message edited by: Baron Munchausen ]
<hr></blockquote>

Who cares about the AI? I play only PBW games, unless I am testing something to try in a PBW game. Without cheating, AI will be at a severe disadvantage. Currently, SEIV empires do not remember things like Last known position of fleets, Last known presense of colonies, etc. The limited stored information in the game severly works against an AI, assuming you programmed it to think about these things. Perhaps special AI files could be stored on the hosting computer to remember stuff that player's empires currently cannot recall. Unless you are playing a rediculously simple game like Risk, the AI will be too hard to program competitively. People devote their entire careers writing AIs for Chess only has 16 units per side with 6 different kinds of pieces. Chess also has an exhaustive catalog of known good lines to follow that can be built into a database. SEIV and most strategic games are too complicated to program. When are you AIers going to give it up and let Aaron work on new features to make the game more diverse? The purpose of the AI is to learn the game so you do not get creamed by the first experienced human you meet. If you are not bored playing the AI, you are not ready to play humans.

The best effect of cloaks is it causes your opponent to research and deploy some sensors. Stealth Armor is nice in combination with Scattering armor for defense bonuses. If you get Stealth Armor, you expect to use it only for a short while. The same with Boarding Parties as someone else mentioned. However, with Boarding Parties, every ship needs a security team. Whereas to counter stealth, you only need one device per system (not per ship).

I like the idea of making racial cloaks one level hard to defeat for the non racial counter techs as long as the non racial counters are extended one level more in the game so they can be eventually countered. I do not want to be forced to play a certain advanced techs every game. As it stands now, I feel you have to either play Organic or design to fight an Organic. I would hate to have to always take Psychic just be be able to see the top level Psychic cloak.

I do not consider Stealth Armor to unbalancing (original thread), because its stealth effect never improves as you go from component I to II to III. The first sensor that can see it permanent negates it until they go for the actual Cloaking device under the Physics tree.

Beck December 12th, 2001 11:43 PM

Re: Stealth Armor: Unbalanced
 
An Uber-weapon specific to races wouldn't have to be MAD, it would depend on what the item was. All I was trying to do was point out there are ways of balancing other than simply giving everybody a counter. If I can't see them now because I haven't developed the right scanner, I have to adapt my style of play to make allowances for not being able to see them. The only difference a Uber-cloak would make, is I'll never be able to see them unless I trade for a scanner. The point is they could be very expensive and use alot of supplies and take up alot of space. Then if someone wants to put one in a ship, he's trading off room for weapons to be able to move undetected and quality for quantity as he'll probably never be able to build very many. And while he could move undetected, at some point he'll have to decloak to attack and then on a ship for ship basis be outgunned. You'ld spend more time building defenses for each planet, etc. And his special cloaked ships will more than likely be more for special missions than his main fleet because of cost/maintenance.

Phoenix-D December 13th, 2001 12:14 AM

Re: Stealth Armor: Unbalanced
 
"And while he could move undetected, at some point he'll have to decloak to attack and then on a ship for ship basis be outgunned"

Two words: Star Destroyer. (planet killers would work too)

Phoenix-D

bearclaw December 13th, 2001 12:30 AM

Re: Stealth Armor: Unbalanced
 
Wow, all these ideas and no time to create an "Ultimate Cloak" mod.....

Slightly off topic, but a comment that I feel I should make. Someone below mentioned about experaince affecting sensor abilites (fantastic idea, by the way!). I know this would be an effort to code into the game but Experiance should count for all sorts of things. Not just combat stuff. Sensors is a good example. Another would be ships of a high enough XP could do spot repairs to damaged systems. Say, for each 10 xp, a ship can repair 1% of damage. Done all the time in Star Trek and Star Wars too. In fact, come to think of it... it's a fairly standard Sci-Fi thing to do...

geoschmo December 13th, 2001 02:42 AM

Re: Stealth Armor: Unbalanced
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Beck:


That is not entirely correct. Balance can be achieved by allowing each race an uber-weapon only defeatable by others of the same race. Then balance is achieved by each having an advantage others cannot defeat verses every weapon or component having a counter available to everyone. It is certainly tougher to set-up which is why you seldom encounter that type of balance. But given what the individual racial traits are supposed to mimic, actually makes more sense. It would certainly add to the depth of strategies in a multi-player game. Who do you ally with and ships with such weapons/components would be a valuable trading commodity.
<hr></blockquote>It sounds like what you are decribing is not a defense, but Mutually Assured Destruction. This makes sense to a point, but what about the players who prefer to play a race with no racial techs?

