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  #1  
Old April 28th, 2002, 08:08 PM
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Default Re: SE4 Strategy - An Art or a Science?

quote:
So, in essence you have plenty of choices, but if you want to compete, you really dont. It comes down to strategic maneuver, yes, but why include the rest if it isnt anything but window dressing?
Because not everybody considers competition to be the sole reason for playing.

For people who prefer approaching the game as art, the "window dressing" provides a huge palette to work with. The scientists will probably defeat the artists when they go head-to-head, but the artists are less likely to get bored with using the same tactics all the time.

IMO, science "versus" art is a false dichotomy; science and art are ends of a spectrum, not an either/or choice.
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Old April 28th, 2002, 09:46 PM

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Default Re: SE4 Strategy - An Art or a Science?

"Many have dedicated to "fixing" the problem. And as of yet I have not seen any mods that are any better than the stock game in that respect"

Mostly because when they (I ) start, they find out that A. things are a little better balanced than they thought and B. it's *hard* getting things balanced right.

Look at the APB. On a pure damage/kt scale, this thing is a monster- 2.3 damage/kt. However..it also costs almost 2 million research points to fully research, on medium tech cost. Something like the Meson BLaster, which does 'only' 1.75 damage/kt and is a bit shorter ranged, costs less than a quarter. In other words, you can have Meson VIs much, much sooner than someone can have APB XIIs. Mesons also have no damage dropoff.

The Wave Motion Gun. Costs less than the APB to research (true!) though you only get it at the very end of the research chain. Damage/kt rating of 2; damage/kt/turn rating of a less than stellar .67. However, you *can* run out of range with it while it's recharging, it does full damage along it's entire range, and it gets a 30% bonus to hit!

Quantum torpedo. Damage/kt: 2.5 1.25 per turn. Again, cheaper than the APB, if only because it has two less levels to research.

Missiles are a special case; they and fighters are weak because PD is so effective, not because they're weak in and of themselves. You can't saturate an enemies defenses when your weapons are twice as big AND fire three times slower.

Economy is very important BTW. Research center upgrades will get you that tech faster, miner upgrades (and computers) will put more ships in space. It's worthless to have the most high tech ship in the game if the enemy can field so many of his slightly lower tech ships he overwhelms and destroys you.

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Old April 29th, 2002, 04:49 AM
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Default Re: SE4 Strategy - An Art or a Science?

my first question for Phoenix is "what do you do with all those extra worlds dedicated to research when you know it all?" I can't figure out any good quick solution. Also if you have a ton of spaceyards that is the fastest way to victory, even if they produce slower you can get them in greater amounts than planets so they make up for it in spades.
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Old April 29th, 2002, 07:07 AM

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Default Re: SE4 Strategy - An Art or a Science?

Rather than two ends of the same specturm, would not Art and Science (say it like you feel seomthinG: "_SCIENCE!_") be two separate axis. Within the area defined by these axis are all the activities imaninable.

Possibly there are other axis, to define every possible action.... Like 'wack' there really ought to be a scale of 'wack'.
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Old April 29th, 2002, 07:16 AM

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Default Re: SE4 Strategy - An Art or a Science?

"my first question for Phoenix is "what do you do with all those extra worlds dedicated to research when you know it all?" I"

Scrap the research buildings and make something else. The speed advantage you gain in research is worth it.

EDIT: and I wasn't talking about *building* the ships per se. I was talking about having enough cash to build and maintain them.

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[ 29 April 2002: Message edited by: Phoenix-D ]

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Old April 29th, 2002, 09:52 AM

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Default Re: SE4 Strategy - An Art or a Science?

geoschmo et al:

Well, perhaps my wording was somewhat imprecise. You are correct that the weapons are somewhat varied in terms of research/kt/damage payoff, but from the games I've seen and played in, the players seem more or less pigeonholed into many decisions if they want to be competitive with other humans who are following the 'prefered' (for lack of a better term) strategies.

