Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Command Nexus => Topic started by: Earthmichael on October 27, 2012, 07:29:54 PM

Title: Atrocities or not in human multiplayer games?
Post by: Earthmichael on October 27, 2012, 07:29:54 PM
I noticed that the stardard rules on this website for multiplayer games do not mention attrocities.  Nor do the setup rules for any of the games that I currently have going, other that 1vs1 games, do not mention attrocities.

So does than mean attrocities are allowed?

My personal viewpoint is that attrocities were intended to be balanced by the effect on diplomacy of AI players.  When there are no AI players in the game, this balance is lost.  The economic sanctions (loss of trade energy) is usually an insufficient deterent if I want to nerve staple those annoying drones or blast my opponent's well defended base into oblivion with nerve gas.

So, I propose that the website standard rules be amended to ban attrocities on games where the majority of players are human, unless the game rules explicity state otherwise.  If the UN Charter is repealed by council vote, then of course attrocities are permitted.

To be explicit, in a 7 player game where 4 players are human and 3 are AI, then this rule would ban attrocities.  If it were a 6 player game where 3 players are human and 3 are AI, then attrocities would be permitted.

What do you think?  Do you think standard rules should ban attrocities in human games?
Title: Re: Atrocities or not in human multiplayer games?
Post by: t_ras on October 27, 2012, 07:39:34 PM
I think I agree with you.
Title: Re: Atrocities or not in human multiplayer games?
Post by: sisko on November 05, 2012, 05:12:17 PM
from the facebook group:

Quote from: B.Basar
Nerve Stapling shouldn't be considered an atrocity, but Nerve Gas and Planet Busters should. Simply because Nerve Stapling involves your own cities (it's not like you're nerve stapling your rival's cities).

Quote from: Tarvok
Citizens of your own country are not property. It may not be a war crime, but it is still an atrocity.

As to whether or not atrocities should be allowed in multiplayer, I agree that it should be down to whether or not the Charter is in effect, if it's tournament play. In the absence of in-game sanctions, it should be considered "cheating" if the charter is in effect.

Quote from: Darsnan
I remember I built a PBEM once called "What Lurks beneath the Surface" or something like that where I had the AI Spartans and AI Hive committing atrocities against once another, to the point where sea levels began to rise. The human players ended up not being very happy with me over that. FYI on that slant regarding atrocities, especially in PBEMs where players literally spend months working on a game.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 05, 2012, 05:38:33 PM
Personally, I believe that whether or not you do atrocities almost never depends on the diplomacy hit. Unless in some very specific conditions, using stuff like nerve gas far outweighs the potential backlash, embargo or offended Deirdre be damned. I never do atrocities because 1) I'm a nice guy 2) I want them on their knees, not dead. But I couldn't care less about their sanctions and I believe other players should have the option to be bad guys.

OT: Is Darsnan still around?
Title: Re: Atrocities or not in human multiplayer games?
Post by: Buster's Uncle on November 05, 2012, 05:41:43 PM
He is, and a member here, just not very active.  He has an on-going thread in Modding, though.  You should ping him and say hi.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 05, 2012, 11:50:42 PM
Personally, I believe that whether or not you do atrocities almost never depends on the diplomacy hit.
In an all human game, I will nerve staple from the outset.  In a game with a lot of AI players, I will not, because this puts me at a significant diplomacy disadvantage.  I can often get some tech trades in with AI players, and some treaties and pacts for awhile.  But if I nerve staple a few times, the AI players generally start beligerent or worse, and very little tech trading or treaties can be done.

In an all AI game, it does not matter, because I can win anyway.  But if I have some tough human opponents who are getting value from the AI, and I am not, then that puts me often several techs behind.  Much more costly than the value I got from the nerve stapling.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 06, 2012, 06:55:28 PM
You're right with nerve stapling, it may come in handy in earlier turns. However, if we list atrocities in SMAC, we've got (if I remember correctly): nukes, nerve gas, base obliteration, nerve stapling and genetic warfare.

I believe base obliteration may be very useful and funny to carry out. It's probably one atrocity I would consider using if I feel the enemy's coastal SP base is not protected enough. Nerve gas is powerful and that diplomacy/economy hit really doesn't matter anyway when you go for an all-out war (and you probably do if you go gas). Nerve stapling you described, and genetic warfare is in my opinion negligible (you almost always have better things to do with your probes). With planet busters flying you've got more to worry about than your PR among AIs.

Of these, I'd definitely want to have the option of base obliteration on the table, same with nerve gas and nukes. And as those options are equally open to all human players, I wouldn't say they're overpowered just because there's not enough AI's to b!tch about it.

And one minor thing - banning nerve stapling means essentially that you lift this pesky -1 POLICE penalty effect for Deirdre and Roze (or rather you give it to everyone). I know, not a big deal, but still why help them. ;)
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 07, 2012, 01:21:16 AM
I guess it just depends on what kind of game you want to play.  In several of the all human games I have played, attrocities are commonplace unless they are banned.  If you don't mind that nearly every unit that you see will have nerve gas, if you do not mind nerve stapling as a common means of drone management, if you do not mind extremely fast water rise constantly, then by all means play a game where everyone can freely commit attrocities.

I personally think this takes a lot of the fun out of the game, which is why I posted this topic.  I think the designers intended for attrocities to be partially balanced by diplomacy effects, rather than to be used indistriminately.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 07, 2012, 01:35:36 PM
Well, it wasn't that of a problem in the all in all several games I have played. No, I'm not happy with nerve gas on every unit and I hate sea level rising, but I just refrain from doing atrocities (unless it's "time to take the gloves off") and I'm quite sure that simply not doing them doesn't have to put you at a disadvantage compared to other players. Let's just try not to. On the other hand, base obliteration...  8) Decisions, decisions. But if I constantly see people (over)doing atrocities, I believe I could change my mind.

Today I noticed that in the PBEM rules there is no mention on EG and I must say I find it a bit striking that you consider atrocities more game-unbalancing that EG. It was banned in all games I've ever been into, for a very good reason I believe. People can go to great lengths not to get infiltrated and EG does it all away. Plus it's cheap, plus the votes. I'd definitely strongly recommend against it in my games and I'll insist on the ban in all the games which I start. For that matter, I remember I convinced some co-players to get rid of CBA, another game-breaker, as well. So it's not like I'm against rule adjusting, to the contrary.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 07, 2012, 04:31:45 PM
I guess people have different ways that they play, and what they consider important.

On a large map, I consider Merchant Exchange and Weather Paradigm much more important the EG.  One can refuse the council vote anyway, so they other player cannot force a win that way.  And with a large map, the infiltration does not make as much difference to me.  Yes, the other player can get a better idea about how I am going to kick his butt, but he still can't do much about it.  Nevertheless, if it bothers you, I would be happy to ban EG in a game with you, or better yet, give you EG at the beginning of the game, and I get ME or WP :D.

I agree that CBA is a game winner, which is why I try to always get it first  ;lol.  But yes, I could also see banning CBA.

I personally like to also ban Copters.  I think their ability to attack every move is completely unbalanced, particularly since they cost no more than a Needlejet or a Rover.  In games where Copters are allowed, about 80% of all combat units built are Copters.  They just rule.  If Copters are going to be in a game, I think the cost should be modded up considerably.

I have been in few games where attrocities were causing the water level to rise 400 ft/turn or more.  And not my attrocities either; I had been playing it pretty clean except for a bit of nerve stapling.  But it does not matter whose attrocities they are, everyone is affected.  I had over 100 clean superformers just trying to keep my head above water, which is extremly time consuming and boring micromanagement.  It would be different if at some point, the game would figure that the polar ice caps are completely melted, and the water cannot rise any more.  But that does not happen.  Of course, the Pirate player was commiting attrocities as often as possible, and laughing the whole way.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 07, 2012, 04:45:19 PM
Kirov, would you be interested in a 1 on 1 game?  My favorite scenario is 2 factions vs. 2 factions on the balanced Vets map, but I would consider any balanced scenario.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 08, 2012, 04:48:04 AM
Don't the trade effects of sanctions apply even when there are human players?

As for diplomacy, if people want to be harsher with atrocity-committers, they can be harsher with atrocity-committers.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 08, 2012, 08:06:48 PM
I’m splitting my reply into three separate posts so that others could join the discussion in a coherent manner.

Of course, the Pirate player was commiting attrocities as often as possible, and laughing the whole way.

On atrocities:

I join you in your outrage, the Pirate played foul. Still, I stand by my former opinion that in this case the Pirates very little would care about any sanctions you or any number of AIs could throw at him. Especially as the AI is the first to go under water. Consequences, shmoquences, he would do the same nonetheless. :) The best reaction I’d recommend would be to forge a coalition against the offender.


I understand your concern and I think it’s a serious issue which you may propose as a house rule in any games you’re in. You could convince me to at least a partial ban, possibly in exchange for some of my ideas ;). I just believe making this a general PBEM rule at the forum level would take things a bit too far.


On the copters:

I remember I tinkered a bit with txt files and I have the impression that increasing the chopper cost doesn’t solve the problem. You’d just have less of them, but they’d still comprise the most of your army. They are simply that good. The idea I can offer is to cut down the movement of air units in half (or by one third). Then you would be forced to rely on ground units.

The same goes for CBA: you double the price and I still happily pay it. Very strong SP which may be only either banned or weakened by weakening air power itself.

I still firmly believe that the best unit in the game is your humble supply crawler. :)
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 08, 2012, 08:08:07 PM

On a large map, I consider Merchant Exchange and Weather Paradigm much more important the EG. 

On the SPs:

I must say your opinion really piqued my curiosity about your gameplay. For one, it’s the first time I see an experienced player disregarding good intel so carelessly. I’d pay a medium-sized base to get enemy’s infiltration and then another one not to get infiltrated.

And I can’t really follow your choice of SPs, either. It’s interesting that you make an impression of an aggressive (tho I prefer the term ‘proactive’ ;)) player, eager to send an armed excursion. On the other hand, you picked the two SPs which only fully shine midgame, with the advent of EcoEng/EnvEcon, and seem perfect for a micro-managing avid builder. So I’m curious, which is it?

I consider PTS to be the best early-game SP, very useful for both fighters and builders. Apart from that, if I wanted to shed some blood, MCC looks really handy. For builders there is VW to grab. Either way, when you switch to FM, it sorts of cancels out with ME until EnvEcon (cap), apart from the base tile and maybe a random energy tile.

Yet another issue I can think of with ME+WP combo is that after IA it kinda forces you to go down the EnvEcon path. If you go D:AP first, it’s this long your boreholes keep humming at 0/2/2 capacity, compared to my forest/FM 1/2/2. And if you go EnvEcon to switch the lights on, you run a high risk of losing CBA.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 08, 2012, 08:10:40 PM
Kirov, would you be interested in a 1 on 1 game?  My favorite scenario is 2 factions vs. 2 factions on the balanced Vets map, but I would consider any balanced scenario.

On the game offer:

As I said above, I’d love to watch your gameplay. And if you were serious with that EG/ME trade, I say why not, let’s. However, I must put the disclaimer in and I can’t stress it enough, I do consider the EG vs. ME setup to be hilariously unbalanced in favour of the former. I don’t do this to get a massive advantage (although it is a massive advantage), I just believe you must be several levels stronger than the enemy to make up for this handicap and if you honestly can pull that off, I’d be happy to get my ar$e handed back to me so that I can silently clap my hands in awe.

However, I’d rather not start another game just yet. I’ve just joined one 4-player game and got a HtH with t_ras pending. With a full time job and other pesky RL stuff, I’m seriously worried about my turn turnover in the coming days. On the one hand, I try to be a committed player, meaning I do my turn within at least 24 hours. On the other hand, I haven’t played for years and I believe I need some time with my turns and could also use a warmup. I played an SP game yesterday and it seems there’s a lot to be recalled. :) I need to see how time-consuming my current games will be (and I’m still waiting for players in another one, maybe you could join it?). I really hope I don’t get hooked up again, not with the global crisis and all. My boss just won’t get it.

I played the vets maps only twice and recall it as fair if somewhat dull, but if you don’t want to ask a CMN for help, we may go with that. Where can I find it and give it a try?

Could we agree on the level of factions to be selected? I give a wide berth to the strongest and/or most boring ones – Zak, Hive, Domai.

However, I’ve never played 2 facs v. 2 facs and I don’t think I could possibly enjoy that. I’d rather stick to 1v1. Detailed rules on atrocities may be discussed (how about “no stapling, no nerve gas, other atrocities allowed only against other human”?)
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 08, 2012, 08:45:03 PM
On the copters:

I remember I tinkered a bit with txt files and I have the impression that increasing the chopper cost doesn’t solve the problem. You’d just have less of them, but they’d still comprise the most of your army. They are simply that good. The idea I can offer is to cut down the movement of air units in half (or by one third). Then you would be forced to rely on ground units.

Wait, if you go choppers (or even CBA), can't the other guy just get AAA units to defend more cost-effectively?  Or interceptors to scramble and kill the choppers?

Quote
I still firmly believe that the best unit in the game is your humble supply crawler. :)

Clearly, which is why they need to be made more expensive.  I favor a base cost of 36, but with the default (fission infantry unboosted) crawler only costing 5 rows.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 09, 2012, 01:33:34 AM
On the SPs:

I must say your opinion really piqued my curiosity about your gameplay. For one, it’s the first time I see an experienced player disregarding good intel so carelessly. I’d pay a medium-sized base to get enemy’s infiltration and then another one not to get infiltrated.

And I can’t really follow your choice of SPs, either. It’s interesting that you make an impression of an aggressive (tho I prefer the term ‘proactive’ ;)) player, eager to send an armed excursion. On the other hand, you picked the two SPs which only fully shine midgame, with the advent of EcoEng/EnvEcon, and seem perfect for a micro-managing avid builder. So I’m curious, which is it?
I don't discard good intel carelessly.  If my probe team gets to a base, you can be guaranteed I will infiltrate before any other mission, even if I am drooling over some tech the enemy has.  But on a large map, the value of infiltration does not really have a big impact on the game until we get into conflict.  And once we get into conflict, I am fairly certain I can achieve infiltration regardless of how hard you try to prevent it.  I have been known to give up a border base to an enemy exploratory force, just because I knew that I could infiltrate before I took it back, and the worst the enemy could do to me is sell off one building per turn.

My choice of best secret projects depends upon the map.  Note that I was talking about a large map, with presumably widely spaced factions.  In this case, it is the timing that makes me put less value on infiltration.  Because I do not think that it will seriously benefit the other player that much until turn 60 or so.

On the other hand, benefits from ME starts with turn 1, and WP helps very early as well.  I get to enjoy the benfits maybe 50 turns earlier.

Perhaps you have failed to pick up on some of the subtler benefits of ME.  Since I like to get it, it is probably to my advantage to not blatantly state why I like it, to reduce the competition for it.

As for WP, the main early value is that one can build road and forest in fewer turns, not that it unlocks boreholes and such.

As for the early armed excursion verses builder, it strictly depends on the map.  If I start very close to some enemies, like the WFOS game, I try to attack early on.  Of course, in this case, I found myself with an enhanced Sparta AI on one side, and enhanced Usurpers AI on the other side.  I was not foolish enough to attack, but my early build of forces was quite useful to defend their incursions in my terratory.

On the other hand, the balanced vets map is definitely a builders map.  So I would certainly play a builder strategy on that map.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 09, 2012, 01:44:06 AM
On the copters:

I remember I tinkered a bit with txt files and I have the impression that increasing the chopper cost doesn’t solve the problem. You’d just have less of them, but they’d still comprise the most of your army. They are simply that good. The idea I can offer is to cut down the movement of air units in half (or by one third). Then you would be forced to rely on ground units.

Wait, if you go choppers (or even CBA), can't the other guy just get AAA units to defend more cost-effectively?  Or interceptors to scramble and kill the choppers?

These solutions are not as cost effective.   AAA defensive units and interceptors cost more.  Choppers are cheap to build.

One of the main problems with choppers is that a single chopper can mow down half a dozen terraformers and supply crawlers in a single sweep.  Even if you do wipe out the chopper afterwards, the single chopper may already have taken out enemy units that were many times his cost.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 09, 2012, 02:32:12 AM
These solutions are not as cost effective.   AAA defensive units and interceptors cost more.  Choppers are cheap to build.

Really?  By my calculations:
-Chaos choppers (8 attack) cost 5 rows of minerals.
-AAA silksteel sentinels (8 defense vs. air, and substantially lower tech) cost 4 rows of minerals; you can go as high as AAA Probability Sentinels (12 defense vs. air) before it costs more than 5.
-Impact interceptors (8 attack vs. air) cost 4 rows of minerals; you can go as high as Missile interceptors (12 attack vs. air) before it costs more than 5.  And I'm not sure, but I think that unless the chopper also has air superiority (which halves its attack against ground units) it uses its defense, which is presumably 1.

So you're getting equal capability at 80% of the cost (or a lot less if you use build-and-upgrade methods), or 150% the power at equal cost.  Choppers really aren't that cheap; at low armor amounts they're roughly equivalent to rovers.

There is a narrow window once you get fusion where the choppers are cheaper because the ability cost is added on after the reactor minimum, but once you get access to fusion laser or tachyon bolt, the chopper is again as expensive as the counter (and by Plasma Shard it becomes more expensive.)

Of course, if that's still too much, you could remove the cost of Air Superiority and price AAA the same as Trance, and then it'd be no problem at all.

Quote
One of the main problems with choppers is that a single chopper can mow down half a dozen terraformers and supply crawlers in a single sweep.  Even if you do wipe out the chopper afterwards, the single chopper may already have taken out enemy units that were many times his cost.

