Grid Sage Forums

Cogmind => Ideas => Topic started by: zxc on September 22, 2020, 09:20:02 PM

Title: Balance Overhaul
Post by: zxc on September 22, 2020, 09:20:02 PM
This is a thread for collecting and debating ideas over balance proposals and concepts, especially stemming from discussions on discord.

I'll provide a summary of suggestions we spoke about on discord and maybe add some more of my own:

Cave-ins

Simplify to two rules: walls don't cave-in, and dirt can cave-in at any time (checked per turn and per move)
Mostly a player nerf because digging is extremely strong, but some flexibility is offered regarding walls
Makes digging in caves much worse, probably a good thing as it trivialises caves

Legs

10% accuracy malus and evasion bonus per point of momentum (caps at 30% or 40% with reaction control)
Accuracy malus uses movement acc malus, so it doesn't affect melee attacks
Only relevant when moving with non-overweight legs
Moving with legs on previous turn locks in malus for current turn
Bonus only takes effect during enemy actions when previous turn you moved with legs

This makes legs more of a mobility-focused combat prop compared to treads. It also makes melee leg build much more viable.

Remove self-damage possibility when kicking
Players rarely kick because self-damage is bad. This would make the ability more fun

Overweight penalty

Increase somewhat for treads (maybe wheels too?)
Support should be relevant in every build, and treads are a bit strong right now

Lightpack

Make it disable the effects of other equipped storage units
This encourages early and midgame usage, and weakens it somewhat in lategame

Matter and energy storage utilities

Make it increase maximum capacity when equipped but not store anything when unequipped or dropped
'Drop on floor' strategy is extremely strong
Possibly reduce coverage to compensate for the change

RIF alert reduction

Change progression from 25/50/75% to 25/40/50%
Very strong if you get lucky enough to stack these powers

Exiles alert chip

Reduce alert gain by 10%
Makes it more useful but not super strong. Can also be shot off.

Cave walls

All cave walls are earth
Fixes the advantage tiles has over ascii
Title: Re: Balance Overhaul
Post by: Kyzrati on September 22, 2020, 09:42:08 PM
Cave-ins

Simplify to two rules: walls don't cave-in, and dirt can cave-in at any time (checked per turn and per move)
Mostly a player nerf because digging is extremely strong, but some flexibility is offered regarding walls
I feel like this would make a number of people basically never want to go through dug out cells, a massive massive nerf to digging. We just had a digging nerf in Beta 10, and even that was cause for some grumbling, and for good reason since digging can be an important part of stealth tactics, but this... would devastate is since some builds would be much more limited in terms of digging, basically never doing it if it involved any earth at all!

Remove self-damage possibility when kicking
Players rarely kick because self-damage is bad. This would make the ability more fun
This is being removed as part of the leg update.

Overweight penalty

Increase somewhat for treads (maybe wheels too?)
Already doing this, yep, although it will debut as a patron build along with other changes to storage balance as well to actually see how it works out.

Lightpack

Make it disable the effects of other equipped storage units
This encourages early and midgame usage, and weakens it somewhat in lategame
Feel free to discuss, though I've mentioned all the Exiles parts will be revamped for Beta 11 to bring them in line with their intended balance purpose, now that people have had a chance to play around with them. ("Disabling effects of other storage units" seems really weird, though!)

Matter and energy storage utilities

Make it increase maximum capacity when equipped but not store anything when unequipped or dropped
'Drop on floor' strategy is extremely strong
Here for the record, I see, although despite all the conversation around it so far, it didn't seem to come out as a promising change without a lot of drawbacks (being illogical and therefore against player expectations is a big strike against it, too...).

RIF alert reduction

Change progression from 25/50/75% to 25/40/50%
This has already been done.

Exiles alert chip

Reduce alert gain by 10%
Makes it more useful but not super strong. Can also be shot off.
Already done :P
Title: Re: Balance Overhaul
Post by: zxc on September 22, 2020, 09:54:26 PM
I've added the post slightly since you quoted.

It is true that we haven't reached a consensus on many of these points, but that's the point in gathering it here for discussion! And the changes you've already made are just listed for completeness.