What I drew from Askan's post and from my own experience is that its mostly about Combat To-hit and Defensive bonus and Direct Fire weapons. Missiles dont even rate on the scale for the reason list below by Phoenix-D. The other weapons more or less depend on the stage of the game you are at and the amount of time you have to research rather than any real 'feel' of the weapons. By that, I would like to have seen more 'flavor' differences. For example, Torps that are monsterously damaging, but inaccurate. Some beams that could be extremely accurate, but low damage. Missiles could vary dramatically as well. Point defenses could have trade offs between range and accuracy.

I'm aware that some of these interactions are already present in the game, but generally not simultaneously. You have to focus down one path to optimize and that path will be the best one you can choose at that time. What I would have prefered is a selection of weapons down one path that would have strengths and weaknesses in relation to each other without the 'artificial' need to base it solely on tech level and damage/kt/turn.

Its hard to explain, I suppose, but I'd like to see more weapon be necessary for a variety of opponents. The little 'scraper' weapons might be useless vs a heavily armored/shielded rock, but could actually hit the fast little ships while the huge capital ship weapons could penetrate the toughest defense, but cant engage the small fries. In effect, you would need a combined arms approach.

In the current SE4, I dont see that. Usually you just stuff your hulls with most of the best weapon you know and be done with it. There is no trade-off in the weapons at that point. There is only a 'best' which is generally equally good vs all comers.

To me at least, a large portion of the tech tree seems unnecessary to be successful (at least on Medium sized maps...on large maps a lot changes, but its a VERY long process to play MP games on the larger maps). Most of our games center on developing beam weapons out the wazoo and going with the support of those weapons. No one goes down any of the interesting side paths as they simply dont provide enough return compared to players who 'go for the kill'.

Some other examples would be the 'Engine' techs. Every three levels you get something and the other changes are bare window dressing. My tech set added 'efficiency' at each level that wasnt giving a new movement bonus...ie, flavor.

Another example would be weapon mounts. In the base set, there is no good reason not to use the largest mount possible. That leads to less decision making and more 'pigeon holing'. I'd like to see a geometric increase in the cost (not size, as that changes the equation) or else 'to hit' penalties to make the ships have definate role rather than simply being better.

I guess that is my main 'complaint'...there is very little opportunity cost to most techs. They are simply better than the lower cost ones. IMO, increased tech should provide greatly increased options. But I dont see that here as often as I'd like. Generally, I keep the same 'decision cycle' and just the numbers change...eq, instead of a gun that does 30 out to range 5, it now does 35 and next level it will do 40 out to 6 and so on.

Hopefully that has explained my opinion a bit better than the previous attempt.

capnq:

Well, when I play singleplayer and just want to relax and 'role play' my race a bit, I tend to research the more esoteric techs too, but this post seemed to concern art or science in a competitive game. Everything changes when you are playing against people who dont fall for the same tricks time and again.
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Old April 30th, 2002, 01:21 AM
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Default Re: SE4 Strategy - An Art or a Science?

Talenn,

I agree that those kinds of choices would be nice to have, and would add even more flavor to the game. Adding those sounds as if it would be quite a daunting task. I know from experience that what you said about modding is correct. It's hard to do at all, even harder to do right, and then having to tweak things every time a new patch comes out...

In the Devnull mod we did something very similer to engines, making the mid-steps more efficent. My goal as to extend those out even further, for example, Ion-Engines out to level 6 or higher, where each level had increasing levels of efficency, or cheaper cost. Ad then when you switched to a new engine tech you lost all that in favor of more speed, and had to research down that thread. Never got aroud to that, and I was thinking it would have been hell to teach the AI how to use them.

Actually I am thinking about doing a new mod, and just conceding the AI from the start. That was always the limiting factor when working on the Devnull mod. We spent 3 hours in AI tweaking (work) for every one hour of brainstroming and designing new components (fun). In the end some ideas had to be scrapped not because they didn't work, or were unbalancing, but just because we couldn't get the AI to use them correctly. And when it comes to patch updates, that is almost always the majority of the work, making changes because now the AI stopped using something.

But if you think about it, how good is the AI ever? Even the TDM AI can't beat me unless I give them big bonuses or handicap myself in some way. But on the other hand I lose a lot more PBW games than I win. Not to mention I play so many PBW games I don't even have time for solo games, unless I am mod testing AI. So why bother right?

Something I'm going to have to think about some more.

Geoschmo
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