That's more of an issue, since that lets him use laser choppers, which are indeed cheap, and you might not have enough interceptors to kill them all.  But that's only a problem if you move undefended formers and crawlers near his bases/airbases/carriers (or near where his carriers can move to), and why would you do such a thing?
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 09, 2012, 03:26:18 AM
If the opponent can reach with interceptors, use the cheap copters to draw out the interceptors.  Then mow down all of the interceptors with your own air superiority units.

As for range, I just drop down a colony pod, or build an air base formers, or capture a city to get the base of operations that I need.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 09, 2012, 04:30:26 AM
If the opponent can reach with interceptors, use the cheap copters to draw out the interceptors.  Then mow down all of the interceptors with your own air superiority units.

You can't exactly "mow down" interceptors with your own air superiority units; when one interceptor attacks another, they both use their attack rating (similarly to artillery duels), so unless one side has an attack bonus or technology or morale advantage, you lose as much as you destroy on average.

Quote
As for range, I just drop down a colony pod, or build an air base formers, or capture a city to get the base of operations that I need.

If you're able to keep a fresh or captured city in enemy territory, or construct an air base there, and keep your copters intact for a full turn there, then you probably deserve the ability to do heavy damage (if you can do it without significant risk, you've probably effectively won anyway; drop units are expensive, and that's the only way to get a substantial number of defenders there so he doesn't just move in and kill your forces).  And of course if he has magtubes and sees your base and the copters there, he can use that turn to move his formers and crawlers in the area to safety (or defensive units to protect them if he has spares) until your choppers have been killed.  You do end up costing him what the formers and crawlers would have produced if he doesn't have the units to form at least a defensive perimeter, but unless he's going really heavy on the crawlers (a strategy that probably could use being taken down a peg or three anyway) it's not going to be crippling.

And on top of that, he can always just surround your airbase/base with defensive units (or air units if none of your copters have air superiority), and then your copters can't get through.

Choppers are devastating against an unprepared player if you focus on noncombat targets, but they're too restricted to catch him by surprise, and without surprise they can't do as much damage if he knows how to respond, unless he's using one very specific strategy.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 09, 2012, 06:19:45 AM
You also need to look at the defensive side of things.  If I have a couple of choppers helping defend a city, I can mow down a pile of grounds attackers, and still retreat to the safety of my city, where any air attacker has to contend with my AAA defenders with an areospace complex.

The land attackers become largely inconsequential because they can be mowed down so easily by choppers.

As for the air superiority battle I mentioned early, the interceptor normally takes a bit of damage typically 10%-20% killing the copter, so the air superiority copter can usually win.  And when it wins, it does not have to hang around for another interceptor to kill it, but the helicopter can retreat back to the safety of a city or airbase, something a needlejet cannot do.

You also just have to look at actual games.  On any game where copters are not banned, they simply dominate the game in terms of production of copters verses production of any other combat unit.  Can you honestly tell me that your games have not been like this???
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 09, 2012, 12:25:02 PM
You also need to look at the defensive side of things.  If I have a couple of choppers helping defend a city, I can mow down a pile of grounds attackers, and still retreat to the safety of my city, where any air attacker has to contend with my AAA defenders with an areospace complex.

Unless those ground attackers are stacked with AAA defensive units.  Choppers might get a lot of attacks per turn, but they take damage just as well as anyone else.

Quote
As for the air superiority battle I mentioned early, the interceptor normally takes a bit of damage typically 10%-20% killing the copter, so the air superiority copter can usually win.  And when it wins, it does not have to hang around for another interceptor to kill it, but the helicopter can retreat back to the safety of a city or airbase, something a needlejet cannot do.

True...that is a strong advantage of choppers.  I may have to think about this...

Quote
You also just have to look at actual games.  On any game where copters are not banned, they simply dominate the game in terms of production of copters verses production of any other combat unit.  Can you honestly tell me that your games have not been like this???

I haven't really played multiplayer, but often the easiest fix to a strategy is just finding the counter.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 09, 2012, 01:16:24 PM
  I have been known to give up a border base to an enemy exploratory force, just because I knew that I could infiltrate before I took it back, and the worst the enemy could do to me is sell off one building per turn.


He who forgot to bring probe defenders along with his invading army, made a big mistake. And you can't just count on enemy's mistakes like that. If overwhelmed, he should have just traded the base to the AI.



On the other hand, benefits from ME starts with turn 1, and WP helps very early as well.  I get to enjoy the benfits maybe 50 turns earlier.

Perhaps you have failed to pick up on some of the subtler benefits of ME.  Since I like to get it, it is probably to my advantage to not blatantly state why I like it, to reduce the competition for it.


Far from saying that WP or even ME are weak, I just think their full potential shines mid-game. On the other hand, PTS, VW and HGP work 100% early on to generate the turn advantage.

By the time you get to IA, you can choose between PTS, VW, WP and ME, and HGP joins soon afterwards. If ME is your first or even second choice, I am somewhat surprised. Guard your secret well.


And you're right, the setting ME vs. EG from turn 1 is less unbalanced the bigger maps. We'll see, I'm not really in favour of pro-builder maps and usually prefer medium-sized maps.
Title: Re: Atrocities or not in human multiplayer games?
Post by: sisko on November 09, 2012, 01:22:06 PM
Quote
If overwhelmed, he should have just traded the base to the AI.
that is usually forbidden in MP. in fact rule #9 here (http://alphacentauri2.info/index.php?topic=1519.0) says so.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 09, 2012, 01:40:28 PM

I haven't really played multiplayer, but often the easiest fix to a strategy is just finding the counter.

Yitzi, I believe Earthmichael is right. If you use AAA defenders and the enemy has choppers, then the initiative and mobility (well, and flexibility;)) is on his side. He may freely take out your crawlers/formers, bomb improvements, block your movements with ZOC.

And if you have interceptors, he brings them as well, so it's again all about air power. If Brian Reynolds asked me for a quote to MMI, it would be "whoever has more air units wins".

Don't get me wrong, I'd love to see some mixed armies transported in convoys on full sea, heavy artillery, recon units and what not. But I won't, because with air power ground units are good mainly to take over bases emptied clean by choppers.

In fact, one of the most powerful if slightly less subtle strategy is the infamous "drop & chop", when you mow down defenders with choppers and jump in with parachuters. Deadly and brute, and basically you need only your best attack choppers and some cheap drop units.

I'd be happy to change that, but it requires some house rules and/or changes to alphax.txt.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 09, 2012, 01:43:43 PM
Quote
that is usually forbidden in MP. in fact rule #9 here (http://alphacentauri2.info/index.php?topic=1519.0) says so.


I know about trading, but you are allowed to give it for free, right? IIRC, it was a standard in many games, specifically to get rid of a base on the verge of being probed.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 09, 2012, 01:59:11 PM
Far from saying that WP or even ME are weak, I just think their full potential shines mid-game. On the other hand, PTS, VW and HGP work 100% early on to generate the turn advantage.
I totally agree about PTS and VW.  But we were talking about EG, and if I start comparing it to SPs that cost 50% more, OF COURSE they are more powerful.  As for HGP, you can keep it; I would definitely take WP or ME over it.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 09, 2012, 02:13:11 PM
Quote
I totally agree about PTS and VW.  But we were talking about EG, and if I start comparing it to SPs that cost 50% more, OF COURSE they are more powerful.  As for HGP, you can keep it; I would definitely take WP or ME over it.

OK, for a moment I thought ME is like your favourite early game SP. Still, the situation we're talking about, EGv.ME prebuilt in turn 1 is quite artificial. And in their respective real-game appearance, I wouldn't hesitate for too long.

Let's agree to disagree, but I still will try to ban EG in 4-player games I'm in. And I'm willing to discuss the atrocities in return. ;)
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 09, 2012, 02:27:54 PM
Perhaps you have failed to pick up on some of the subtler benefits of ME.  Since I like to get it, it is probably to my advantage to not blatantly state why I like it, to reduce the competition for it.

The main problem with ME is that it's single-base; it therefore only is very strong if you're playing a crawler-heavy strategy (which, admittedly, is already pretty powerful, but any strategy or rule change that substantially reduces the effectiveness of crawlers will depower ME substantially.)

Yitzi, I believe Earthmichael is right. If you use AAA defenders and the enemy has choppers, then the initiative and mobility (well, and flexibility;)) is on his side. He may freely take out your crawlers/formers, bomb improvements, block your movements with ZOC.

Only within 3-4 spaces of the border; unless he's able to penetrate your border easily (in which case you've probably got problems with or without choppers), that's a pretty small portion of your territory, so moving out crawlers and formers and replacing improvements is as much of a big deal.  ZoC only works when you park your units all over, for which needlejets are actually superior to choppers.  (And if the enemy has a mixed force of interceptors and SAM (air superiority on a land chassis), parking air units is really just suiciding them; interceptors can kill any non-interceptor air units easily, and SAM should win easily against comparable interceptors because of the 100% bonus vs. air and 50% penalty vs. land by both sides, though I'm not sure about that.)

Quote
And if you have interceptors, he brings them as well, so it's again all about air power.

Except that if he has that many interceptors, and his base is that close (I seem to remember that interceptors have reduced range), you might be able to just march on his base with a force that includes AAA defensive units.  Air units are powerful in economic warfare, but tend to fare poorly in direct conflict (since a AAA defensive unit will generally beat an equivalent-tech air unit at comparable or lesser cost).

If you really want to see how powerful choppers are for direct combat, try playing some games with the house rule that you can have choppers but can't use them to attack noncombat units.  I suspect that with proper tactics by defenders that will be sufficient to make choppers not used.

Quote
In fact, one of the most powerful if slightly less subtle strategy is the infamous "drop & chop", when you mow down defenders with choppers and jump in with parachuters. Deadly and brute, and basically you need only your best attack choppers and some cheap drop units.

How is that powerful?  It fails if the enemy has AAA defenders, and fails even harder if the base has an aerospace complex (which not only gives a huge bonus against chopper attackers, but prevents air drops in the vicinity.)

Let's agree to disagree, but I still will try to ban EG in 4-player games I'm in. And I'm willing to discuss the atrocities in return. ;)

Why ban EG?  If someone's not ICSing it's that powerful (as without a ton of bases, a low-level facility in each one isn't that absurd), and if they are ICSing it would be more beneficial to ban ICS instead.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 09, 2012, 04:24:38 PM
Quote
Except that if he has that many interceptors, and his base is that close (I seem to remember that interceptors have reduced range), you might be able to just march on his base with a force that includes AAA defensive units.  Air units are powerful in economic warfare, but tend to fare poorly in direct conflict (since a AAA defensive unit will generally beat an equivalent-tech air unit at comparable or lesser cost).


Earthmichael said it all on the topic on gaining a foothold - you bring a colony pod, construct an airbase or just plain take over one of his peripheral bases. It's not terribly difficult and you can reach quite far with your 12 movement.

Quote
How is that powerful?  It fails if the enemy has AAA defenders, and fails even harder if the base has an aerospace complex (which not only gives a huge bonus against chopper attackers, but prevents air drops in the vicinity.)

Let's assume you play against someone, you grow stronger and stronger and you feel it's the time to test his defence. Now, you could prepare a mixed ground unit assault - sentinels, rovers, what have you. Then you load it all on transports and set sail. Then you attack, get a foothold, probably must defend it and then you can slowly move on. Even if stronger, you can still lose, because it's his turf and his lines of supply are shorter. But even assuming it's going well, it's gonna be slow. And he has time to build up, maybe finish that SP or get fusion power.

Now imagine you get MMI first, quickly grab some choppers and simply beat the living hell of him.

It's similar to what happened to me in one 1v1. I was at D:AP first. I sent the first needlejet down to the enemy. Then another. As he had no D:AP, he surrendered and that was the end of the game. There are several techs and SPs which kinda force you to race to them and severely penalize you if you don't make it in time.

As for drop & chop - we can discuss what you would do or compare rows of mins, but I saw it working and I'm sure it's overkill. Once I was a replacement for a very strong faction (Hive), in the middle of a successful drop & chop run. Sure I was already stronger than the others, but not so strong enough that I would take 3-4 bases per turn with ground assault, and with choppers I could. I remember that my main problem was that my defensive probes couldn't catch up with the front line, so I actually had to put them on drop pods.

Aerocomplex can be circumvented, you just air drop some stronger units as close as possible and attack on foot. This turn you will take only 2 bases, and maybe you lose a chopper. But reinforcements keep coming and your enemy's economy is already devastated.

Funny you mention the house rule. I checked one of my old games and, although Empath Guild was allowed, choppers were banned from attacking base tiles. Just a little idea.

As for Empath Guild - it's not just my fancy, I took the idea from experienced players at Apolyton, who very often regarded it as one of the strongest. Same story here: There is a race, the winner grabs it all and suddenly he gains a significant advantage over other players (especially 4-player games). I can go with the same as with the ban on atrocities - not a PBEM rule, but I want it as a house rule. I prefer to water down several overkills I see in SMAC. Air power is one, infiltration is another. If I will recall another one, I'll definitely mention it. It takes something away if you won just by being first to something.


EDIT: cancelled unnecessary quote.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 09, 2012, 05:38:24 PM
Earthmichael said it all on the topic on gaining a foothold - you bring a colony pod, construct an airbase or just plain take over one of his peripheral bases. It's not terribly difficult

It might not be that difficult to do it on his periphery in the context of a larger attack, but doing it on the periphery would negate most of the benefit, as he can simply avoid having noncombat units on that small area.

Quote
and you can reach quite far with your 12 movement.

How do you get 12?  I get 8, 10 with CBA, and if you spend more than half of that then you're not going to get back to base byt the end of the turn and are essentially suiciding your unit.

Quote
Let's assume you play against someone, you grow stronger and stronger and you feel it's the time to test his defence. Now, you could prepare a mixed ground unit assault - sentinels, rovers, what have you. Then you load it all on transports and set sail. Then you attack, get a foothold, probably must defend it and then you can slowly move on. Even if stronger, you can still lose, because it's his turf and his lines of supply are shorter. But even assuming it's going well, it's gonna be slow. And he has time to build up, maybe finish that SP or get fusion power.

Now imagine you get MMI first, quickly grab some choppers and simply beat the living hell of him.

Yes, if you're substantially stronger, choppers provide a way to leverage that strength into a fast victory.  But if you're anywhere near equal and he's got aerospace complexes, his defenders will beat the living daylights out of your choppers.  Even without aerospace complexes, you need a substantial advantage, because AAA is pretty good.  Still, I can see how a bit more should be needed just because a chopper assault can happen so quickly; perhaps AAA should be increased to a 150% bonus.

Quote
It's similar to what happened to me in one 1v1. I was at D:AP first. I sent the first needlejet down to the enemy. Then another. As he had no D:AP, he surrendered and that was the end of the game.

Why didn't he build (or upgrade to) AAA defenders and just keep his formers and crawlers out of range?

Quote
As for drop & chop - we can discuss what you would do or compare rows of mins, but I saw it working and I'm sure it's overkill. Once I was a replacement for a very strong faction (Hive), in the middle of a successful drop & chop run. Sure I was already stronger than the others, but not so strong enough that I would take 3-4 bases per turn with ground assault, and with choppers I could.

Drop&chop (probably with rover drop pods, so that they can use roads to capture from outside drop-pod-negating range) is definitely the way to turn strength into speed, but I wouldn't call that overpowered since you need to have the strength in the first place.

I'll believe choppers are overpowered when you can find a case where someone who wasn't already substantially in the lead managed to use them to get ahead, despite the other guy trying what should have been the natural counters.

Quote
Aerocomplex can be circumvented, you just air drop some stronger units as close as possible and attack on foot. This turn you will take only 2 bases, and maybe you lose a chopper. But reinforcements keep coming and your enemy's economy is already devastated.

How do you devastate the enemy's economy with an attack just on his periphery?  And if he has widespread aerospace complexes (quite possible if he's not ICSing), then you've essentially been reduced to "drop and attack", which isn't as fast and is fairly weak due to the drop attack penalty.

Quote
Funny you mention the house rule. I checked one of my old games and, although Empath Guild was allowed, choppers were banned from attacking base tiles. Just a little idea.

I'd say the opposite: Choppers attacking base tiles is a suboptimal strategy unless you're far ahead anyway; it's choppers attacking formers and crawlers that's the real threat.

Quote
As for Empath Guild - it's not just my fancy, I took the idea from experienced players at Apolyton, who very often regarded it as one of the strongest. Same story here: There is a race, the winner grabs it all and suddenly he gains a significant advantage over other players (especially 4-player games).

Why 4-player games in particular, rather than 2-player or 7-player?
And Empath Guild is pretty nice, but so are a lot of projects.  The weaknesses of Empath Guild are that it doesn't really do anything to strengthen you directly, and that its major effect can be copied, albeit with substantially more effort.

Quote
I prefer to water down several overkills I see in SMAC. Air power is one, infiltration is another. If I will recall another one, I'll definitely mention it. It takes something away if you won just by being first to something.

For air power (not choppers in particular, just air power overall), I'd say your best bet is to boost the power of AAA and maybe give it the same pricing as Trance and Comm Jammer (weapon/armor, max 2).  Infiltration is something anyone can get with enough effort; the Empath Guild just makes it much much much easier.

While not of the "first to something" variety, some more overkills I see in SMAC are energy focus, free market, crawlers, and ICS.  Fixing those (except maybe crawlers) will be quite a bit more difficult than mere house rules or alpha.txt mods, though.