Quote
I feel like this would make a number of people basically never want to go through dug out cells, a massive massive nerf to digging. We just had a digging nerf in Beta 10, and even that was cause for some grumbling, and for good reason since digging can be an important part of stealth tactics, but this... would devastate is since some builds would be much more limited in terms of digging, basically never doing it if it involved any earth at all!

I'm not sure. Surely it's worth trying in an experimental build if it's not too hard? Digging can still be useful. However, maybe to compensate, we could get a utility that lowered the chance of cave-ins? Or something along those lines. Digging is one of the most powerful tactics out there. But it's often the 'easy' or 'lazy' way to do things. It's rarely the only way.

Quote
This is being removed as part of the leg update.

Didn't know about this one! Awesome!

Quote
although it will debut as a patron build along with other changes to storage balance as well to actually see how it works out.

Oh, I forgot storage! But we've barely started discussing that. Maybe that's next. I don't think overweight penalty nerf is 'enough' on its own. Probably changing the counts to 2/3/4/5 instead of 2/4/6/8 is a good one. Also, their integrity is just over the top. I don't think they need that much these days.

Quote
"Disabling effects of other storage units" seems really weird, though!

Very true, but I think it has a nice effect.

Title: Re: Balance Overhaul
Post by: Kyzrati on September 23, 2020, 02:08:16 AM
Digging is one of the most powerful tactics out there. But it's often the 'easy' or 'lazy' way to do things. It's rarely the only way.
Yep, although I think it's in an okay spot right now. Personally for my own style I think it'd be fine, to be honest--bring on the chance of cave-ins everywhere!--but it feels like a whole segment of players would really hate it.

Quote
although it will debut as a patron build along with other changes to storage balance as well to actually see how it works out.

Oh, I forgot storage! But we've barely started discussing that. Maybe that's next. I don't think overweight penalty nerf is 'enough' on its own. Probably changing the counts to 2/3/4/5 instead of 2/4/6/8 is a good one. Also, their integrity is just over the top. I don't think they need that much these days.
Right, although it wasn't in the OP we discussed it on Discord: the capacity is being nerfed, and mass possibly going up after a review (need to look over a bunch of stats), but the most important part is capacity shrinking.

I disagree on integrity, though. Years ago when it was done, the main purpose behind raising it high and lowering their coverage was so that you don't really have to worry too much about replacing them for quite a while (unless your other coverage is absolutely terrible), since otherwise the focus becomes 1) carrying more spare storage units by necessity and 2) seeking out more replacements whenever you can. Neither of those activities is very fun, but it becomes optimal.

I don't see any good results from allowing storage to be destroyed any more quickly. Balance of this generic and often essential component of a build should come from other factors.

Quote
"Disabling effects of other storage units" seems really weird, though!

Very true, but I think it has a nice effect.
There are likely going to be other effective ways to balance it without needing to deal with making things weird.
Title: Re: Balance Overhaul
Post by: zxc on September 23, 2020, 03:50:01 AM
Fair points on storage integrity. Regarding digging... I'm not sure the change is that drastic that lots of people would hate it. Needs more discussion.

We've been talking a bit more on discord about storage. I like either shrinking their capacities (2/3/4/5) or making storage units no_stack, but stronger (2x mass and 2x inventory increase of current values).
Title: Re: Balance Overhaul
Post by: zxc on September 23, 2020, 04:11:50 AM
Thoughts on making storage no_stack:

Suppose we have these new values for storage units:

Small +4 cap M8
Medium +8 cap M16
Large +12 cap M32
HCP +16 cap M64

^ Values all equivalent to 2x storage units today

And humpback, lightpack values unchanged (+20 inventory for 2 slots)

This results in less storage compared to now, but more slot-efficient storage (in the cases of small to HCP). For maximum storage, you can still opt for humpback or lightpack, but their penalty is slot efficiency. I think you might end up with a more interesting playing experience with less hoarding overall. One build that would take a big hit is drone fabbing for extended, but maybe even that could be worked around with ingenuity (even get around carrying drone bays by just deploying them outright).

