I'm all in for the change you've described here.wobbly wrote: ↑Mon May 15, 2023 8:21 am 1 thing I noticed when charge policy was added is it shifted the balance towards the symbiots/statics that sit at 100uu base. This policy is pretty OP, particularly on a carrier and I've been wondering how to balance it ever since it entered the game.
An idea I just thought of is to move that sweet spot to 120uu, which would be energy hull base speed. Benefits:
I'm not sure what others think about charge? Perhaps deserves some discussion, in its own thread?
- give energy hull (the never used line) a boost
- restore old balance with robotics/organics
- give more benefit for the 1st speed part in an organic, or 2nd in a flux/self-grav
- more tactical dynamics with traffic control/lighthouse
Twenty-third game on the multiplayer slow game server
Moderator: Oberlus
Re: Twenty-third game on the multiplayer slow game server
Re: Twenty-third game on the multiplayer slow game server
Yeah charge is a no brainer for me tbh and it would stir the pot in right way I think. Though I would look on spatial flux lance that apparently is affected even for slower ships (and shields should also not be lowered for slower ships but tbh dunno how it works now). Or maybe tier so some effects are for 100uu too. I have cognitive dissonance anyway that flux lance works under charge for slower ships (haven't checked shields)Oberlus wrote: ↑Mon May 15, 2023 9:21 amI'm all in for the change you've described here.wobbly wrote: ↑Mon May 15, 2023 8:21 am 1 thing I noticed when charge policy was added is it shifted the balance towards the symbiots/statics that sit at 100uu base. This policy is pretty OP, particularly on a carrier and I've been wondering how to balance it ever since it entered the game.
An idea I just thought of is to move that sweet spot to 120uu, which would be energy hull base speed. Benefits:
I'm not sure what others think about charge? Perhaps deserves some discussion, in its own thread?
- give energy hull (the never used line) a boost
- restore old balance with robotics/organics
- give more benefit for the 1st speed part in an organic, or 2nd in a flux/self-grav
- more tactical dynamics with traffic control/lighthouse
Re: Twenty-third game on the multiplayer slow game server
That's weird, because I always played Organic (I love the fluff) and from the forum discussions I gathered that Robotics were the only Hull line that was actually viable.
I'm all for diversity but getting back to a situation where Robotics rule isn't necessarily the way to go.wobbly wrote: ↑Mon May 15, 2023 8:21 am 1 thing I noticed when charge policy was added is it shifted the balance towards the symbiots/statics that sit at 100uu base. This policy is pretty OP, particularly on a carrier and I've been wondering how to balance it ever since it entered the game.
An idea I just thought of is to move that sweet spot to 120uu, which would be energy hull base speed. Benefits:
I'm not sure what others think about charge? Perhaps deserves some discussion, in its own thread?
- give energy hull (the never used line) a boost
- restore old balance with robotics/organics
- give more benefit for the 1st speed part in an organic, or 2nd in a flux/self-grav
- more tactical dynamics with traffic control/lighthouse
I'd say that if you move Charge bonus to 120 uu, then maybe remove the Shield penalty ?
120 speed is not the default for any fleet composition (when 100 clearly was) so just costing one Policy is already a balance factor.
Re: Twenty-third game on the multiplayer slow game server
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Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-04-14.ad50e93.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm
Re: Twenty-third game on the multiplayer slow game server
Can you name a single MP game you've played in where the majority of players preferenced Robotics over Organics? Do you have a logical argument for this opinion? Are you just stating a supposition that is the complete opposite of every other player's in-game experience?
120 speed is the default for an energy line fleet. Perhaps clear to a person reading the post you replied to? Perhaps not?
This is the part where you tell me which policy is in direct competition for that policy slot. Keeping in mind that I have multiple slots, I can take both Charge and Design Simplicity. I can take more later in the game.
Hypothetical time. I fill 1 of my military slots with Charge. What glorious biscuits do I now miss out on? And are they as tasty as tasty, tasty, Charge?
Re: Twenty-third game on the multiplayer slow game server
A lot of my ships had deflector shields and a lot of your ships had a combination of laser/arc disruptor damage.
Re: Twenty-third game on the multiplayer slow game server
If that is any consolation, I have noticed those shields rather late myself. Luckily had plenty of carriers on hand and already started putting out plasma ships incidentally, though actually lost quite a few of the latter to Endhu's last rush just before he conceded.
And also my arc disruptors at tier 3 could punch through a bit so they were more useful than just point defence (corollaly, a nugget of insight: fighters/interceptors make some good chaff against arc disruptors, with malus to shields and bonus to fighter spam from Charge working well together to regret lack of shields less)
Re: Twenty-third game on the multiplayer slow game server
I also had ceptors, striker and bombers in my fleet. That's why it wasn't a total disaster. But I kept building some of the arc-equiped designs that I could have skipped.
No consolation needed anyways
It was a great game. I would have loved to see a better confrontation between you and wobbly, one in which you are not like 50 turns ahead of him in technology (for which he would have needed a different neighbor or better a different galaxy shape or...).
No consolation needed anyways
It was a great game. I would have loved to see a better confrontation between you and wobbly, one in which you are not like 50 turns ahead of him in technology (for which he would have needed a different neighbor or better a different galaxy shape or...).
Re: Twenty-third game on the multiplayer slow game server
To you as well. A little late, but post-game I get a little caught up. I would of liked to see how we went in a 1 on 1, or a fixed alliance on opposite sides, we seemed to get teamed up every time in the previous games.Oh well hope you had fun, and hope to see you in a later game.
Congrats!
Re: Twenty-third game on the multiplayer slow game server
Dunno had an urge to look at the graphs and figured to leave those here (x axis is 208 turns)
Re: Twenty-third game on the multiplayer slow game server
I see I fell behind in production significantly, but otherwise I surprisingly kept up, that's nice. Not a complete loss, though I probably still researched suboptimal tech because BA seemed to be almost always at least a little more advanced.
Re: Twenty-third game on the multiplayer slow game server
Dunno how the "total military strength" is calculated but one takeaway for me is that I was not joking that your fleet was dangerous. You were third in military strength after wobbly and me, and I was between you two
Nowadays I value production more than science, early to mid game at least, even though I would not want to fall behind in RP - just do not feel the need to be very ahead. Coming from single player I valued research more and still think people may be underestimating science but I understand concerns about aggressive human players. There is a lot to be said about brute force. Think in your place I would try more George planets for PP and fewer silexians for RP, but of course I were not in your shoes to see what was available at any given time