Oh, and aliens, though that can be house ruled by banning interspecies cooperative victory (so when they get powerful, the others will gang up on them because they're a threat.)
Title: Re: Atrocities or not in human multiplayer games?
Post by: Buster's Uncle on November 09, 2012, 05:59:50 PM
Y, I want to encourage you to keep doing what you're doing - but point out that these guys really know what they're talking about.  Extensive experience against people instead of short-bus AI really matters...
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 09, 2012, 07:00:39 PM
"Why didn't he build (or upgrade to) AAA defenders and just keep his formers and crawlers out of range?"

Sometimes, he does not know that they are in range until it is too late.  I usually rush to D:AP, and so do most other players.  Building AAA is on a different tech path.  So there are quite a few turns where air power just rules, and until an opponent gets the tech to either build his own air units, or to go defensive vs. air, he is toast.

And while needlejets can take out a unit every other turn, choppers can take out multiple units per turn, increasing the pain for every turn until the opponent get the technology to respond.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 09, 2012, 07:21:14 PM
Y, I want to encourage you to keep doing what you're doing - but point out that these guys really know what they're talking about.  Extensive experience against people instead of short-bus AI really matters...

I know, but figuring out why it's stronger than theory would suggest is likely to present a solution that preserves or even enhances the richness of the game.

"Why didn't he build (or upgrade to) AAA defenders and just keep his formers and crawlers out of range?"

Sometimes, he does not know that they are in range until it is too late.

You mean a stealth base/airbase?  That could be an issue, but tends to be risky (since a new base or airbase is fairly easy to attack if it is found) and has limited payoff (since any empire with a decent sensor network should find formers/pods before they can get further than the periphery, which has relatively few formers/crawlers.)

Quote
I usually rush to D:AP, and so do most other players.  Building AAA is on a different tech path.  So there are quite a few turns where air power just rules, and until an opponent gets the tech to either build his own air units, or to go defensive vs. air, he is toast.

So it's not that whoever gets D:AP first wins, it's that if one player gets D:AP before the other gets either D:AP or AMA, they win.  If someone chooses to go the risky offensive D:AP path rather than the safer AMA path, then it's not unbalanced just because the risk ended up the wrong way.  (And let's not forget that AMA is on the way to Fusion Power, which is also quite good, so it's not like you're giving up long-term capability to get good stuff.)

Quote
And while needlejets can take out a unit every other turn, choppers can take out multiple units per turn, increasing the pain for every turn until the opponent get the technology to respond.

Yes.  So it looks like the primary issue here isn't that choppers are overpowered in general, but rather that choppers are overpowered if both sides beeline for D:AP and one has a substantial tech lead (enough to get MMI before the other gets D:AP).  Which raises the question: If you're behind on tech, why not give up the D:AP race and just go straight for AMA, which is lower-tier, provides a counter, gives you a nice social engineering option for wartime, and gives you a leg up in the race for fusion?
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 10, 2012, 04:14:13 AM
Yes.  So it looks like the primary issue here isn't that choppers are overpowered in general, but rather that choppers are overpowered if both sides beeline for D:AP and one has a substantial tech lead (enough to get MMI before the other gets D:AP).  Which raises the question: If you're behind on tech, why not give up the D:AP race and just go straight for AMA, which is lower-tier, provides a counter, gives you a nice social engineering option for wartime, and gives you a leg up in the race for fusion?
I think you are missing the point here.  ANY unit that can attack multiple times per turn without costing any more is broken.  If we could research a QuikRover, which cost the same as a regular rover, but could attack as many times as movement points, or could attack and then withdraw back to a base, it would be broken too!  It is a HUGE extra capability with no extra cost!
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 10, 2012, 11:29:08 PM
Yes.  So it looks like the primary issue here isn't that choppers are overpowered in general, but rather that choppers are overpowered if both sides beeline for D:AP and one has a substantial tech lead (enough to get MMI before the other gets D:AP).  Which raises the question: If you're behind on tech, why not give up the D:AP race and just go straight for AMA, which is lower-tier, provides a counter, gives you a nice social engineering option for wartime, and gives you a leg up in the race for fusion?
I think you are missing the point here.  ANY unit that can attack multiple times per turn without costing any more is broken.  If we could research a QuikRover, which cost the same as a regular rover, but could attack as many times as movement points, or could attack and then withdraw back to a base, it would be broken too!  It is a HUGE extra capability with no extra cost!

Er...I think a rover can attack as many times as it has movement, so long as it doesn't take enough damage in the first attack to reduce its movement.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 11, 2012, 01:19:58 AM
You may be right here, but that just points out another difference: The rover only has 2 moves, and if it takes 50% or more damange, it is reduced to 1 move.  So unless it is elete, it can at most attack twice.  (Can someone verify whether a rover can attack twice?)  The copter has 12 moves, and can take 90% damage and still have 12 moves.  So it can often easily attack 3 or more times and still get to a base.

A hovertank, to get an extra move, often costs an extra row of minerals.  For example a Fusion Rover or Fusion Chopper with Fusion reactor costs 4 rows of minerals.   An identical Fusion Tank costs 5 rows of minerals, to get one extra move.  Why should a Fusion Tank cost more than a Fusion Chopper???

The chopper has to land, you might say this balances it out.  But it does not.  Often I will move 8 or more moves to attack an enemy base up to 3 times, knowing that I have forces that can take the base once I clear out the defenders, and I can land my choppers in the base the same turn that my choppers attack in and my land forces take it.  So this is not really a problem.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 11, 2012, 05:04:45 AM
You may be right here, but that just points out another difference: The rover only has 2 moves, and if it takes 50% or more damange, it is reduced to 1 move.  So unless it is elete, it can at most attack twice.  (Can someone verify whether a rover can attack twice?)  The copter has 12 moves, and can take 90% damage and still have 12 moves.

I still don't see how you get 12 moves.  It has 8, or 10 with CBA.  You can get 12 or even more with antigrav struts, but that's late-game.

And yes, choppers are by far the best for attacking unstacked* low-defense targets near a base/airbase.

*Because I don't think air units do collateral damage, though I'm not sure.  I do know that they don't kill an entire stack of native units the way that land or sea units do.

Quote
A hovertank, to get an extra move, often costs an extra row of minerals.  For example a Fusion Rover or Fusion Chopper with Fusion reactor costs 4 rows of minerals.   An identical Fusion Tank costs 5 rows of minerals, to get one extra move.  Why should a Fusion Tank cost more than a Fusion Chopper???

Air units have a cost reduction due to their two notable disadvantages:
-They have to stay near your bases/airbases (except gravships, which are high-tech and can't attack multiple times).  This is especially true of choppers, since they only have 1 turn's worth of fuel so they have to get there and back in one turn (or spend time recuperating, and possibly die if they took on a tough target.)
-They have a lot of trouble with AAA units.

That said, I do see the point that not being restricted to land or to water would substantially compensate for those, and so a mod that doubles the chassis cost of air chasses might not be such a bad idea.  I'm not sure that it's necessary to avoid being overpowered against a player who has access to AAA units, but it's certainly an option.

Looking it over, I think the real problem is that while AMA is lower-tier than D:AP, it's actually more difficult to get (in SMAX; in SMAC it's equal) once you have gene splicing (which is the hard part).  So the answer is to move AMA lower on the tech tree; Optical Computers seems useful for tracking, and is one of the few techs that gives absolutely nothing.

So I'd say that, moving AAA down to Optical Computers, pricing it at -1 (weapon/armor, so 0 for most defensive units), and increasing the bonus to 150%, should end the threat of choppers as a base-taking method against any but a completely unprepared (read: beelining like crazy, which means it's his own fault) enemy.

Quote
The chopper has to land, you might say this balances it out.  But it does not.  Often I will move 8 or more moves to attack an enemy base up to 3 times, knowing that I have forces that can take the base once I clear out the defenders, and I can land my choppers in the base the same turn that my choppers attack in and my land forces take it.  So this is not really a problem.

That assumes that you know you can take it, which is not a reliable assumption if he has AAA.

The more this discussion continues, the more convinced I am that the only reasons choppers are so powerful is that AAA comes too late.  Move it up to Optical Computers and strengthen it a bit, and choppers will become a niche unit (either for economic warfare, or for turning a large power advantage into a speed advantage.)
Title: Re: Atrocities or not in human multiplayer games?
Post by: Green1 on November 11, 2012, 05:19:55 AM
I will say at least from a SP standpoint, choppers are a bit OP. And, needlejets can be a bit too much micro at times. The Civ 4 way of airpower really would help AC.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 11, 2012, 05:23:42 PM
Y, I want to encourage you to keep doing what you're doing - but point out that these guys really know what they're talking about.  Extensive experience against people instead of short-bus AI really matters...

Well, I don’t consider myself that experienced at MP. I have less than 10 4-player games and maybe more than 20 HtH games under my belt. When I joined Apolyton, I was simply too intimated, judging from the level of strategy discussions I found there. Those were the people who developed the actual eco-damage formula, who found most of the bugs we now know, who heavily tested any reasonable and unreasonable strategies you can think of. I lurked for months, just reading stuff and testing it in various SP settings, copying more interesting posts to my notepad. Then I started to join discussions, picking the brains of expert players on issues unclear to me. I heavily participated in the first Democracy Game (one person plays an SP game and posts results, everyone discuss it and give input on what to do next). Only after a long time I decided to try my chances in MP and it turned out I could handle myself quite well. Still, I was more focused on learning new things than fighting other players. We could spend months trying to develop a decent Cha Dawn opening strategy or trying to find out when Power or Fundamentalism may be useful. I miss debates like that and I’m very happy to discuss strategy stuff with you guys, although my memory is still hazy (Yitzi is right, your vanilla air power units have 10 mp or 8 if SAM).

But truly, nothing beats good MP experience. Or learning from guys with such. ;)
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 11, 2012, 05:30:39 PM
Quote
How do you get 12?  I get 8, 10 with CBA, and if you spend more than half of that then you're not going to get back to base byt the end of the turn and are essentially suiciding your unit.

You’re right, I think I recalled fusion units.

Quote
I'll believe choppers are overpowered when you can find a case where someone who wasn't already substantially in the lead managed to use them to get ahead, despite the other guy trying what should have been the natural counters.

I consider a strategy overpowered if in 90% situations it’s your most obvious choice and the counter is either very difficult or involves using the same strategy. Of course my chopper attack may fail, but only if the enemy responds with more SAM units. AAA just won’t do, so it’s still about air.

You can try it in SP. Start a game with your standard settings, build a decent empire, maybe up to the point of EnvEcon, boreholes and tree forests. Then save. In the first option, grab D:AP/MMI and start pancaking the AIs. In the second option, go whatever other strategy you feel like. You’ll quickly see the difference.

Quote
Why didn't he build (or upgrade to) AAA defenders and just keep his formers and crawlers out of range?

Quote
How do you devastate the enemy's economy with an attack just on his periphery?

By periphery I don’t mean one distant base in the middle of nowhere. When you do the trick Earthmichael mentioned, you try to get access to several bases at once. And that is why there are several problems with AAA units:

1) What Earthmichael said about teching is very important. Going AMA before MMI is a huge no-no. Not only you give away CBA and CF, you also at that moment don’t have decent weapons. Seriously, that path is simply no good before you get MMI and EnvEcon.

2) Another important factor is initiative. With chopper v. AAA, the chopper guy decides if and where to attack, and you can do nothing about it. You scatter your AAA units between several places where they are needed most, but the enemy may simply attack the weakest one, or surround a base with needlejets’ ZOC and take down the defence.

Neither Earthmichael or me claim that 6-1-10 Chopper beats 1-4-1 AAA unit. It doesn’t. However, in a situation like that the chopper guy either forces the defender to turtle up, driving formers to bases and bombing improvements (which is what would have happened in the game I described, giving me victory by attrition), or wastes some choppers to conquer a weaker base, or simply comes back with nerve gas. He decides what will happen and where and you can just watch him flying over your head. This advantage cannot be translated into rows of minerals. The only serious counter is SAM.

This is not a matter of theory, this is simply how the practice looks like. In theory, you could also defend with NL units (the odds are always 1:1 and mind worms ignore the attacker’s nerve gas and reactor). However in practice you could never pull it off against a reasonably good opponent (although it’s actually not a bad idea to bring a mind worm to a stack vulnerable to air attacks).

Quote
Why 4-player games in particular, rather than 2-player or 7-player?
And Empath Guild is pretty nice, but so are a lot of projects.  The weaknesses of Empath Guild are that it doesn't really do anything to strengthen you directly, and that its major effect can be copied, albeit with substantially more effort.

2-player game goes by its own rules, and the standard for many players is 4 human slots – any bigger game will likely fall apart.

Infiltration of a good player may be very costly and is fraught with risks you can’t do much about (NL is just a first part). And there are players you will never infiltrate by probe in the peacetime.

Quote
While not of the "first to something" variety, some more overkills I see in SMAC are energy focus, free market, crawlers, and ICS.

You’re perfectly right, which is why I don’t ICS even in MP (well, not to the extent Hive or Domai does). As for FM and crawlers – if you don’t use them, I don’t see a bright future for you. Well, in MP you can always choose Deirdre. But FM takes some expertise to master and wage wars while under it, so I don’t consider it such an issue. I would gladly take crawlers out of the game.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 11, 2012, 05:35:18 PM
Also Yitzi, you're welcome to join us in the game below and just put to the test the things we're talking about. ;) Seriously, we're looking for players.

http://alphacentauri2.info/index.php?topic=2562.0 (http://alphacentauri2.info/index.php?topic=2562.0)
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 11, 2012, 06:53:40 PM
One more thing: rovers (and elite infantry, for that matter) may attack twice per turn, although this is affected by the damage taken (and your standard road movement).
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 11, 2012, 07:56:24 PM
You’re right, I think I recalled fusion units.


Even with fusion, I don't think it affects movement unless you have antigrav struts.

Quote
AAA just won’t do


Why not?  Once we fix that, choppers will be depowered naturally.

Quote
You can try it in SP. Start a game with your standard settings, build a decent empire, maybe up to the point of EnvEcon, boreholes and tree forests. Then save. In the first option, grab D:AP/MMI and start pancaking the AIs.


I actually did encounter it in SP quite a while back; I was playing Caretakers, Usurpers got D:AP first.  I managed to defend, and then counterattacked, but I had a lot of trouble counterattacking when I tried using only air units.

Quote
By periphery I don’t mean one distant base in the middle of nowhere. When you do the trick Earthmichael mentioned, you try to get access to several bases at once.


That's still going to be difficult, and a 4-space radius from several peripheral bases is still going to be a small portion of any decent empire.

Quote
1) What Earthmichael said about teching is very important. Going AMA before MMI is a huge no-no. Not only you give away CBA and CF, you also at that moment don’t have decent weapons.


You could grab Gatling Laser along the way, putting you in a good position to grab Fusion.

But moving AAA down to Optical Computers does seem a better idea.

Quote
2) Another important factor is initiative. With chopper v. AAA, the chopper guy decides if and where to attack, and you can do nothing about it. You scatter your AAA units between several places where they are needed most, but the enemy may simply attack the weakest one, or surround a base with needlejets’ ZOC and take down the defence.


Concentration/maneuverability of forces is an important advantage, but he can still only be effective within a relatively small range of his base/airbase (which is immobile), so if he's that close you can just march on his base/airbase.  Boost the effectiveness of AAA a huge amount (say +300%), and make it easier to get, and he'll need plenty of non-air units to stop your attack force, or a huge attack force to take a base (which you can then take back, because air units suck at passive defense and your AAA units will stop any active defense).  Concentrating forces to attack a base could still work, but it would be a major investment and highly risky.  There's still the attrition issue, which I'll deal with below.

Quote
Neither Earthmichael or me claim that 6-1-10 Chopper beats 1-4-1 AAA unit. It doesn’t. However, in a situation like that the chopper guy either forces the defender to turtle up, driving formers to bases and bombing improvements (which is what would have happened in the game I described, giving me victory by attrition)


Can choppers even bomb improvements?

Quote
or wastes some choppers to conquer a weaker base


"Waste" is right if he can't hold it.

Quote
or simply comes back with nerve gas


That's got the same problems as land units using nerve gas: You lose commerce, too much and everybody declares vendetta, and it's still only a 50% bonus.

Quote
He decides what will happen and where and you can just watch him flying over your head.


Why can't you just march on his base?  It has to be close for air power to work, so a rover force should be able to make it in a few turns (and with AAA units in the stack, he can't use his choppers to defend at anything near cost-effectiveness).

Quote
However in practice you could never pull it off against a reasonably good opponent


Why not?

Quote
Infiltration of a good player may be very costly and is fraught with risks you can’t do much about (NL is just a first part). And there are players you will never infiltrate by probe in the peacetime.


What's NL?

And yes infiltration is difficult (though just throwing probe teams at a base should work), so the EG is definitely useful, but so are all projects.

Quote
While not of the "first to something" variety, some more overkills I see in SMAC are energy focus, free market, crawlers, and ICS.


You’re perfectly right, which is why I don’t ICS even in MP (well, not to the extent Hive or Domai does). As for FM and crawlers – if you don’t use them, I don’t see a bright future for you. Well, in MP you can always choose Deirdre. But FM takes some expertise to master and wage wars while under it, so I don’t consider it such an issue. I would gladly take crawlers out of the game.
[/quote]

Removing crawlers from the game, or depowering them heavily, seems a given for balancing.  As for FM, most of the problem there is the power of energy focus (easily fixed by giving everyone a 150% hurry modifier, though if using the "Democracy is only +1 Growth" mod then Morgan probably deserves an exemption), and the fact that the ecodamage formula punishes mineral focus far worse than it punishes FM (that will take some work to fix.)