---

A more conservative approach would be to keep things as they are now, except shrink storage capacities. 2/3/4/5 for small to HCP seems workable. You would need more than 3x large storage units equipped to be able to carry more than the previous proposal, and similarly for HCP. This nerf hits the heavier storage units harder. It would mean that you need to dedicate 60% more slots to HCP storage if you want to carry the same as now, or 50% more slots for large storage. The mass might be a more limiting factor. I'm thinking this is actually a harsher change than the previous proposal, and less fun. But it should work as well.
Title: Re: Balance Overhaul
Post by: zxc on September 23, 2020, 05:08:35 AM
Traps

Trap extractor stores traps similar to FRU stores matter? And overload it to deploy?
Collect/deploy trap arrays as single items?
Trap storage container?
Trap type can stack in inventory somehow?

The problem is that traps are very slot inefficient, and combined with storage unit changes, this might get even worse.
Title: Re: Balance Overhaul
Post by: GJ on September 23, 2020, 06:30:48 AM
Quote
walls don't cave-in, and dirt can cave-in at any time (checked per turn and per move)
I like this more the more I think about it. It's a big nerf to digging, but digging strats still dominate the stealth space in a way that isn't actually necessary. Cogmind has so many parts and so much intel and other help on the main floors that winning would not be any great hurdle, it's just that the variance of those builds skyrockets instead of looking mostly the same every time. Certainly some of the best items in the game such as sensors and terrain scanning don't get phased out by a change like this, it just gives you a reason to maybe run something else at times.

Now it is worth noting than when I speak of domination, machinehacking specifically does not get dominated by anything, even less-utilized hacks like enumerate(patrols) are incredibly powerful and I foresee a need to nerf machinehacking in some way if other in-the-meta strats get nerfed, it will dominate the game again in a rather obnoxious way and I'm surprised how little players talk about its power-level, to some extent I read that as players still experimenting with new things like RIF and forgetting to consider whether hackware is just better than couplers.

For example, see my recent recorded run https://www.youtube.com/watch?v=w7hcX9pojTE, S7 specifically, where just a bit of mundane hackware prevents an alert-4 from spiraling even somewhat out of control. I don't know what that floor looks like to players unfamiliar with combat builds in S7, but to me it was a relaxing & easy floor where ultimately the hackware felt like a bigger contributor to that than SHELL armor. In general the interaction between Hcp. and picking up hackware from the floor is just overpowered, this build did not have particularly much Hcp. or particularly good hacking, so you can imagine what a more normal run for me is like in this regard.

Quote
[storage unit vulnerability]
I think it's worth noting that in 7drl Cogmind, storage vulnerability was high enough to be unfun, and that I currently occasionally lose hcp./lrg. storage units to damage attrition, without farming squads or anything silly like that. I could keep them alive with repair stations if attrition was greater, but I would not enjoy that especially as it often means dropping items on the floor and shooing recyclers, that or carrying storage inside storage.

Quote
[matter and energy storage]
Dropping resource-storage is both overpowered and an obnoxious tactic to execute, there was a time when quickswap didn't exist and dropping the pod/well was much more comfortable in terms of micro, but that is no longer the case. Forgetting your resource-storage on the floor scores very high on the annoying-gameplay scale.

Quote
[storage capacity]
I feel a hard "no" on med-storage giving you 3 slots of inventory, 4 strikes me as the point where the fun starts and you're not just getting marginal benefits from equipping a unit. It's worth noting that med. is supposed to be somewhat effective if it's all you have, because of mass-considerations or because for whatever reason it's all you have on the floors where it's what you get from Haulers, or Recyclers once Haulers are more dangerous to kill. I would much rather see a no_stack applied to storage.

First impression of doubled values is... positive? It makes me question whether +16 inventory for one utility slot is more powerful than current builds, so at the very least it would not be crippling. Perhaps the bigger question is whether 64-mass properly prevents a situation where every single combat build runs 1x hcp., it could be just barely enough if being non-overweight on legs/treads ends up being more attractive than it currently is.
Title: Re: Balance Overhaul
Post by: Tone on September 24, 2020, 05:48:30 PM
I don't know where I fall on all this yet, mostly sharing general thoughts and playing a bit of devil's advocate.