If the Psychics can build a cloak that you have no possibility of defeating, you cannot attack their ships. And you will be limited to standard cloaking devices which have counters available to everyone. You would reach a point in the game where you have no chance to stop the psychics, because you would not know where their ships were. While they could attack you with impunity.

Also, even if everyone is playing a race with some kind of uber-cloak, it then becomes simply a race to see who gets there first. I know the game is like that now in some respects, but this would appear to make it worse IMHO.

I think the cloaking system could be made much more varied and interesting by allowing different types of cloaks that would require specialized sensors to defeat. All I am saying is make sure that the sensors are available to everyone regardless of racial traits at some point. Make them more expensive to research if you wish, but they have to have some way to get them.

Geoschmo

Beck December 13th, 2001 05:50 AM

Re: Stealth Armor: Unbalanced
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Two words: Star Destroyer. (planet killers would work too) <hr></blockquote>

Yet if they were as expensive to build as I think they would have to be for any sort of balance coupled with the component for destroying a star which is already darn expensive you're talking something would decade or more to build. And with items that are or likely to be near the end of the research tree its something that would be appearing in the end game. They could lose the war long before one left spacedock let alone reach a star. He'ld have to send a fleet along with it because any systems I had important enough for you to waste a star destroyer on would have some sort of defenses on the star itself. Surely a player exercising such abilities in a human game would find himself a potential target of a coalition as other players band together or die one at a time. Just the threat that he could develop the technology could be enough in some games for players to gang up on them long before they have the capability to do as you suggest.

Phoenix-D December 13th, 2001 07:46 AM

Re: Stealth Armor: Unbalanced
 
The ONLY way to kill a ship you can't see is with mines. If a ship decloaks in a sector with enemies, combat doesn't start. Therefore, defending with anything other than mines is pointless, (against a star/planet killer), they'll just die or be useless. Given the limit of 100 mines (plus or minus a few) it's not hard to send in sweepers enough to clear a field for 100% sure. Unstoppable destruction.

Combine that with the fact that any inhabited system defending against this player would have to be heavily defended ALL THE TIME, lest he pick off your colonies more or less at will, and it's likely the tonnage and cost destroyed will way exceed the cost of the ship.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Surely a player exercising such abilities in a human game would find himself a potential target of a coalition as other players band together or die one at a time. <hr></blockquote>

More likely everyone takes that trait.

EDIT: cost wise, a BC with a cloak, shield, armor and max move costs 112k/52k/103k and takes 2.5 years to build on a homeworld with maxed space yards. Assuming your "uber cloak" costs 10 times that much, the cost becomes 129760/51k/108880 and the time 2.9 years.

Even if it's that much cost or more (and 10k IS a lot of additional cost for a normal ship), having your opponent be totally invisible, and therefore able to strike you more or less at will, would probably be far too frustrating. Unique components are fine, but unique totally uncounterable components are just irritating.

Phoenix-D

[ 13 December 2001: Message edited by: Phoenix-D ]</p>

Q December 13th, 2001 04:17 PM

Re: Stealth Armor: Unbalanced
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by LGM:
Who cares about the AI? <hr></blockquote>

I do!

I agree that it will be practically impossible to create an AI that will win without major bonuses against a good human player in SE IV. But I do believe that it is very interesting to make an AI as strong as possible. And certainly if you want to play when you have time and not when the next turn is awaited from other human players you need the AIs. So I think SE IV should give players both possibilities: to play against humans and to play against AI's that are as good as possible.

Baron Munchausen December 13th, 2001 07:35 PM

Re: Stealth Armor: Unbalanced
 
Honestly, I don't expect the AI to beat a human player. I expect the AI to not make utterly stupid blunders. Like constantly sending the same number of ships with the same tech level against a force that can defeat them with ease. Or forgetting that it even had a claim to a system once you've destroyed its colonies there. If the AI can be made to retain a bit of memory and make NEW approaches when its first attempt fails then it'll be good enough.


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