Also Yitzi, you're welcome to join us in the game below and just put to the test the things we're talking about. ;) Seriously, we're looking for players.

http://alphacentauri2.info/index.php?topic=2562.0 (http://alphacentauri2.info/index.php?topic=2562.0)


Thanks, but firstly I'm not going to have my CD for another week, and secondly there are other issues that mean I'm not really interested in joining a game, but when I get home and can get my CD, I figure I can make a scenario to test an idea I have for a mod to boost AAA enough to solve the problem.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 11, 2012, 09:54:08 PM
Yes, copters (without CBA) are speed 10.  My test bed for some of my comments was the Nomads scenario, since I am right in the middle of it.  Copters do indeed get 12 moves in this Nomadscenario, 9 for interceptors.  And this is a SMAC scenario, so there is no CBA.  I tried to test my rovers, but could never manage a battle where I was less than half dead to see if I would get another attack.  So I started a new game where I played all factions and see that rovers and hovertanks indeed can attack multiple times.  But no ship and no aircraft other the copters can attack multiple times.  Copters can bomb terrain enhancements, but they take damage doing so (at least in the Nomads game, I forgot to test in my other game.)

Anyone who doubts the effectiveness of copters should look at my Nomads game.  I did not start my attack until after I got copters, and I quickly blitzed through my entire continent in no time flat.  No defending bases had aerospace complex, only some AAA defenders.  The problem for the defenders was, even when I lost a copter or two getting through the AAA units, my remaining copters could quickly wipe out everything else: rovers, police, etc.  So they had no means to counterattack when I waltzed up to take the base with my land unit.  Of course, my copters usually landed in the just-taken base.


I think that all of these suggested changes would overly weaken the air power tree, which would end up making needlejets and gravships underpowered.

The problem is, copters are an anomaly.  They are the ONLY non-land unit that can attack multiple times.  And furthermore, you don't pay a premium price for this feature!

Rather than change the tech tree, and make AAA cheaper and more effective, etc., etc., why not deal directly with the problem?  Either ban copters from the game, or charge a truly premium price for the chassis, so that you have to think twice about it.  The chassis should cost at least 1-2 more rows than the Hovertank chassis.  Even then, I am sure copters will be built, but probably not to where 90% of your force is copters.

As for supply crawlers, sure they are useful, but they are an essential part of the game.  At most, I can see limit crawlers to only the basic style, nothing more, but that is to just mitigate the pod autocomplete exploit.  I think terraformers are just as powerful if not more so than crawlers, but I don't see anyone talking about banning them.  I personally would not play in a game where crawlers or terraformers were banned.  These two units give SMAC its richness.  Without them, I might as well be playing Civ 4.

Nor is FM overpowered.  There are a LOT of negatives to deal with for FM.  There is no need to increase hurrying cost to 150%, either, since low cost hurrying is only limited to structures.  And whats with reducing Democracy growth by one?  Democracy is not overpowered.

And as for ICS, it is not a viably strategy except in a huge world is so widely separated that the opponent cannot reach you until turn 100 or so, so I do not consider it overpowered.   I just don't play worlds large enough that ICS could work; games take far too long to complete.  The Vets map is the largest map that I play regularly, and I would not play a game in anything larger.  And I can definitely reach you on the Vets map before you can get ICS going.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 11, 2012, 11:10:10 PM
Yes, copters (without CBA) are speed 10.


I'm pretty sure it's 8 without CBA, 10 with CBA.

Quote
Copters can bomb terrain enhancements, but they take damage doing so


Ah, that makes sense.

Quote
Anyone who doubts the effectiveness of copters should look at my Nomads game.  I did not start my attack until after I got copters, and I quickly blitzed through my entire continent in no time flat.  No defending bases had aerospace complex, only some AAA defenders.  The problem for the defenders was, even when I lost a copter or two getting through the AAA units, my remaining copters could quickly wipe out everything else: rovers, police, etc.  So they had no means to counterattack when I waltzed up to take the base with my land unit.  Of course, my copters usually landed in the just-taken base.


Isn't that AI?  I'd think humans would be smarter about making defenders against a copter-heavy force.

Quote
I think that all of these suggested changes would overly weaken the air power tree, which would end up making needlejets and gravships underpowered.


So the issue is specifically making copters weaker as compared to needlejets and gravships?  That's a trickier goal, as if a copter ended its movement after attacking the way that needlejets and gravships do, then it would "crash" and take damage.  The only thing I can think of that might work (other than banning copters or making them essentially useless) is to make a rule that a copter can't attack more than once even though it has movement left.  Unless coders can be found capable of such a task, it would have to be as a house rule.

Although even so, air power is strong enough that I think lowering AAA to Optical Computers and giving it +150% defense vs. Air and pricing it like Trance would not weaken it too much.

Quote
The chassis should cost at least 1-2 more rows than the Hovertank chassis.


It's not that simple because it's not a fixed price for the chassis...but if we assume 1-2 more rows for pure-attack units at the tech level where hovertanks become available (so Plasma Shard and Fusion Reactor), the hovertank costs 13X4/8=6.5, rounds to 7 rows, so you'd want a plasma chopper to cost 8-9 rows.  Taking 8 so we have room to fudge in either direction (as I'm pretty sure it rounds uo), 8X8=64, times 4 is 256, divide by 13 for around 20, minus 2 for its armor, so you'd want to give a chopper a cost of 18; this would mean an unarmored chopper would have a cost roughly 125% that of an equivalent hovertank.

Quote
As for supply crawlers, sure they are useful, but they are an essential part of the game.


How so?  What do they accomplish that the game would suffer without?

Quote
At most, I can see limit crawlers to only the basic style


What is the basic style?

Quote
I think terraformers are just as powerful if not more so than crawlers


I'd say they aren't, for two reasons:
1. They cost support (at least until clean reactor), and are therefore limited in numbers.
2. They improve worked tiles, but do not themselves work the tiles, so their economic usefulness is limited by your bases.

Quote
Without them, I might as well be playing Civ 4.


Tell me...does Civ 4 require you to balance production/tile improvement against ecological stability in order to avoid being attacked by barbarians?  I'm pretty sure it doesn't.

Quote
Nor is FM overpowered.  There are a LOT of negatives to deal with for FM.


Such as?  You can't go on the offensive, and you need empath units to deal with mind worms.  That's pretty much it.  I'd like to add one more, namely that you can't have anywhere near as much minerals/advanced terraforming without running into ecological problems.

Quote
There is no need to increase hurrying cost to 150%, either, since low cost hurrying is only limited to structures.


Yeah, for units it's the "build cheap units and upgrade them" tactic that's the problem.  So perhaps a hurrying cost increase isn't needed, at least once energy parks are made impossible.  (Energy parks produce far more energy/square than you can feasibly get min/square, so if they're allowed to remain the energy-to-mineral ratio would have to be weakened to depower energy focus to not be the only valid choice.)

Quote
And whats with reducing Democracy growth by one?  Democracy is not overpowered.


I got the idea from Marid Audran's mod (http://apolyton.net/showthread.php/166661-Marid-Audran-s-SMAX-Mod), and my reason is the same as his: To make it impossible to get an "easy" pop boom.

Quote
And as for ICS, it is not a viably strategy except in a huge world is so widely separated that the opponent cannot reach you until turn 100 or so, so I do not consider it overpowered.


So why does it seem that a lot of people use it?

Also, I feel that ICS should be least viable in a builder game where you're focusing on the long term.

Quote
I just don't play worlds large enough that ICS could work; games take far too long to complete.  The Vets map is the largest map that I play regularly, and I would not play a game in anything larger.  And I can definitely reach you on the Vets map before you can get ICS going.


So then what city layout is generally used on smaller maps?  Somehow, I doubt it's the "20-25 squares per city" approach that I favor in SP (and which is vastly superior in the late game).
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 12, 2012, 01:51:15 AM
I'm pretty sure it's 8 without CBA, 10 with CBA.

On my straight planet test game, copters have speed 10.  With Nomands scenario, they have 12.  Try it yourself.  Let me know if you get a different result; that means there might be a problem with my normal settings.

Quote
So the issue is specifically making copters weaker as compared to needlejets and gravships

I think they are just too cheap for what they do.  So the simple solution is to make them cost more.  No further tweaking needed.

Quote
Although even so, air power is strong enough that I think lowering AAA to Optical Computers and giving it +150% defense vs. Air and pricing it like Trance would not weaken it too much.

I don't think it is needed.  Needlejets can at most attack once every other turn (and less often if they need to repair between).  When they attack, they are completely exposed for a counterattack.  They are completely vulnerable in bases when landed.  So I do not think Needlejets need tweaking.

Quote
How so?  What do they (supply crawlers) accomplish that the game would suffer without?

A large number of strategic options disappear.  Need a bit more food in a base?  Crawler to the rescue.  More minerals?  More energy?  Want to permanently shuttle some resources between bases?  Need some speed up a SP?

In fact, this question seems backward.  If supply crawlers are not that critical to the game (in your way of thinking), then why mod to remove them?  I personally think they are very useful, but less so than terraformers.  So if we are going to get rid of "overpowered" units, I guess terraformers have to go.

Quote
What is the basic style (for crawlers)?

Speed 1 chassis, 1 armor, no special features.  The default supply crawler preconfigured in the game.

Quote
I'd say they (terraformers) aren't (as powerful as crawlers), for two reasons:
1. They cost support (at least until clean reactor), and are therefore limited in numbers.
2. They improve worked tiles, but do not themselves work the tiles, so their economic usefulness is limited by your bases.

1. Clean reactor comes pretty early, so that limitation is only for the early game.
2. Supply crawlers usefulness is limited by your bases as well.
3. A terraformer can turn a useless square into a square that generates 12 resources.  It reduces movement with roads and magtubes.  It can raise land out of the sea (or reverse).  It can build sensors for defense.  It can create new rivers.  It can build bunkers.  And more, much more versatile than supply crawlers.  As much as I like supply crawlers, if each faction could choose to only have either supply crawlers or terraformers, I would take terraformers.  But why cripple the game by removing either supply crawlers or terraformers???

Quote
Earthmichael said: "Nor is FM overpowered.  There are a LOT of negatives to deal with for FM."

Such as?  You can't go on the offensive, and you need empath units to deal with mind worms.  That's pretty much it.  I'd like to add one more, namely that you can't have anywhere near as much minerals/advanced terraforming without running into ecological problems.


First, you lose the ability to use police.  Once non-lethal methods are discovered, this costs at least two drone controls per base.  This is a major negative, especially in the early game.

Second, you can't build any aircraft, even defensively, without major drone penalties for EACH aircraft built.  And as you said, forget about going on the offensive.

Third, you have MUCH more trouble with ecodamage.  You have to greatly limit the mineral output of your bases or spend lots of resources building ecological facilities.  Otherwise, you will have swarms of mindworms coming at you constantly, made that much harder to deal with because of the hugely negative planet rating.

Fourth, being forced to build dedicated empath and trance units IS a big deal.  And the easiest way to deal with mind worms, air power, has huge drone consequences.

I am not sure how much experience you have running FM in a multiplayer human game, but it is not a picnic.  I rarely go to FM as early as I can, generally preferring Planned for the early development stage.  I will sometimes (but not always) use FM during a portion of the midgame.  And I almost always swap out of FM during the late game to either defend myself or to go on the offensive.  FM can be a useful tool if managed properly, which is quite difficult, but it is in no way overpowered.

Quote
Yeah, for units it's the "build cheap units and upgrade them" tactic that's the problem.  So perhaps a hurrying cost increase isn't needed, at least once energy parks are made impossible.  (Energy parks produce far more energy/square than you can feasibly get min/square, so if they're allowed to remain the energy-to-mineral ratio would have to be weakened to depower energy focus to not be the only valid choice.)

Mineral parks can easily produce 4 to 6 minerals per square worked.  Energy parks are typically limited to about 4 to 6 energy per square.  I don't see the big difference here???  Furthermore, it takes 2 energy (at best) to substitute for 1 mineral for building, so I really don't understand how energy is overpowered?

Quote
I got the idea from Marid Audran's mod (http://apolyton.net/showthread.php/166661-Marid-Audran-s-SMAX-Mod), and my reason (for weaking Democracy) is the same as his: To make it impossible to get an "easy" pop boom.

I see no problem with the Democracy/Planned/Creche pop boom.  I think some factions with a growth negative, that this is supposed to be part of their penalty, that they cannot pop boom in this way.  If I felt a pressing need to weaken something to prevent this pop boom, I would weaken Planned rather than Democracy.

Quote
So why does it seem that a lot of people use it (ICS)?


Probably because they have not played me. :)

Quote
So then what city layout is generally used on smaller maps?  Somehow, I doubt it's the "20-25 squares per city" approach that I favor in SP (and which is vastly superior in the late game).


The best layout on smaller maps is opportunistic, taking most advantage of the terrain and specials with your initial cities, and then either expanding further if the opportunity is available, or filling in gaps if it is not.  Of course, this is not pretty; it will not preserve a perfect ICS grid.  But I assure you that if the other player is the slightest bit aggressive, you will not have time to complete your ICS grid before you will have to shift anyway to defend yourself on a smaller map.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 12, 2012, 03:42:47 AM
On my straight planet test game, copters have speed 10.  With Nomands scenario, they have 12.  Try it yourself.  Let me know if you get a different result; that means there might be a problem with my normal settings.


When I get a chance I will...if copters do have speed 10 normally, then a depower is definitely in order.

Quote
I think they are just too cheap for what they do.  So the simple solution is to make them cost more.  No further tweaking needed.


Increasing the price is always one approach.

Quote
I don't think it is needed.  Needlejets can at most attack once every other turn (and less often if they need to repair between).  When they attack, they are completely exposed for a counterattack.


If the enemy has D:AP.  But how powerful are needlejets if one player beelines for D:AP and the other doesn't?

Quote
How so?  What do they (supply crawlers) accomplish that the game would suffer without?

A large number of strategic options disappear.  Need a bit more food in a base?  Crawler to the rescue.  More minerals?  More energy?  Want to permanently shuttle some resources between bases?  Need some speed up a SP?[/quote]

I suppose all those are valid, if they aren't taken too far. 
A bit more food in a base is not game-breaking, a base that crawls all its food and goes pure specialist might be.
Minerals aren't likely to be a problem anyway, due to ecodamage issues.
Somewhat more energy is not game-breaking, energy parks are.
Shuttling some resources between bases is not game-breaking, moving all your energy to your HQ is.
Speeding up an SP slightly is not game-breaking, finishing it the turn you get the requisite tech (or even two or three turns later) most certainly is.

So it seems that the answer then would be to allow supply crawlers, but have some way to limit how many you can have.  Any suggestions on how to do that (preferably without more than alpha.txt mods and house rules, but even if it requires scient-level modding I'd be interested in hearing it if it's a good idea)?  (Increasing cost or tech won't really help; that just means there's either none, or just as much as before.)

Quote
In fact, this question seems backward.  If supply crawlers are not that critical to the game (in your way of thinking), then why mod to remove them?


You're conflating two meanings of "critical".  In the sense of "has a huge effect", there's no question that they're critical.  The question is whether that effect is positive or negative; it seems that the answer is "positive when there's a few of them, negative when they can be produced without limit."  Formers, on the other hand, have far more of a positive effect, and less of a negative effect; their only negative effect is when advanced terraforming (boreholes,condensers,mirrors) is used all over rather than sparingly.

Quote
What is the basic style (for crawlers)?

Speed 1 chassis, 1 armor, no special features.  The default supply crawler preconfigured in the game.[/quote]

That would stop the "upgrading crawlers" exploit if reverse-engineering is banned, but wouldn't stop the other issues.

Quote
2. Supply crawlers usefulness is limited by your bases as well.


How so?  Can't a single base accommodate any number of crawlers?

Quote
3. A terraformer can turn a useless square into a square that generates 12 resources.  It reduces movement with roads and magtubes.  It can raise land out of the sea (or reverse).  It can build sensors for defense.  It can create new rivers.  It can build bunkers.  And more, much more versatile than supply crawlers.  As much as I like supply crawlers, if each faction could choose to only have either supply crawlers or terraformers, I would take terraformers.


So would I.  The first former is worth far more than the first crawler.  But the hundredth crawler is worth more than the hundredth former.  If crawlers went down in usefulness the more you had the same way that formers do, that would solve the issue nicely.

Quote
First, you lose the ability to use police.  Once non-lethal methods are discovered, this costs at least two drone controls per base.  This is a major negative, especially in the early game.


Ok, that makes sense.  You sacrifice population stability; it looks to me, though, like you're supposed to sacrifice ecological stability as well, and the clean mineral system (especially with the exploit) means that you don't.  If your third point was a serious issue, I'd agree that FM would be balanced, so let's address that next.

Quote
Third, you have MUCH more trouble with ecodamage.  You have to greatly limit the mineral output of your bases or spend lots of resources building ecological facilities.  Otherwise, you will have swarms of mindworms coming at you constantly, made that much harder to deal with because of the hugely negative planet rating.


Not really.  Let's consider a typical case:
-Say it's not one of the top two difficulty levels.
-Average native life
-Not perihilion
-There are 77 techs in SMAC, 86 in SMAX, so let's assume a faction at roughly the midpoint, at 40 techs.  This should correspond to the early midgame.
-Finally, we have to set what's a "safe" amount of eco-damage per base; let's say 5% (as with a decent-sized empire that means you have to deal with a fungal pop at least once every other turn, probably more; any more than that will be seriously unmanageable).