Cave-ins

Simplify to two rules: walls don't cave-in, and dirt can cave-in at any time (checked per turn and per move)
Mostly a player nerf because digging is extremely strong, but some flexibility is offered regarding walls
This would be a major nerf to current stealth builds and one that creates a risk that players should probably never take, given that these stealth builds often have several essential but weak parts (flight units, sensors, processors, etc) and little storage for backups or temporary removal, and losing one of these pieces can be detrimental to a run.  This kind of risk already occurs when put in a position where you have to take shots from enemies, but is much worse in the case of a cave-in, which I believe does not respect part coverage.  Combat builds likely to not care about this risk, so this continues down the path of nerfing flight builds (the primary users of stealth tactics and digging); but feels like a step too far, as it is likely to remove the "digging through dirt" option for many players (which is fine if this is the goal, but it seems like the current game design wants multi-tile digging to be an option).

On the other hand, this restores one of the larger impacts of the recent melee-digging nerf, which made it very difficult to destroy reinforced barriers in common prefabs where the reinforced barriers are surrounded by walls.  Melee weapons are one of the best ways for destroying reinforced barriers (especially for faster bots with momentum bonuses) -- towards the end of the game, very few ranged weapons are capable.  The melee-digging nerf has made it so that in many of these prefabs you now have to risk a cave-in as you are melee-attacking from one of the adjacent wall tiles.  If walls never caved in then you could still attack from them.

Additionally, having walls never cave-in would restore the killhole tactics that were the source of the melee-digging nerf, albeit in much more limited locations.   Another option would be to make both walls and dirt always be unstable, which would eliminate this.

We just got a digging nerf that many players are opposed to (I am not one of them, I think it is a fair nerf and probably makes these situations more interesting overall).  We should wait and see how the most recent digging nerf plays out before further nerfing it, but these discussions are good to have.

Makes digging in caves much worse, probably a good thing as it trivialises caves
Digging in caves makes them much easier for experienced players who are taking advantage of sensors, optical arays, drones, or other data; allowing them to potentially dig around known threats.  But this is actually not such a simple thing for newer players (many find the caves maps difficult based on what I see on discord) and rewards players in general for developing map sense (something that the caves reward in general, which very specific and predictable layouts for those who understand the maps).  If we were only balancing for the top percentile of players then nerfing this aspect would be fine, but I think this is a good feature for the game overall.

Legs

10% accuracy malus and evasion bonus per point of momentum (caps at 30% or 40% with reaction control)
Accuracy malus uses movement acc malus, so it doesn't affect melee attacks
Only relevant when moving with non-overweight legs
Moving with legs on previous turn locks in malus for current turn
Bonus only takes effect during enemy actions when previous turn you moved with legs
I really like the general idea behind this and there are a number of ways it could be implemented.  I like the relationship with momentum because it makes reaction control systems have more synergy with legs, which were already decent with legs but this improves that in a good way.  Plus a lot of the leg ideas I've heard have seemed out of Cogmind's style, too similar to other game features ("siege mode, but legs!"), or somewhat ridiculous.  This feels reasonable and fits the game nicely.

Overweight penalty

Increase somewhat for treads (maybe wheels too?)
Support should be relevant in every build, and treads are a bit strong right now
I would at least double the penalty from treads (20 -> 40), possibly more but 40 is probably a good starting point.  Current overweight penalty for "basic" treads is 160 speed to 180 speed, which is only a 12.5% increase in time/move to gain *double* the mass support, which is significant on treads.  Perhaps adv. treads should have a lesser penalty (30?) since being a little faster is their niche and this seems to hurt them more than other treads, although I think them being fast while not overweight looks pretty good already. 

I'm not sure that wheels need a nerf in general, they can be quite fast if you limit your mass and evolve enough slots, but that's about all they have going for them (low coverage is a nice but is also a downside).  Centrium wheels could possibly be nerfed as they are quite good and relatively common, but I'm not sure if it's necessary.  If we are looking to nerf wheels then maybe tweaking the rating or rarity of centrium wheels could be a starting point?

Matter and energy storage utilities

Make it increase maximum capacity when equipped but not store anything when unequipped or dropped
'Drop on floor' strategy is extremely strong
I think there's some good merit to this idea, as sapping energy off the ground *is* quite strong, although it does come with some side-effects vs equipping (you need to have space to drop it, it only restores when the turn increments so you may have to wait to refill, etc.).  There's also some awkward behavior if you have empty storage in your inventory, because you will sap matter/energy from storage on the ground into storage in your inventory, and not always gain any benefit to your useable active resources. 