So now let's compare three factions with those settings.  One is running FM, one is running planned or simple, and one is running Green.  So let's see how their minerals/base compares:

The eco-damage formula, when it's not perihilion, is {minerals over clean mineral limit}X{Diff modifier (3 at librarian and below)}X{techs known}X(3-PLANET)X{native life level (2 for average)}/300.  Crunching the numbers, that comes to (for all of our test factions): {minerals over clean mineral limit}X(3-PLANET)X0.8.  Using our safe value of 5 ecodamage per base, that means that {minerals over clean mineral limit}X(3-PLANET) can be up to 5/0.8=6.25.  So:
-Our Green faction (PLANET rating 2) can afford 6 minerals over the clean mineral limit.
-Our "neutral" faction (PLANET rating 0) can afford 2 minerals over the clean mineral limit.
-And our FM faction (PLANET rating -3) can afford 1 mineral over the clean mineral limit.

So by running FM, and getting +1 energy every square and +2 commerce rating, he's forced to give up...5 minerals per base (10 with a Centauri Preserve)?  That doesn't seem like a lot, especially when you consider that it's not lost minerals; he can produce something else instead of those minerals.

So yes, running FM should force you to greatly limit the mineral output of your bases and/or spend lots of resources building ecological facilities.  But it doesn't.  Changing that fact would be quite sufficient to balance FM.

Quote
Fourth, being forced to build dedicated empath and trance units IS a big deal.


Nowhere near as big a deal as +1 energy per square.  Trance is essentially free on defensive units (except that it takes up an ability slot), and isn't needed for FM-ers more than anyone else.  Empath is more of a concern, but empath scouts are still fairly cheap (cheaper than mind worms, and even Miriam running FM will get a better than even kill ratio with them.)

Quote
And the easiest way to deal with mind worms, air power, has huge drone consequences.


Air is actually a horrible way to deal with native life, due to a little-known feature: If you attack a stack of native-controlled mind worms with a land unit and win, you kill the whole stack.  If you do the same thing with an air unit, you only kill one mind worm.  When stacks are large, that means that infantry are more effective at worm-killing than choppers.

Quote
I am not sure how much experience you have running FM in a multiplayer human game


I have none personally, but the authors of this (http://www.gamefaqs.com/pc/198636-sid-meiers-alien-crossfire/faqs/8430) FAQ sound like they have a lot, and they seem to think that Market is a strong strategy; it's also a sentiment that I've encountered in other contexts.

But yes, if you were correct about #3, Market would be balanced.

Quote
Yeah, for units it's the "build cheap units and upgrade them" tactic that's the problem.  So perhaps a hurrying cost increase isn't needed, at least once energy parks are made impossible.  (Energy parks produce far more energy/square than you can feasibly get min/square, so if they're allowed to remain the energy-to-mineral ratio would have to be weakened to depower energy focus to not be the only valid choice.)


Quote
Mineral parks can easily produce 4 to 6 minerals per square worked.  Energy parks are typically limited to about 4 to 6 energy per square.  I don't see the big difference here???


Firstly, the only way to get "mineral parks" is by using an exploit to build boreholes next to each other.  The best mineral-producer other than boreholes is mines on rocky at 4, but there's no way to make rocky squares, and they're not that common.  The best mineral-producer that can really be made in large quantities is forests, and that's only 2 per square.
Secondly, remember what we saw: Even running green, you can only afford (and actually that was a pretty generous definition of "afford") roughly 5 minerals above the clean mineral limit (10 with a centauri preserve).  That's a pretty harsh cap right there.

Quote
Furthermore, it takes 2 energy (at best) to substitute for 1 mineral for building


And it takes 2 minerals to substitute for 1 energy for cash; as for energy for research, there's no way at all to substitute minerals.

What should be is that each has its advantages, and they can be substituted for each other only with substantial difficulty.  But that only works when the two are roughly competitive beforehand; the lack of effective mineral parks besides boreholes, and the harsh cap on minerals that you can produce safely, make that not work.

Quote
I see no problem with the Democracy/Planned/Creche pop boom.


It seems to me that something as powerful as a pop boom should be hard to get.

Quote
I think some factions with a growth negative, that this is supposed to be part of their penalty, that they cannot pop boom in this way.


That's the Pirates and the Cyborgs.  The Pirates have no trouble booming anyway because the ocean is great for energy (especially in SMAX with Thermocline Transducers), and the Cyborgs are one of the most powerful factions despite that; I think increasing their GROWTH penalty to -2 (because, seriously, who thought that a net of +3 was balanced) on top of the Democracy decrease would do it (since it will prevent them from booming at all).

Quote
If I felt a pressing need to weaken something to prevent this pop boom, I would weaken Planned rather than Democracy.


I considered that, but I decided against it because I feel that, if used in conjunction with a fix for that "PLANET doesn't really affect safe minerals" problem I mentioned, Planned should be required for a pop boom, in order to give each economic choice a role: Planned is for growth (with a minor boost to production), FM is of course for energy with a heavy penalty to production, and Green is for production (since with that fix it'll let you produce a lot of minerals safely.)

Quote
Quote
So why does it seem that a lot of people use it (ICS)?


Probably because they have not played me. :)


Could be; how do you deal with ICSers?

Quote
The best layout on smaller maps is opportunistic, taking most advantage of the terrain and specials with your initial cities, and then either expanding further if the opportunity is available, or filling in gaps if it is not.  Of course, this is not pretty; it will not preserve a perfect ICS grid.  But I assure you that if the other player is the slightest bit aggressive, you will not have time to complete your ICS grid before you will have to shift anyway to defend yourself on a smaller map.


So essentially it's the same close spacing as ICS, just without that careful grid?  I'm looking for something where that close spacing won't be the best way to go.  (Also, for any sort of grid, be it ICS or staggered 4X5* or 5X5, you can just draw your grid and then fill it in opportunistically; you lose a small amount of speed because you're not always going for the closest position, but it's fairly fast and lets you complete the grid later.)

*Like this (it maximizes area per base without having any spaces not in the base radius):
********************
********************
**X****X****X****X**
********************
********************
********************
****X****X****X****X
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 12, 2012, 05:03:24 AM
"But how powerful are needlejets if one player beelines for D:AP and the other doesn't?"

A player MUST have some counter to needlejets fairly soon after his opponent can bring them to bear.  Otherwise, when the opponent gets into range, each needlejet will probably kill an average of 1 unit every 3 turns.  So one can either have their own needlejet interceptors, defensive antiaircraft tech, or offensive antiaircraft tech.  So hopefully whatever tree one is researching will give one of those 3 solutions.

"I suppose all those (crawler uses) are valid, if they aren't taken too far. "

We have a diffierence of opinion as to what is game breaking.  Making a secret project soon after you get the tech, assuming you have planned well on your crawler build, is just good sense, not game breaking.  It is the reward for getting there first, technologically speaking.

Moving energy to your HQ just makes sense to avoid as much corruption as possible.  Conversely, spreading your minerals between all of your bases makes sense for minerals.  Neither are broken, just good strategy.

I don't think there is a need to limit crawlers; essentially, crawlers are limited by the space you can control and project, just like bases are.  Any space you service with a crawler is a space you cannot use with a base.  On non-huge maps, the space you control and protect is always going to be your limitation; it is your choice how you split this between bases and crawlers.  You say this is a "negative effect".  I don't see it.  As I said, it increases the strategic options BOTH players have, which to me is a "positive effect".

"The hundredth crawler is worth more than the hundredth former.  If crawlers went down in usefulness the more you had the same way that formers do, that would solve the issue nicely."

I don't see this at all.  I never have enough formers.  I can always use them to create land if I don't have a better use for them.  Then this land can be used for more bases and/or crawlers.

"you're supposed to sacrifice ecological stability as well, and the clean mineral system (especially with the exploit) means that you don't."

What exploit are you thinking of here?  I may not know it, because I have plenty of trouble with ecological stability, and have to work constantly at it.  I do know that even if ecodamage is largely coming from somewhere else, if you have a low planet rating, you suffer from the bulk of planet's retaliation, if you are just slightly damaging.  I end up building ecological faciilities everywhere to keep this under control.

"Say it's not one of the top two difficulty levels."

This is not a realistic scenario.  All multiplayer games are played on transcendant by default.

"It seems to me that something as powerful as a pop boom should be hard to get."

It is fairly hard to get.  You have to build a creche everywhere.  You have to pay to shift to a government that you probably don't really want, just for the effect.  You have to keep enough food going to your bases to continue growth.  You have to keep drone control.  You have to pay to leave the government to go back to what you really want.  And it is balanced; every faction can do it except the ones who are supposed to be penalized by not be able to do it.

Comparatively speaking, the cloning vats are a piece of cake for pop booming.

"Could be; how do you deal with ICSers?"

ICS is fairly inefficient in the short run.  It takes a lot of terraforming and tech to get in going well.  As I said earlier, I don't play on anything larger than the Vets map, so I just use opportunistic use of terran for more rapid early development, and then I attack.

"So essentially it's the same close spacing as ICS, just without that careful grid?"

Not at all.  Unless great terrain and specials are all crammed close together, I can have a fairly large separation between my bases to get to some great specials and reasonable terrain.  I then expand outwardly to establish large boundaries, and only expand inwardly when further outward expansion is not practical.

To clarify about mineral crawlers, I am not talking about a literal field where they are all colocated, just that all of the mined rocky terrain and boreholes taken together can form a substantial pool of extra minerals.  However, the optimum strategy for minerals is to distribute them.  This allows all bases to build something useful (without hitting ecodamage limits), since no matter how much minerals I give a single base, I can only build one thing per turn.  Far better to have every base having 30 or 40 minerals, than for a bunch of minerals to be concentrated in a single base.  Which is another reason supply crawlers are useful, because they allow me to transport these distributed minerals to come together to form a big project.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 12, 2012, 01:45:50 PM
So now let's compare three factions with those settings.  One is running FM, one is running planned or simple, and one is running Green.  So let's see how their minerals/base compares:

The eco-damage formula, when it's not perihilion, is {minerals over clean mineral limit}X{Diff modifier (3 at librarian and below)}X{techs known}X(3-PLANET)X{native life level (2 for average)}/300.  Crunching the numbers, that comes to (for all of our test factions): {minerals over clean mineral limit}X(3-PLANET)X0.8.  Using our safe value of 5 ecodamage per base, that means that {minerals over clean mineral limit}X(3-PLANET) can be up to 5/0.8=6.25.  So:
-Our Green faction (PLANET rating 2) can afford 6 minerals over the clean mineral limit.
-Our "neutral" faction (PLANET rating 0) can afford 2 minerals over the clean mineral limit.
-And our FM faction (PLANET rating -3) can afford 1 mineral over the clean mineral limit.

So by running FM, and getting +1 energy every square and +2 commerce rating, he's forced to give up...5 minerals per base (10 with a Centauri Preserve)?  That doesn't seem like a lot, especially when you consider that it's not lost minerals; he can produce something else instead of those minerals.

So yes, running FM should force you to greatly limit the mineral output of your bases and/or spend lots of resources building ecological facilities.  But it doesn't.  Changing that fact would be quite sufficient to balance FM.


Guys, you discuss so many things it soon will be impossible to join. ;) Keep it up! We may want to split it into several threads, tho.

But before I find some time to discuss air/AAA or the glories of FM, I feel I may mention something quite important. The eco-damage formula in Datalinks is broken. There is no such a thing as a set clean mineral limit, you can manage it, and it's really not that difficult. You probably know that but let me link to a post which can explain it all to those who haven't already met with the revised eco-damage formula. The description is somewhat long, so to wrap it up:

Your standard clean limit is 16, and this is the worst problem with your ecodamage. Facs like tree farms, centauri preserves and hybrid forests, apart from reducing ecodamage in that base, also increase your limit by 1. However, in order for that effect to take place, you must experience (read: force) at least one fungal pop. Then I'd recommend another one. The first two fungal pops don't produce NL (Native Life forms) and each fungal pop also increases your clean min limit by one.

Two interesting side notes:

1) you may build a mineral-heavy polluting base, especially for causing fungal pops, equipped with empath units. Be careful not to cause global warming, tho.

2) the limit is increased for every fac built, not owned. Scrapped facs still affect the limit. You may consider setting aside a base which constantly builds and recycles a Centauri Preserve (I consider it kinda exploit, but sure go ahead)

Link:
http://apolyton.net/content.php/708-Column-175-SMACX-ECO-DAMAGE-FORMULA-REVISED! (http://apolyton.net/content.php/708-Column-175-SMACX-ECO-DAMAGE-FORMULA-REVISED!)

The credit goes to Ned, Blake and Fitz. I can only say that when applying this knowledge, eco-damage under FM is hardly a problem for me. Sure I can't work 60 mins, but then nobody can. I switch to FM as early as reasonably possible and I don't use any at all empath units to deal with NL. I encounter so little mind worms I can actually afford to lose a scout patrol or a former every now and then. And this is with abundant NL setting.

Enjoy!
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 12, 2012, 03:29:38 PM
A player MUST have some counter to needlejets fairly soon after his opponent can bring them to bear.  Otherwise, when the opponent gets into range, each needlejet will probably kill an average of 1 unit every 3 turns.  So one can either have their own needlejet interceptors, defensive antiaircraft tech, or offensive antiaircraft tech.  So hopefully whatever tree one is researching will give one of those 3 solutions.

The problem is that once you have Industrial Base and Gene Splicing, the easiest way to get one of those three solutions is to go for Air Power, so you get a race to D:AP, which is undesirable.  Hence my suggestion to bring AAA down to Optical Computers; it's not that big a chance, gives an important use to an otherwise useless tech, and makes it easier to include defensive antiaircraft tech in your tech tree.

Quote
We have a diffierence of opinion as to what is game breaking.  Making a secret project soon after you get the tech, assuming you have planned well on your crawler build, is just good sense, not game breaking.  It is the reward for getting there first, technologically speaking.

Clearly we have a difference of opinion as to what is game-breaking; if you get a major reward (and most projects are pretty major) for being slightly technologically ahead of your opponent, that favors research-savvy factions and energy focus far more than is balanced.  Research should be important, but a research advantage should not be more important than a comparable production advantage.

Quote
Moving energy to your HQ just makes sense to avoid as much corruption as possible.

It negates one of the classic mechanics of the game; how is that not broken?

Quote
I don't think there is a need to limit crawlers; essentially, crawlers are limited by the space you can control and project, just like bases are.  Any space you service with a crawler is a space you cannot use with a base.  On non-huge maps, the space you control and protect is always going to be your limitation; it is your choice how you split this between bases and crawlers.  You say this is a "negative effect".  I don't see it.  As I said, it increases the strategic options BOTH players have, which to me is a "positive effect".

That would make sense if servicing a space with crawlers were not clearly superior to servicing it with a base.  But it is superior except in a few niche cases (such as boreholes), because:
1. You get to avoid ecodamage from terraforming.
2. You don't have to set population (and thus nutrients) on it.
3. You don't have to wait for population to grow.

Or so I understand from the fact that everybody seems to think crawlers are the way to go; I've even seen a suggestion that crawlers be used in the base radius to crawl 6-food condenser/enricher/farm squares (with a hybrid forest for terraforming ecodamage) in order to maximize specialists; without mods, that strategy (using engineers) will produce a lot of research and cash (by the late midgame with satellites and improvements, you can pack size-13 bases at 1 every 3 squares and, running 40% psych/40% labs/20% cash, get an average of 7.5 minerals, 33.66... cash after maintenance, and 27.33... research, per square of territory).

Quote
I don't see this at all.  I never have enough formers.  I can always use them to create land if I don't have a better use for them.  Then this land can be used for more bases and/or crawlers.

But that's a less useful role...and creating land still costs controllable territory that could otherwise hold water bases.

Quote
What exploit are you thinking of here?

The one Kirov explained.  And even if not done with "sell and rebuild", it means that your PLANET rating is really not that important to your overall ecodamage.

Quote
This is not a realistic scenario.  All multiplayer games are played on transcendant by default.

Not quite sure why, but if playing on transcendent then the safe mineral limits are decreased by 40%, so it's even worse; instead of having 5 less minerals per base you can produce safely on FM than on Green, it's only 3 less.

How's this for an idea (though it'll require exe modding):
-There are no clean minerals.  It starts at 0, facilities do nothing, and fungal pops do nothing other than decrease the penalty for major atrocities.
-When calculating eco-damage, mineral production is divided by 5, and then the total at the end is divided by 10.
That way, FM does require you to severely curtail mineral production (by the late midgame, you get 1 ecodamage for every 2 minerals, or every 4 minerals with a centauri preserve), but Green can produce large amounts safely (with a centauri preserve, a 100-production base would be a possibility with proper defenses.)

Quote
It is fairly hard to get.  You have to build a creche everywhere.

Generally desirable anyway.

  You have to pay to shift to a government that you probably don't really want, just for the effect.  You have to keep enough food going to your bases to continue growth.  You have to keep drone control.  You have to pay to leave the government to go back to what you really want.  And it is balanced; every faction can do it except the ones who are supposed to be penalized by not be able to do it.[/quote]

If it's balanced, then why does the guide by JChamberlin and Velociryx state "One of the centerpieces to strategy in the Middle-Game is getting yourself ready to execute a population boom, and a bit should be said about that right up front, because it is such a powerful thing to do. It will, over the course of 7-10 turns of game play, take you from being an average power, to rocketing ahead of everyone else on the chart."?  It's very powerful, and should require more than a facility you're going to want anyway and spending 80 credits (not a lot) to run Planned for a half dozen turns.

Quote
ICS is fairly inefficient in the short run.  It takes a lot of terraforming and tech to get in going well.

But it's also inefficient in the long run (as later in the game, bases are some of the least productive spaces), so why do people do it?

Quote
To clarify about mineral crawlers, I am not talking about a literal field where they are all colocated, just that all of the mined rocky terrain and boreholes taken together can form a substantial pool of extra minerals.

Yes, but that doesn't let you focus full-out the way you can with energy (where you can colocate them, and get more benefit from that).

Quote
This allows all bases to build something useful (without hitting ecodamage limits), since no matter how much minerals I give a single base, I can only build one thing per turn.

By the time bases are producing a lot of minerals, you're generally going to be building stuff that costs even more.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 12, 2012, 04:56:55 PM
Even with fusion, I don't think it affects movement unless you have antigrav struts.

It does. With Fusion, needlejets get 12 and interceptors 9, I checked.

Quote
That's got the same problems as land units using nerve gas: You lose commerce, too much and everybody declares vendetta, and it's still only a 50% bonus.

How is it not strong enough? It turns our hypothetical situation 6-1-10 vs. 1-<4>-1 in favour of the former.

I have a slightly different approach than Earthmichael - I believe the entire air power is very strong/maybe too strong, but then the choppers get than ridiculous attack bonus, as if someone thought they don't have enough. Still, I would always bring some needlejets with me, and not only interceptors.

Quote
Why can't you just march on his base?  It has to be close for air power to work, so a rover force should be able to make it in a few turns (and with AAA units in the stack, he can't use his choppers to defend at anything near cost-effectiveness).

There are a few problems with this story. First, of course you can prevent any incursions of your enemy colony pods, but still the best way to do this is to use needles as scouts. And you just deprived yourself of this option, going to OC instead of DAP. So yes, let's assume you let your enemy in a couple of tiles from your peripheral base. He's got several needles, several choppers and several probe teams.

Secondly, your 1-<4>-2 AAA rovers are actually more costly than 6-1-10 choppers/needles. Sounds like a strong case, doesn't it?

So you notice the enemy base and it's time to amass your assault stack in that nearest base of yours. So you waste 1-2 turns at least to gather units, maybe upgrade scout rovers to 1-<4>-2 model (for 90 ec). You gather several 5-1-2's, but you must be wary - if they are caught in the field without a defender, they may perish.

Then you move your stack towards him. The roads are already bombed, so you move max 2 tiles per turn. And he can simply block you with his needles' ZOC (it takes 4 jets to work in 2 shifts to block a 6-tile area quite literally forever, unless you bring SAM units). But you're smarter than that and you use probe teams to maneuver through his ZOC. Fine, but this strategy can also be circumvented by his probe teams, which may target yours immediately. But let's say you make your way somehow, although sometimes only 1 tile per turn (fungus/rocky/forest). Your enemy sees your advance all the time as he scouts with his air units. When he sees your units 2 turns away, he simply disbands one of his choppers and instabuilds a 6x-1-2 nerve gas rover. You move one turn farther, he moves out to attack. He's got 9 attack (6+3), you've got, let's say, 6 defence (4+2 from terrain). Pretty good odds for him. He kills your defender, damages the others and then maybe self-destructs to inflict further damage. And if you somehow still manage to come up and knock on his door, he may still move all his units to an adjacent tile and cover them all with a single jet (you can't do anything to this stack without SAM, you can't even use your probes against his probes). Then you take the base and the very next turn he can mind control it from under your feet, along with your entire precious stack.

This is just a hypothetical situation and of course you may think of many counters to that, maybe you got several probe teams to mind control his base, maybe you've got strong AAA units in the field to help with the advance. But what I'm saying is not that "my Batman beats your Spiderman". What I'm trying to say is that against you there are units 1) with 10 mp 2) capable of blocking ground units with ZOC 3) capable of protecting every other kind of units under their wings if not in base and if you don't bring SAM 4) capable of scouting and bombing your improvements as you fumble your way through the outskirts of your empire, praying you won't meet mind worms, get stuck on that fungus/rocky tile for like forever or who knows, maybe even discover a fungal tower (I play with high rockiness and abundant NL, so YMMV).

And his reinforcements keep pouring in, while if you've just built a 5-12, it must wait for another 1-<4>-2 to help that stack of doom of yours.

All in all, I say a row of minerals spent on a needlejet is worth several times more than that spent on comparable rover. And to add insult to injury, your defensive 1-<4>AAA-2 rover is actually more expensive than the missile chopper/jet.

(Of course you need ground units to advance, but that's another story; the art is in owning as little of them as required).

Your moving AAA to OC seems like a good idea, but I still wouldn't consider going that path before D:AP. Maybe it could come quite useful after MMI, who knows.


Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 12, 2012, 08:10:54 PM
snip

My university's internet connectivity is horrible where I am, and my post got eaten twice already, so I'll keep this short, focusing on the key points:
-Nerve Gas Pods are powerful, but they come at the cost of sanctions, and so are usually not worth it.
-It sounds like air units are getting the effect of antigrav struts for some reason; if that can't be debugged, it'd probably be best to put -4 on all air units' movement.
-Air power should be able to take a base by concentrating forces, but at a very low efficiency (by efficiency I mean damage done divided by damage taken).  Normal efficiency for taking a base is probably around 2/3, so let air units have 1/3; that way, they can take bases, but if it's used often then it'll cost so much that the counterattack will be devastating.  I'll have to think about the best mods to do that (and in any case, it'll probably be a bit better just after fusion comes along, because fusion reactors are very friendly to expensive units.)
-Using air power to protect a stack of units or produce ZOC because the enemy lacks air superiority is broken, plain and simple.  The only answer might be to have air superiority come earlier in the tech tree than needlejets, I'll want to think about how to best implement that.

Quote
but then the choppers get than ridiculous attack bonus

What ridiculous attack bonus are you referring to?

Also, while we're on the topic of absurdly broken things, the cheap upgrade cost that you mentioned is definitely one of them.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 12, 2012, 08:47:01 PM
So I've come up with the following, which should depower air power enough:
1. AAA tracking only requires Optical Computers, gives a 150% bonus, and is priced the same as Hypnotic Trance.
2. Air Superiority requires AMA instead of Doctrine: Air Power.  Obviously you can't put it on Needlejets until D:AP, but you can make SAM units.
3. Doctrine:Air Power has as its second prerequisite AMA, instead of Doctrine: Flexibility.  Note that this adds 3 (in SMAC) or 4 (in SMAX) techs to the tree leading up to it (plus information networks, which you probably had already), making it that much less of a tempting target for beelining.
4. Air chasses have their cost doubled ( 16 instead of 8 ), and movement reduced as needed to reduce fusion needlejets to 8 movement.  (So if they do get extra movement based on reactor, then 4; if not, it'll stay at 8.)
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 12, 2012, 09:02:21 PM
What ridiculous attack bonus are you referring to?

I meant of course the attack ability, i.e. multiple attack.

Quote
So I've come up with the following, which should depower air power enough:
1. AAA tracking only requires Optical Computers, gives a 150% bonus, and is priced the same as Hypnotic Trance.
2. Air Superiority requires AMA instead of Doctrine: Air Power.  Obviously you can't put it on Needlejets until D:AP, but you can make SAM units.
3. Doctrine:Air Power has as its second prerequisite AMA, instead of Doctrine: Flexibility.  Note that this adds 3 (in SMAC) or 4 (in SMAX) techs to the tree leading up to it (plus information networks, which you probably had already), making it that much less of a tempting target for beelining.
4. Air chasses have their cost doubled (16 instead of 8), and movement reduced as needed to reduce fusion needlejets to 8 movement.  (So if they do get extra movement based on reactor, then 4; if not, it'll stay at 8.)

FYI, I just checked. With four different types of reactor, air units get 10, 12, 14 and 16 mp. Units with SAM get 8, 9, 11 and 12 mp, respectively.

Your ideas look fine by me, although I'm afraid it's not gonna be easy to find a sparring partner in order to test them in human vs. human. :(
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 12, 2012, 09:03:59 PM
OK, you have officially swatted a fly with a sledgehammer.

The only real problem here are copters, which can be fixed by either making them far more expensive, or banning them outright.  Copters are an anomaly anyway, as the ONLY non-land unit capable of multiple attacks.

IF you find yourself behind the tech battle, then sacrifice a border base to the enemy, then probe the heck out of it.  With copters more expensive or banned, you are going to be primarily dealing with Needlejets, which do not have nearly the same momentum as copters since they can only attack at most every 2 turns.

If you want to set up a game with all of these mods for your own enjoyment, have at it.  But I shudder to think about this becoming "standard".
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 12, 2012, 09:23:28 PM
These changes would never make it through to be accepted as standard, AFAIR the SMAC community never accepted any changes to the official rules apart from bug fixes.

And I think it would be fun not to rely on air so much for change. Needles may be far weaker than choppers, but if the latter are banned, the former would still comprise much of my gang. Effective, yes, inspiring or interesting, I'm afraid not.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 12, 2012, 10:09:27 PM
I meant of course the attack ability, i.e. multiple attack.

That's not really an attack bonus, in that it won't increase survivability against decent-defense targets.  And it also is only that useful quite close to a base.

Quote
FYI, I just checked. With four different types of reactor, air units get 10, 12, 14 and 16 mp. Units with SAM get 8, 9, 11 and 12 mp, respectively.

Yeah, from an internet search it seems that's the case.  Can you just check one more thing for me?  It's a few steps, but should really give us the info we need:

1. Go to alpha.txt (or alphax.txt if using SMAX to test), find the line with antigrav struts, and change the third-to-last 0 to a 1.  (So instead of 00000111001, it should read 00000111101).

2. Run the game, use the scenario editor, give yourself D:AP, and check what needlejet movement is.
3. Give yourself Graviton Theory, and design a needlejet with the Antigrav Struts ability.  Check what its movement is.
4. Quit the game, and go back to alpha.txt and undo the change from step 1, just so you can play normally afterward.

Quote
Your ideas look fine by me, although I'm afraid it's not gonna be easy to find a sparring partner in order to test them in human vs. human. :(

I'm planning to add them to my list of fixes/balance changes I want to play with, so once that's done (a tall order, as some of it involves hardcoded stuff) I'd be willing to play (though perhaps not on Transcend, as I'm not really used to playing SP on such a high difficulty level.)

Quote
OK, you have officially swatted a fly with a sledgehammer.

That seems to be very disputed.

Quote
The only real problem here are copters

Clearly false.  The two biggest abuses mentioned in this thread, that of using air units for ZOC and that of using air units to protect a stack, are generally done with needlejets.  My biggest changes were purely to deal with that issue.

Quote
IF you find yourself behind the tech battle, then sacrifice a border base to the enemy, then probe the heck out of it.

When "probe the enemy" is the only way to avoid losing horribly, the game is broken.  (Doubly so if he has HSA or there's a sensor under the base and he has the foresight to kill your probe team in time).  Probes should be hard to use and with big payoff, not an absolute necessity.

Quote
With copters more expensive or banned, you are going to be primarily dealing with Needlejets, which do not have nearly the same momentum as copters since they can only attack at most every 2 turns.

The problem with air power isn't its momentum; once the auto-antigrav bug is fixed, copters will have very limited momentum until the endgame (as 8 move isn't enough to go very far and attack more than a couple of times), and that strategy is only useful if you attack soft targets (those that do less than 50% damage to the attacker) anyway.

These changes would never make it through to be accepted as standard, AFAIR the SMAC community never accepted any changes to the official rules apart from bug fixes.

We can always make a semi-official mod for a different playstyle for that subcommunity that prefers a different style of game.  None of these changes would be made official rules or unavoidable, other than the air movement thing if it does turn out to be a bug (and I'm over 99% certain it is; it's just too similar to antigrav struts to be a coincidence).
Title: Re: Atrocities or not in human multiplayer games?
Post by: Buster's Uncle on November 12, 2012, 10:32:32 PM
I wonder about the possibility, since we're imagining extensive .exe modding anyway, of inserting a new screen where one can check off what mods the user wants enabled/disabled...
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 12, 2012, 11:01:04 PM
Yitzi, you may have a problem with airpower in general, but the only consistant airpower problem I see discussed by the COMMUNITY is copters.  They are clearly broken, giving the only non-land multi-attack capability at the same cost as a needlejet.

If you have a problem with Needlejet ZOC and other airpower issues, you could consider just banning air units completely. 

There are several cases other than air power where probes are needed to restore techology parity before you get stomped on.

In actual play, air power is rarely a problem as long as the map is at least a medium size, since odds are that even the slower researcher can get airpower before the other player can expand enough to attack.

On a small or tiny map (or just a scenario where you start close together), you probably can't wait for airpower, because there is probably at least one agressive opponent that is going after you with rovers.  That is the case with WFOS, where I started near Sparta and Usurpers, and have had to crank out a load of ground units to defend myself.  No one is even close to Air Power yet.

I find it interesting that a thread I started to see about a consensus rule about attrocities in human multiplayer games has evolved so much!  Very interesting!
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 12, 2012, 11:58:14 PM
I wonder about the possibility, since we're imagining extensive .exe modding anyway, of inserting a new screen where one can check off what mods the user wants enabled/disabled...

As mentioned in the other thread, GUIs are way too difficult.  Making it depend on variables in the alpha.txt file, though...that would be quite doable.

Yitzi, you may have a problem with airpower in general, but the only consistant airpower problem I see discussed by the COMMUNITY is copters.

Kirov raised a couple of points that are quite significant.

Quote
They are clearly broken, giving the only non-land multi-attack capability at the same cost as a needlejet.

But at half the range (unless you're willing to take 30% damage, or KNOW that you can capture that base this turn.)

Quote
If you have a problem with Needlejet ZOC and other airpower issues, you could consider just banning air units completely.

No, air units are an important part of the game and should be available...they just should never be completely unattackable unless there's a huge tech discrepancy.

Quote
There are several cases other than air power where probes are needed to restore techology parity before you get stomped on.

Please name them.  I'm honestly interested in hearing what they are.

Quote
In actual play, air power is rarely a problem as long as the map is at least a medium size, since odds are that even the slower researcher can get airpower before the other player can expand enough to attack.

Unless they're already at war...

What if one side is beelining for Air Power, and the other doesn't want to?  Can the other still get, say Air Power and all level 3 techs and half the level 4 techs before the first faction attacks?
Title: Re: Atrocities or not in human multiplayer games?
Post by: Buster's Uncle on November 13, 2012, 12:23:09 AM
I wonder about the possibility, since we're imagining extensive .exe modding anyway, of inserting a new screen where one can check off what mods the user wants enabled/disabled...

As mentioned in the other thread, GUIs are way too difficult.  Making it depend on variables in the alpha.txt file, though...that would be quite doable.
The G part is ease itself - I imagine anyone who could track down and alter everything involved in making the code changes you want would find organizing some on/off switches to various subroutines finger-painting by comparison.  I can make the graphic part in an hour or less.  Maybe.

I need to go post about the GUI issue in that other thread, in fact - y'all are overlooking an easy workaround...
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 15, 2012, 05:28:32 PM
I had an interesting experience just a few minutes ago with the Nomads scenario.  I was using a Hovertank to attack an enemy base with two moves left.  I had a strong attack advantage, so I figured I would easily have over 50% hit points left to take the base after the attack.  I ended up taking 40% damage (more than I expected, but I thought, OK, still no problem), but then my hovertank would not make another move!  Apparently, 40% damage was enough to reduce the movement.  So though officially ground units may be able to attack multiple times, practically speaking, it seems like it rarely works.

In contrast, my Copter with 90% damage does not lose a single movement point.

I wll be posting an AAR after I finish winning Nomads, which will show very clearly how copters are so devastating.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 15, 2012, 06:07:32 PM
I had an interesting experience just a few minutes ago with the Nomads scenario.  I was using a Hovertank to attack an enemy base with two moves left.  I had a strong attack advantage, so I figured I would easily have over 50% hit points left to take the base after the attack.  I ended up taking 40% damage (more than I expected, but I thought, OK, still no problem), but then my hovertank would not make another move!  Apparently, 40% damage was enough to reduce the movement.  So though officially ground units may be able to attack multiple times, practically speaking, it seems like it rarely works.

I believe the reduction is proportional, so a hovertank will lose one move at 40% and a second at 70%, whereas a speeder will lose one move at 50%.  Sea units work similarly, though they can't attack multiple times anyway.

Quote
In contrast, my Copter with 90% damage does not lose a single movement point.

No it doesn't, but if you attack with it there's a serious chance of losing it.

Quote
I wll be posting an AAR after I finish winning Nomads, which will show very clearly how copters are so devastating.

Doesn't Nomads give air units bonus movement?  The power of copters depends very much on their movement available, so Nomads will be worse than most, and giving them Antigrav Struts (legitimately or through a bug) also makes them extremely powerful (but of course that's an endgame ability except when bugs are involved).
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 15, 2012, 06:28:13 PM
Quote
In contrast, my Copter with 90% damage does not lose a single movement point.

No it doesn't, but if you attack with it there's a serious chance of losing it.

True, but the point is to be able to move back to safety.

Quote
I wll be posting an AAR after I finish winning Nomads, which will show very clearly how copters are so devastating.

Doesn't Nomads give air units bonus movement?  The power of copters depends very much on their movement available, so Nomads will be worse than most, and giving them Antigrav Struts (legitimately or through a bug) also makes them extremely powerful (but of course that's an endgame ability except when bugs are involved).

I think someone said that it was not the Nomads scenario, but it was the Fusion reactor that resulted in the speed.  Which may be a bug; I am not sure of the designer intent here.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 15, 2012, 06:48:16 PM
True, but the point is to be able to move back to safety.

And with land units, you can put defensive units in the stack, for a somewhat longer but more efficient seige.

Quote
I think someone said that it was not the Nomads scenario, but it was the Fusion reactor that resulted in the speed.  Which may be a bug; I am not sure of the designer intent here.