Another option may be to put a cap how much you can pull from the ground, maybe to something like 100/turn.  I'm actually not sure that matter is quite as exploitable as energy, which could make balancing them both but maintaining some level of consistency difficult.

I do like the idea of being able to store energy/matter in your inventory still.  Another option could be to halve the storage while in inventory, so they are more effective while equipped.
Does energy/matter storage share the property of inventory storage units where they can't be dropped due to corruption or severed by slashing damage?  That would be necessary for this change, otherwise losing an equipped energy/matter storage part and watching as potentially 1000 energy or 500 matter vanishes could be devastating in a way that isn't very fun.  This could be very nasty in
Spoiler (click to show/hide)

This also exacerbates an issue that many kinetic builds have in
Spoiler (click to show/hide)

If energy storage were to always consume a slot regardless, there is going to be a breakpoint here where evolving more power slots or using power amplifiers is better than having energy storage equipped.  I haven't looked at numbers on this but depending on where this lands, energy storage could become somewhat irrelevant to a lot of builds that used to use it.  This could also make endgame builds more interesting where you can't rely on large stockpiles of energy storage in your inventory.  Any potential Storage nerfs will also affect this by putting more stress on inventory slots that could be dedicated to energy/matter storage.

Cave walls

All cave walls are earth
Fixes the advantage tiles has over ascii
This has always been an awkward problem since it is one of the few (if not the only) places where tiles have a distinct advantage over ASCII.  Tiles revealing more information than ASCII is common in roguelikes, for obvious reasons (that isn't to say it should also be the case in Cogmind).  Removing cave walls would make digging easier (especially from stray shots, which I assume is one of the reasons the walls exist to begin with).  It also makes sense that walls would be harder and more compacted than looser dirt inside.  I do wonder how caves might look if segments of the current wall tiles were made into dirt, so there was a mix while you explored, and it would also make the walls less reliable for guiding digging routes.  If cave walls became earth it would push players to spend more time digging (essentially digging out every tile in a 3-tile radius to find an opening, instead of just 2), which would cost more time (not always a critical resource in the caves) but be a potentially tedious behavior. 
Title: Re: Balance Overhaul
Post by: Kyzrati on September 24, 2020, 05:55:45 PM
I think the storage thing will require testing to see how it plays in either case. For the past months I've already been planning to release experimental builds on Patreon to see what people think of it, but ended up having to wait until after Beta 10 to do this. So... soon.

But yeah the long-term plan has been to reduce total capacity one way or another.

Traps
No current plans to make full trapper builds viable as their own sustainable thing, so it doesn't really have any bearing on the storage discussion. Not to say they couldn't become something there one day, but it's not intended or balanced for that right now.

Quote
walls don't cave-in, and dirt can cave-in at any time (checked per turn and per move)
I like this more the more I think about it.
I really like it, too, actually, just imagining what the wider result would be. Guess this one could be brought up on Discord in #cogmind to watch everyone go crazy for a bit? :P. OR, just release it like that so people have less time to worry about how "bad" it might be and actually try it.

I do wonder if there would be any unforeseen negative side effects of making such a change, however.

Quote
[matter and energy storage]
Dropping resource-storage is both overpowered and an obnoxious tactic to execute, there was a time when quickswap didn't exist and dropping the pod/well was much more comfortable in terms of micro, but that is no longer the case. Forgetting your resource-storage on the floor scores very high on the annoying-gameplay scale.
I completely agree, but a very lengthy discussion of this on Discord didn't seem to produce any convincing alternatives that were clearly better. Also changes here could really mess up a lot of otherwise fun meta...

Since then I did put more thought into it, however, and considered giving in and allowing them to no longer store resources once removed (which would no doubt cause lots of complaints from new players--would never hear the end of it...). For energy an alternative could technically be to remove them completely and have power sources pull the weight there, somewhat increasing their capacity to make up for it, and encourage people to attach more power sources. Though matter doesn't have a similar alternative.