Even with Fission, it's got speed 10 instead of 8.  The formula is exactly what it should have with antigrav struts, which I find to be suspicious enough that it's almost certainly a bug.  I should be able to check more sometime tomorrow.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 16, 2012, 06:51:20 PM
Well, I checked, and antigrav struts (if enabled for air units) apply on top of the existing reactor-related bonus, so that would strongly imply that it's not a bug, and air movement is supposed to depend on the reactor.

However, 8+2Xreactor is far too much, especially for copters, so I think it will be necessary to reduce air unit speed in order to balance it.  What do people think about reducing needlejets and gravships by 2 (so 8 with fission, 10 with fusion), and copters by 4 (so 6 with fission, 8 with fusion)?
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 17, 2012, 01:33:21 PM
However, 8+2Xreactor is far too much, especially for copters, so I think it will be necessary to reduce air unit speed in order to balance it.  What do people think about reducing needlejets and gravships by 2 (so 8 with fission, 10 with fusion), and copters by 4 (so 6 with fission, 8 with fusion)?

Cutting movement points seems like the best option to me. You don't have to worry so much about reactors, in many games you'll see only fusion, anyway. :) And I was thinking about what somebody said that air units enrich the game and so on, and I can't find myself to support such view. Of all the possibilities which the unit workshop gives us, I would use many more options if air was banned or significantly reduced, maybe transports with repair bays, abilities like ECM or Polymorphic Encryption, who knows, maybe even submarines.:)
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 17, 2012, 05:38:41 PM
In the actual multiplayer games I have played with copters banned, there is a much broader range of forces used.  There are some needlejets, but I would not say that they are the dominant unit.  Without copters, I am much more likely to rely on a balanced attack, with artillery bombardment to soften the defenders, particularly in a city or large stack, some air units to punish those with no air defence or attack, tanks, infantry, probe teams, etc.

I don't think the needlejet range made that much difference; it was the fact that the needlejet could only attack every other turn.  In contrast, a copter can often easily take out 3 units per turn, 6 times as much destructive capability!

Do like I have, play a few games with copters banned, and see if you think air power needs any further reduction.  I personally do not think so.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 18, 2012, 12:11:12 AM
Cutting movement points seems like the best option to me. You don't have to worry so much about reactors, in many games you'll see only fusion, anyway. :) And I was thinking about what somebody said that air units enrich the game and so on, and I can't find myself to support such view. Of all the possibilities which the unit workshop gives us, I would use many more options if air was banned or significantly reduced, maybe transports with repair bays, abilities like ECM or Polymorphic Encryption, who knows, maybe even submarines.:)

Air units no doubt will enrich the game, provided it's weakened enough.

In the actual multiplayer games I have played with copters banned, there is a much broader range of forces used.  There are some needlejets, but I would not say that they are the dominant unit.  Without copters, I am much more likely to rely on a balanced attack, with artillery bombardment to soften the defenders, particularly in a city or large stack, some air units to punish those with no air defence or attack, tanks, infantry, probe teams, etc.

Actual multiplayer experience is pretty strong evidence...so it might be sufficient just to strongly reduce copter and maybe gravship range (I still don't like the idea of eliminating copters entirely.)

However, I still feel that in the interests of preventing a race to Air Power or exploits with ZOC and stack protection, there should be a counter to air power that's easier to get than air power itself, which means moving D:AP to require AMA, and moving SAM and AAA down one level.  It ends up the same once everybody has air power (which I presume is when you saw a broad range of forces used), but removes the window in which air power alone is sufficient (well, unless you have a large tech advantage.)
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 18, 2012, 01:07:33 AM
I am OK with making anti-air easier to get, but I don't think we need to make D:AP any more difficult to get.  My suggestion if you feel a need to change this is to make SAM and AAA available at Gene Splicing.  That guarantees counters are available at least two techs before D:AP can be achieved (actually 4 techs if you include D: Flex and D:Mob).

But I do not think you have to make the SAM and AAA cheaper and more effective.

And choppers really have to go; reducing their range is just not enough.  Using choppers on defense does not require much range, and a single chopper can decimate a ground attack singlehandedly.  It never made sense for choppers to be able to make multiple attacks; if there was a way to get rid of the multiple attacks, that would be fine, but I don't think that is possible.  So the unit is just broken.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 18, 2012, 01:24:40 AM
I am OK with making anti-air easier to get, but I don't think we need to make D:AP any more difficult to get.  My suggestion if you feel a need to change this is to make SAM and AAA available at Gene Splicing.  That guarantees counters are available at least two techs before D:AP can be achieved (actually 4 techs if you include D: Flex and D:Mob).

But Gene Splicing doesn't really make sense for either AAA or SAM.

Quote
But I do not think you have to make the SAM and AAA cheaper and more effective.

There, I think you're probably right.

Quote
And choppers really have to go; reducing their range is just not enough.  Using choppers on defense does not require much range, and a single chopper can decimate a ground attack singlehandedly.

Hardly.  A ground attack with defense units in the stack is already fairly chopper-resistant (a chopper might be able to kill a few units before being destroyed); making those defense units SAM will absolutely devastate chopper attacks.  Give me a bit, and I'll make a scenario that shows just how ineffective choppers are on defense against a properly prepared assault force.  I'll even let the choppers keep their current speed.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 18, 2012, 01:53:04 AM
I would preference achieving the minimal necessary change for the desired effect rather than worry about whether the tech name made sense.  If you must, just change the tech name to something you feel does make sense.  If you must, instead of Gense Splicing, one could rename the tech "Ground Launched Crop Dusters", or something equally silly.  Do we really think Neural Grafting has anything to do with giving two abilities to mechanical units?  But who cares.  Personally, I would not change the name of the tech; people who use the patch would understand that it is a playability change and ignore the tech name.

Can I ask why you are so insistant on keeping choppers?  What indispensible role do you think they have in the game?

Yes, you may be able to assemble just the perfect anti-chopper force, but so what?  The very fact the choppers made you unbalance your forces in a way that you would not have done for needlejets is half the problem.  For example, with no choppers, I would focus more on SAM than AAA.  With choppers instead of needlejets, the SAM is relatively useless, because the choppers will always retreat back to base.

The other thing you have to consider is initiative.  The choppers get to control the time and place of the engagement.  They pretty much force your attacking stack to be clumped, make you more vulnerable to defensive artillary.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 18, 2012, 02:28:35 AM
I would preference achieving the minimal necessary change for the desired effect rather than worry about whether the tech name made sense.  If you must, just change the tech name to something you feel does make sense.  If you must, instead of Gense Splicing, one could rename the tech "Ground Launched Crop Dusters", or something equally silly.

That's far more of a change than just switching a few prerequisites.  It would make more sense to move SAM down to Synthetic Fossil Fuels and AAA down to optical computers and leave it at that.  The real issue is that air power is still a pretty significant ability, it shouldn't have a level 2 prerequisite.

Quote
Can I ask why you are so insistant on keeping choppers?  What indispensible role do you think they have in the game?

They're a midgame unit capable of travelling from one base to another even when there's more than 2Xmove between the bases.  They're good for punishing soft targets near your bases.  And I just don't like making such a huge change like completely removing a chassis type.

Quote
Yes, you may be able to assemble just the perfect anti-chopper force, but so what?  The very fact the choppers made you unbalance your forces in a way that you would not have done for needlejets is half the problem.

If one person unbalancing their forces means the other should unbalance their forces to match it, so what?  That's not a problem.  (Although a bit of experimentation suggests that AAA really does need a 150% boost to properly defend an assault force, unless chopper cost is increased substantially.)

Quote
For example, with no choppers, I would focus more on SAM than AAA.  With choppers instead of needlejets, the SAM is relatively useless, because the choppers will always retreat back to base.

Well, air SAM (interceptors) are still useful for defense because they can scramble.  But yes, choppers are far weaker against AAA than SAM, what's your point?

Quote
The other thing you have to consider is initiative.  The choppers get to control the time and place of the engagement.  They pretty much force your attacking stack to be clumped, make you more vulnerable to defensive artillary.

You only need a clump of 2 (attacker and defender, and the defender won't take that much damage from the artillery anyway), and if you make "super-units" with good attack and defense you don't even need that.  When discussing clumping, you should be far more worried about probe teams.

Controlling time and place of the engagement is significant, but needlejets can do it too.  So clearly existing anti-air measures are enough to deal with that.

Oh, and because I said I'd make a scenario to test choppers as defense, here it is.  Each has 400 minerals' worth of units, you've got a tech advantage, you win if you can destroy the assault force.  It can be done fairly easily with 100% SAM, but is essentially impossible with 150% or if you restrict yourself to using 6 choppers (corresponding to increasing chopper cost to 16).

Perhaps the best changes (other than tech prerequisite changes to prevent beelining for D:AP) would be:
-Needlejet and missile: No change.
-Chopper: 16 cost (up from 8 ), 4 movement (down from 8 )
-Gravship: 4 movement (down from 8 ).

So then needlejets are the fastest (after missiles), choppers can attack multiple times but are very expensive, and gravships are endgame units (still fairly fast at 10 or 12 with quantum or singularity reactor, but not like needlejets.)
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 18, 2012, 04:11:35 AM
I appreciate you taking the trouble to create a scenario to test.  This is a balanced scenerio from a minerals standpoint, with 10 copters defending 8 attackers.  This is 40 rows of minerals for the defenders, and 40 rows of minerals for the attackers, a perfect balance.

But there are a few issues with your scenario:

1. Defense of 4 is available, but only attack 6.  I think it is extremely unlikely that the D4 technology would be achieved before A8 for most players.  The most typical scenario for early air is A6 vs D3.  I just don't believe players will prioritize polymorphic software, advanced subatomic theory, and silksteel alloys above other priorities to get D4.  If they do, I will probably win just from secret project advantage, since these are three technologies with no secret projects associated with them.

2. If you correct this to A4/D3 AAA attackers, which cost still 5 rows each, and keep missile copters, which cost 4 rows each (so the mineral balance is still the same), then I think you will have a more realistic multiplayer attack scenario.

3. Your attack force actually retreats instead of attacks.  This defeats the whole inititiave point I mentioned earlier.  I parked my defensive copter force at my base, started building a sensor next to my base with my former, and started building some defensive units to force a delay until the sensor could be built.  But to my surprise, the attack force ran away.  If it had not, I am fairly sure I could have won despite point (1) above.

4. But even if the attack force was trying to attack, since no SAM units were included, I could block the advance pretty easily with a couple of copters ZOC for several turns (rotating copters so that the 2 damaged copters each turn could start to repair), so that the sensor would get built, and any reinforcement from the rest of my far flung empire could begin to arrive to counter this threat.

5. The threat of copters causes you to make a homogeneous attack force, so that every unit can defend against the copters.  (Otherwise, you risk the copters killing the dedicated AAA defensive unit in a stack, and then clobbering the rest of the stack.)  But if copters were not available, you would never allocated your 40 rows of minerals in this way.  Instead, (assuming D3 is the highest available from point 1), you would have a balance of AAA 1/3 (3 rows) and SAM 6/1 (3 rows).  This would easily defeat a needlejet defense, but would fall to a copter defense, since the SAM units would be nearly irrelevant to the copters (it just would not permit them the delaying tactic).  Of course, if you only had AAA 1/3 units, then when you got to the city, 1/3 defenders would be difficult to defeat.  So copters pretty much force you into the 4/3 homogeneous attack force, instead of a more diverse force.

Title: Re: Atrocities or not in human multiplayer games?
Post by: Buster's Uncle on November 18, 2012, 04:16:41 AM
...As a fair test of this, I would like to see you two play this out as a MP game.  Twice.  Switching sides after the first time...
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 18, 2012, 04:51:46 AM
But there are a few issues with your scenario:

1. Defense of 4 is available, but only attack 6.  I think it is extremely unlikely that the D4 technology would be achieved before A8 for most players.  The most typical scenario for early air is A6 vs D3.  I just don't believe players will prioritize polymorphic software, advanced subatomic theory, and silksteel alloys above other priorities to get D4.  If they do, I will probably win just from secret project advantage, since these are three technologies with no secret projects associated with them.

Well, now you see why I feel that pushing D:AP up to require 2 level 4 techs is so important.  That way, getting to air power allows a bit more defense.  (And it's true that those three have no projects attached, but neither do Doctrine:Air Power or any of its prerequisites above tech level 1.  So if you get air power and they get silksteel, neither side has a project advantage.  And of course project advantage is far harder to get if crawler use is houseruled to prevent hurrying/upgrading/storing for secret projects.)

Quote
3. Your attack force actually retreats instead of attacks.

This is because I don't know how to manipulate the AI to attack.  If I did, they'd reach your base in 3 turns, which isn't enough to put together a proper defense against impact infantry.

Quote
4. But even if the attack force was trying to attack, since no SAM units were included, I could block the advance pretty easily with a couple of copters ZOC for several turns

Yes, that is an issue, and the primary reason that SAM has to be available before needlejets.  But the goal here was to show that copters are not a strong defense; since needlejets are better for ZOC exploitation than copters, that really wasn't a concern here.  A more realistic scenario would have some SAM units in there too (interesting note: SAM ground units do not take a penalty on attacks against ground targets the way that interceptors do).

Quote
5. The threat of copters causes you to make a homogeneous attack force, so that every unit can defend against the copters.  (Otherwise, you risk the copters killing the dedicated AAA defensive unit in a stack, and then clobbering the rest of the stack.)

Not really.  I did it that way for simplicity and because it worked out cheaper, but you could have a mix of defensive AAA units (strong against copters), defensive other units (which aren't as good against copters, but tend to do enough damage that attacking two of them is suicide), and attack units.

Quote
Instead, (assuming D3 is the highest available from point 1), you would have a balance of AAA 1/3 (3 rows) and SAM 6/1 (3 rows).  This would easily defeat a needlejet defense, but would fall to a copter defense, since the SAM units would be nearly irrelevant to the copters (it just would not permit them the delaying tactic).

Quote
Of course, if you only had AAA 1/3 units, then when you got to the city, 1/3 defenders would be difficult to defeat.  So copters pretty much force you into the 4/3 homogeneous attack force, instead of a more diverse force.

Actually, what forces you into the homogeneous attack force is the fact that with those specific numbers, having a single super-unit is cheaper than separate offensive and defensive units.  Sometimes that isn't true, and you go with a mix.

And yes, copters do force you to include defensive units...but so do impact rovers hidden in a fungus line (and as a bonus, impact rovers do collateral damage, whereas you may have noticed that copters don't).  Copters are nowhere near unique in forcing the inclusion of defensive units.

Oh, and he'd have to use 4/1 SAM; in this scenario, the idea is that he was busy going after stuff like silksteel and never got Synthetic Fossil Fuels.  If you'd done the copter ZOC exploit under such circumstances without the SAM prerequisite being lowered, he'd be completely unable to attack without using probe teams.

...As a fair test of this, I would like to see you two play this out as a MP game.  Twice.  Switching sides after the first time...

That wouldn't be a fair test at all.  He's great at MP, whereas I can't even handle single player on transcend.  Most of that is experience, some is due to other areas where the game is unbalanced (e.g. the clean minerals mechanic), which he probably exploits and I refuse to when I can avoid it.  I'm good at analysis, not so good at gameplay at the current time.

Testing it in MP with my full air power fix is a good approach...pitting an as yet unskilled player against one of the best is not such a good implementation.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 18, 2012, 05:54:19 AM
Perhaps someone can post some help on how to make the AI attack in a scenario.  It seems natural that with vendetta the AI would attack the only enemy base on the board.

Meanwhile, let's look at what a realistic MP scenario would be.

1. The defender would definitely have a sensor (or two).  I won't insist that it be under the base, but it should be at least beside the base, so that is it not so easy for the attacker to reach and destroy.

2. The technology allows 6A/3D, so the attacking units must be allocated based on this..

2. The defender would have a couple of 1/3 units (2 rows) providing defense and police.  Remove 1 copter (4 rows) to provide this two units, and keep balanced minerals. 

3. The attack force should have at least 1-2 SAM units.  Decide what the stats of the SAM units would be, and sacrifice enough of the 4/3s.  This keeps the attack force from being stalled indefinitely due to copter ZOC.

4. Yitzi should decide the exact composition of the attacking units given the rules above.  Assuming that someone can help Yitzi with getting the AI set up to attack properly, I will play the scenario a few times and report the results.

5. Next, I play the scenario using Needlejets instead of copters.  Yitzi and I can figure out the best composition for the attacking force.

6. FInally, we can play with D4 (though I do not think this is the most likely scenario) to see the result.  (In this scenario, the city defenders become 1/4 also).

Here is what I predict will happen:

A. In the first scenario, A6/D3 using copters, the copters will destroy the attacking force with maybe 50-70% casualties.
B. In the second scenario, A6/D3 using needlejets, the attacking force will survive and take the city.
C. In the third scenario, A6/D4 using copters, it will be close, but the defendering copters will barely prevail. 


As for the other arguments, if you push D:AP up enough, then Chaos will be available, making the situation A8/D4, nearly identical to the A6/D3 that you seem to want to avoid, but which is the natural state of things in SMAC, i.e. the attack will typically be about double the defense at any given time.  So trying to push a A6/D4 scenario does not realistically portray the situation, since it will become A8/D4 long before D5 becomes available.

Air Power is a stepping stone to two of the best SPs in the game.

What is the clean minerals mechanic, and why do you consider it an exploit?

I think it is interesting that you are going to great lengths to try to weaken air units in general, when the main reason air units are problematic is because of copters.  The easiest and best solution is to get rid of copters.  If your bases are so far apart you that 2x movement won't get your air units across (one reason you gave for wanting to keep copters), then build an intermediate landing strip with your formers.  If you also want to make AAA and SAM units available sooner, then move them down to Gene Splicing.  Problem solved with a minimum of complications and side effects.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 18, 2012, 11:39:24 AM

3. The attack force should have at least 1-2 SAM units.  Decide what the stats of the SAM units would be, and sacrifice enough of the 4/3s.  This keeps the attack force from being stalled indefinitely due to copter ZOC.

Hi guys, just to add my two ec: I believe that copters suck at providing ZOC, which is why I insisted than even at MMI needlejets are still handy. Copters when they 'crashland' may be attacked by regular, non-SAM units (either on land or at sea) and on the top of that they don't receive terrain (fungy/rocky/forest) bonuses (they do receive the sensor bonus, tho). So in most cases when the enemy tries to block you with choppers, you can successfully destroy them with scout patrols (if he uses several choppers in one tile, collateral damage does not apply).


Quote
What is the clean minerals mechanic, and why do you consider it an exploit?

Yitzi mentioned somewhere earlier that he means constant building and scrapping centauri preserve in one base set aside for his purpose.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 18, 2012, 12:13:57 PM
I did some additional tests:

If you land your chopper over your ground stack, you provide no kind of protection whatsoever. The stack may still be attacked by any kind of units with the best defender chosen as usual, with the exception that if attacked by a SAM air unit (and not SAM land unit), the chopper will be targeted first and the attacker will receive the standard +100% air to air bonus (the defending chopper may receive the sensor bonus). Other air units, ground units and ground units with SAM pick up the best defender to fight. In such cases, the chopper in question still receives collateral damage like a regular ground unit.


Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 18, 2012, 02:48:34 PM
I know that chopper do not protect the underlying ground unit (unlike needlejets), but they do provide a ZOC.  So you can protect against an advance in this manner.

I was not aware that a hovering chopper could be attacked by non-SAM units.  If this is true, then choppers would be no real value in protecting against an advance.  Can anyone comfirm?
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 18, 2012, 03:30:03 PM
1. The defender would definitely have a sensor (or two).  I won't insist that it be under the base, but it should be at least beside the base, so that is it not so easy for the attacker to reach and destroy.

Ok, however, that won't really help chopper attackers, which is the issue being discussed here.

Quote
2. The technology allows 6A/3D

No, it doesn't.  The defender has MMI and the prerequisites (22 techs with the changes I'm advocating, assuming SMAX), plus presumably lifting energy restrictions for another 3 techs, so the attacker can choose 25 techs of his own (since he doesn't have choppers or even air power; the whole point here is that getting air power substantially before the other guy should not be worth more than its cost.)

So...the other guy will want energy restrictions lifted as well (9 techs), and of course he needs AAA and SAM (with the changes I'm advocating and assuming SMAX another 8, for 17 so far).  He wants silksteel as well, for another 5, so that's 22.  Finally, superconductor gives him attack 5 (so better than my scenario, which was attack 4, though it will probably affect composition) and gives him a leg up toward superconductor  For the last 2, we can say that he's a bit behind in tech (though that should come with corresponding production advantages), or maybe he grabbed something not relevant here.

Quote
2. The defender would have a couple of 1/3 units (2 rows) providing defense and police.  Remove 1 copter (4 rows) to provide this two units, and keep balanced minerals. 

Once we're allowing defensive units, this is no longer purely about copters.  Therefore, you'd need to show not only that it can beat an equal-mineral attack force (which pure defensive units could do with a perimeter defense), but that it can do it with less minerals than can be done without choppers.

Quote
4. Yitzi should decide the exact composition of the attacking units given the rules above.  Assuming that someone can help Yitzi with getting the AI set up to attack properly, I will play the scenario a few times and report the results.

If you'll accept my modifications to the attacker's tech capabilities, and someone can help with the AI, then we'll do the test as follows:

1. You make a defending composition including copters, I make an attacking composition with the above tech, and we see how large my composition needs to be to take the base with copters in play.
2. We do the same thing with needlejets; not having copters does save you several techs, so my attacking force will only have up to 3 defense.
3. We scrap air power entirely; this time, I try to make the defending lineup, and you try to beat it with substantially less mineral cost than I used in step 1.

Quote
As for the other arguments, if you push D:AP up enough, then Chaos will be available, making the situation A8/D4, nearly identical to the A6/D3 that you seem to want to avoid, but which is the natural state of things in SMAC, i.e. the attack will typically be about double the defense at any given time.

No it won't, because Chaos and D:AP are not on the same track.  (Neither are Silksteel and D:AP, but the attacker doesn't have D:AP.)

Quote
Air Power is a stepping stone to two of the best SPs in the game.

Two of the best?  Hardly, unless you're playing a highly militaristic game like a 1v1 (where if you lose a lot and the other guy lost more, you came out ahead).  Obviously all direct-conflict stuff will have to be depowered for a 1v1; that's not really a situation that concerns me, though, as it's clearly not how the game was intended to be played.

More specifically, the power of CBA is (leaving aside satellites, which could use their own nerf) because it boosts an already overpowered feature (air power); nerf air power and CBA becomes a twin to the maritime control center, and sort-of a triplet to the command nexus.  The Cyborg Factory is definitely a powerful asset for a non-native conquest-focused faction (outside 1v1, conquest becomes a lot less appealing, because a war with another faction is a great opportunity for a third faction who isn't fighting to get ahead of both of you), but it's fairly expensive, and of course is less useful if you're not planning on more direct conflict than you have to.

Quote
What is the clean minerals mechanic, and why do you consider it an exploit?

The most exploit-ish part is the fact that you can boost your "clean minerals" (minerals that don't produce ecodamage) by building centauri preserves and tree farms.  But perhaps even more seriously unbalancing is the idea of "clean minerals" in the first place, since they don't depend on your PLANET rating, and vastly outweigh the amount of minerals above that which you can produce safely even with a +6 PLANET rating; thus, they mean that your PLANET rating does not substantially affect your ecological stability (in comparison to how many facilities you've built or even in comparison to slight changes in mineral output per base), which throws all sorts of things off.
And that's not getting into what a per-base soft cap does to unbalance base size tendencies and ICS...

Quote
I think it is interesting that you are going to great lengths to try to weaken air units in general, when the main reason air units are problematic is because of copters.

No, the reasons that air units are strong are, from worst to mildest:
1. If you have D:AP and your opponent doesn't, you can use needlejets to protect a stack of attackers/counterattackers/PROBE TEAMS from anything the opponent can throw at the stack.  This is exacerbated by how little it costs (in terms of techs you need) to get D:AP, meaning that everybody beelines for D:AP.
2. If you have D:AP and your opponent doesn't, you can use needlejets to create undestroyable Zones of Control.  This is exacerbated by how little it costs (in terms of techs you need) to get D:AP, meaning that everybody beelines for D:AP.
3. If you have D:AP and your opponent doesn't, you can use needlejets to destroy terraforming with impunity.
--------Above here is exploits, below here is at worst overpowered.---------
4. D:AP is needed for satellites, which are overpowered because they (especially sky hydroponics labs, which are by far the most powerful) can be built far earlier in the tech tree than they can be destroyed.
5. By focusing your air units at one front, you can take an enemy base fairly easily if he doesn't have D:AP and thus can't build aerospace complexes.  This is far worse with choppers, although if you have choppers it's more likely that he has at least D:AP, or fusion (which lets his units beat yours even without aerospace complexes), or good enough defense that together with AAA he can defend against even choppers (this of course relies on him having AAA, which could be tough if D:AP is easy to get).
6. Choppers are very good at destroying soft targets in a wide radius from your bases.
-------Above here is overpowered, below here is niche uses, which are therefore not overpowered, or stuff that just isn't that great.
7. Choppers are very good at destroying soft targets near your bases.
8. By focusing your air units at one front, you can take an enemy base if you're willing to sacrifice enough for it (though keeping the base after such a sacrifice is another story).  (Choppers are a tiny bit better than needlejets for this purpose because they can attack twice, but that's not such an advantage if most of your units won't survive the first attack and none can survive attacking twice.)
9. D:AP is a prerequisite for the Cyborg Factory, which is a fairly good project for a conquest-based strategy.
-------Above this is a real problem, below this is a side effect of playing the game in a way that creates larger problems.------
10. D:AP is a military-oriented tech, and when playing 1v1 or a win-in-the-minimum-time game, military focus is far more desirable than when playing SMAC(x) normally.

So the worst things are actually needlejet-based, and the only really unbalanced copter-based thing is due to it not getting a move penalty.

Oh, and I can confirm that you don't need SAM to attack copters; the image (with colors off because I have not yet loaded that fix) is attached.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Earthmichael on November 18, 2012, 08:20:08 PM
In my experiments, sensors do affect copters attacking ground units in range of the sensor.  Do you have experience otherwise?

The point I was trying to illustrate is how powerful copters are on the defense, even with the movement reduced.

Most of the needlejet issues listed above can be addresed by moving SAM and AAA earlier in the tech tree, as I have already suggested.

I will be happy to play the scenarios I suggested.  You add way too much complexity to what should be a simple test.  I don't want to bother with that.  Let's just try 6/3 and 6/4, with needlejets and copters as I proposed.  This will give a nice 2x2 matrix of results.

I am also not going to argue about the value of CBA even in a builder strategy; it is just too obvious.  Cyborg factory is also very useful, even if it just helps survive mindworms.

I never sell my tree farms or centauri preserves.  They are too useful.  I just build lots of them, which is not an exploit.

I do not think satellites need a nerf.  They are expensive, and the value is halved in cities without an areospace complex.  I rarely see satellites built to maximum capacity; if they were overpowered, all players would quickly build as many as they could use, but they do not.

I do not play ICS, and I have never lost to ICS.  If anyone who thinks that they can win with ICS on the vets map wants to try, let's set up a game.
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 18, 2012, 10:28:30 PM
In my experiments, sensors do affect copters attacking ground units in range of the sensor.  Do you have experience otherwise?

No, why would I?

Quote
The point I was trying to illustrate is how powerful copters are on the defense, even with the movement reduced.

And my point is that unless the assault force contains few or no defensive units of its own (a fairly bad idea even before air power due to the potential for fungus lines with rovers in them), they really aren't that strong on defending.  Doubling the chassis cost on top of that would easily be sufficient to limit copters to attacking soft targets.

Quote
Most of the needlejet issues listed above can be addresed by moving SAM and AAA earlier in the tech tree, as I have already suggested.

I think I suggested it first  :P, but yes, that is definitely the way to deal with needlejet issues.  The only question is how to rework it; I feel that D:AP is still powerful enough to justify two tier 4 prerequisites (albeit both ones that a combat-focused player will want anyway).

Quote
I will be happy to play the scenarios I suggested.  You add way too much complexity to what should be a simple test.  I don't want to bother with that.  Let's just try 6/3 and 6/4, with needlejets and copters as I proposed.

So in your scenarios, when one side went for air power, what did the other side do instead?

Quote
I am also not going to argue about the value of CBA even in a builder strategy; it is just too obvious.  Cyborg factory is also very useful, even if it just helps survive mindworms.

They're definitely useful, but other than satellites they're nowhere near other stuff (e.g. Neural Amplifier, seeing as you discussed surviving mindworms.)

Quote
I never sell my tree farms or centauri preserves.  They are too useful.  I just build lots of them, which is not an exploit.

Ok, it's not an exploit.  It's still a broken mechanic, because it makes your PLANET rating close to irrelevant, and because it encourages ICS.

Quote
I do not think satellites need a nerf.  They are expensive, and the value is halved in cities without an areospace complex.  I rarely see satellites built to maximum capacity; if they were overpowered, all players would quickly build as many as they could use, but they do not.

So why don't players build that many, seeing as they allow you to crawl farm/condenser spaces for extremely high production and energy income per square?

Quote
I do not play ICS, and I have never lost to ICS.  If anyone who thinks that they can win with ICS on the vets map wants to try, let's set up a game.

So how far apart do you usually space your bases?
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 19, 2012, 03:12:32 PM
So the worst things are actually needlejet-based, and the only really unbalanced copter-based thing is due to it not getting a move penalty.
Oh, and I can confirm that you don't need SAM to attack copters; the image (with colors off because I have not yet loaded that fix) is attached.

What I'm saying here is getting slightly off-topic, but I wanted to share an interesting observation and maybe ask somebody to verify it. Let's say on one tile you have a stack of ground units and some choppers, and you are under attack. Now, if it's your ground units which are targeted, then choppers take collateral damage as everyone else. But if the choppers are targeted (maybe by SAM air units), collateral damage doesn't take place.

So I started thinking if you can protect large ground unit stacks against col. damage via putting choppers on top of them and hitting ctrl+d (designate defender). This, however, doesn't work as expected if the chopper in question has only 1 armour. If a chopper with D1 is designated defender, it will only take the heat before other choppers, not before the entire stack. So it's seems like there's a separate defender selection for either ground or air units (I wonder how it works in terms of game mechanics, but choppers may exhibit features of a ground and air unit in one and the same combat).

Still, you can work around that if you give your chopper at least armour 2. Then a synthmetal chopper may be put on top of your units, designated defender and thus it will protect the entire stack against collateral damage (it just needs low weapon, otherwise it'll cost an arm and a leg). Of course you still have to worry about artillery damage, but still I can imagine quite a number of situations where you'd like to protect your stack like that against strong ground units.

And funny thing I just noticed - the rules seem to change if your stack with a chopper stands on an airbase. For one, you can designate your normal armour 1 choppers as defenders and they will work normally, i.e. protect the entire stack. And another thing - if a SAM air unit targets such stack, it does not go directly for air units, but select defenders as usual, i.e. either the strongest or the designated defender.

Such an immensely complex game and only one life to explore it...
Title: Re: Atrocities or not in human multiplayer games?
Post by: Yitzi on November 19, 2012, 05:40:24 PM
Still, you can work around that if you give your chopper at least armour 2. Then a synthmetal chopper may be put on top of your units, designated defender and thus it will protect the entire stack against collateral damage (it just needs low weapon, otherwise it'll cost an arm and a leg). Of course you still have to worry about artillery damage, but still I can imagine quite a number of situations where you'd like to protect your stack like that against strong ground units.

Of course, if he knows you're doing that he can work around it by attacking with a few impact rovers first to get rid of the choppers and then using his main force for collateral damage.

Quote
And funny thing I just noticed - the rules seem to change if your stack with a chopper stands on an airbase. For one, you can designate your normal armour 1 choppers as defenders and they will work normally, i.e. protect the entire stack.

Do you mean "protect" as in "prevent collateral damage" or as in "non-SAM units can't even attack it"?
Title: Re: Atrocities or not in human multiplayer games?
Post by: Kirov on November 19, 2012, 05:57:09 PM
Of course, if he knows you're doing that he can work around it by attacking with a few impact rovers first to get rid of the choppers and then using his main force for collateral damage.

Sure. At this point i wasn't even trying to join the discussion on how strong choppers are and why so much, I just ran a few tests in the scenario editor and wanted to share some results.

Quote
Do you mean "protect" as in "prevent collateral damage" or as in "non-SAM units can't even attack it"?

The former of course, I can't think of a situation where choppers may protect against non-SAM under any circumstances. I can test it if you think of any, that's why I submit these bits.
Title: Re: Atrocities or not in human multiplayer games?
Post by: magic9mushroom on May 31, 2023, 07:35:40 AM
Something I either had never worked out or had forgotten that this thread eventually inspired me to check:

Terrain defensive bonuses do not apply to combat between air and ground units (though the sensor bonus does).

This definitely makes choppers much more powerful than they would be if forest/bunker provided its normal immense defensive bonuses against them (and the fact that it doesn't benefit the chopper either doesn't counterbalance, as unless there are roads/magtubes involved a land unit cannot catch a chopper).

AFAIK this is undocumented within the game or manual, and I haven't found it on the AC wiki either. I'm sure the experienced players know it, but it should probably be listed somewhere.

A mod that let land units keep terrain bonuses to defence against air (or even merely choppers) would seem to be yet-another option for eroding chopper dominance - and my understanding is that forests and bunkers aren't meaningfully negated by air attack IRL, so this would seem to improve verisimilitude rather than reduce it.
Title: Re: Atrocities or not in human multiplayer games?
Post by: magic9mushroom on June 01, 2023, 08:42:54 AM
Okay, I spoke too soon.

Things that work: Fungus +50%, Rocky +50% (mutually exclusive with fungus despite a square being able to have both), Sensor +25%
Things that don't work: Forest +50% (mutually exclusive with fungus/rocky), Bunker +50% (stacks with everything).

The +50% and +25%, combined with the +100% AAA, are in fact enough to allow a AAA defender outside a base to beat a chopper (13 Shard * 1.5 Nerve Gas = 19.5; 6 Probability * 1.5 Fungus * 1.25 Sensor * 2 AAA = 22.5, and the defender costs 40 to the chopper's 60). But when attempting to make a push into enemy territory under air attack, this is still a really tough ask: the choppers can fully heal in one turn away from the front, while the AAA defenders need at least two (retreat along magtube to base/heal), and the attack force can only advance one square per turn unless it has hovertanks or splits its defenders (because to form a square two in front of where you are prior to hovertanks, you need a road on the intervening square, and that means leaving at least one former on that square vulnerable to chopper attack), plus going deep into enemy territory loses the sensor bonus.

If bunkers worked against air, I could see pushes being much more useful, and it seems really weird that they don't given that rocky terrain does.

(Dissociative Wave of course means the choppers win, but I'm working from vanilla as a base here; Alien Crossfire is bad for balance and we all know it.)
Templates: 1: Printpage (default).
Sub templates: 4: init, print_above, main, print_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 31 - 840KB. (show)
Queries used: 14.

[Show Queries]