(edit: also I just got ninja'd by Tone, so I haven't read his input yet)
Title: Re: Balance Overhaul
Post by: Kyzrati on September 24, 2020, 06:34:18 PM
Cave-ins
This would be a major nerf to current stealth builds and one that creates a risk that players should probably never take, given that these stealth builds often have several essential but weak parts
That'd be my biggest worry--stealth builds could much more easily get trapped in rooms with no safe way out (due to incoming hostiles, for example) unless they're willing to risk it one way or another. Maybe that's okay, though? Require a bit more forethought and preparation than almost always having a pretty safe way out of things?

Also compared to the current rules, in terms of stealth digging this only actually comes into play for wall-earth-wall scenarios. So maybe it's not quite as big of a hit as it seems, given that we already nerfed that approach as far as melee digging goes. Having experienced a bit of the difference so far, it only comes into play so often unless you're being greedy or careless.

Matter and energy storage utilities
Another option may be to put a cap how much you can pull from the ground, maybe to something like 100/turn.  I'm actually not sure that matter is quite as exploitable as energy, which could make balancing them both but maintaining some level of consistency difficult.
Yeah this was one of the other ideas I was considering more strongly after the Discord discussion, as it seems like it might be the best approach. Logically speaking it's weird you can't extract all at once, but it's definitely less weird than other alternatives. I wonder what others think on this. Then at least less would have to change overall, and the related meta could be preserved as little or as much as we want, based purely on the rate.

Remember also that overall reduced inventory capacity will already end up cutting down on how many spare resource containers you can actually carry around with you at once!

This also exacerbates an issue that many kinetic builds have in SPOILER
If necessary we could possibly increase the effectiveness of Desublimators to help compensate (?), since they're only found there.
Title: Re: Balance Overhaul
Post by: zxc on September 24, 2020, 09:45:55 PM
Thrilled to have such detailed responses.

Now it is worth noting than when I speak of domination, machinehacking specifically does not get dominated by anything, even less-utilized hacks like enumerate(patrols) are incredibly powerful and I foresee a need to nerf machinehacking in some way if other in-the-meta strats get nerfed, it will dominate the game again in a rather obnoxious way and I'm surprised how little players talk about its power-level, to some extent I read that as players still experimenting with new things like RIF and forgetting to consider whether hackware is just better than couplers.

Maybe a nerf through a new mechanic or something? Like... as you get detected more often, main.c gains familiarity with your hacking fingerprint, which has some effects down the line.

Quote
[storage capacity]
I feel a hard "no" on med-storage giving you 3 slots of inventory, 4 strikes me as the point where the fun starts and you're not just getting marginal benefits from equipping a unit. It's worth noting that med. is supposed to be somewhat effective if it's all you have, because of mass-considerations or because for whatever reason it's all you have on the floors where it's what you get from Haulers, or Recyclers once Haulers are more dangerous to kill. I would much rather see a no_stack applied to storage.

First impression of doubled values is... positive? It makes me question whether +16 inventory for one utility slot is more powerful than current builds, so at the very least it would not be crippling. Perhaps the bigger question is whether 64-mass properly prevents a situation where every single combat build runs 1x hcp., it could be just barely enough if being non-overweight on legs/treads ends up being more attractive than it currently is.

Reducing storage unit capacity does feel bad, a bit like how the hackware nerf felt bad. 64M is probably within range of most combat builds, but humpback would be an option too. Maybe we could discard the old values and start from scratch. Small = +4 for 12M, Medium = +8 for 24M, Large = +12 for 48M, HCP = +16 for 96M. Or 10M/20M/40M/80M?

We could also make HCP 2x slot and increase the inventory size bonus further. E.g. +20 for two slots, and increase humpback further. But it seems like humpback already fulfils the role of maximum storage regardless of slot efficiency.

Cave-ins

Simplify to two rules: walls don't cave-in, and dirt can cave-in at any time (checked per turn and per move)
Mostly a player nerf because digging is extremely strong, but some flexibility is offered regarding walls
This would be a major nerf to current stealth builds and one that creates a risk that players should probably never take, given that these stealth builds often have several essential but weak parts (flight units, sensors, processors, etc) and little storage for backups or temporary removal, and losing one of these pieces can be detrimental to a run.  This kind of risk already occurs when put in a position where you have to take shots from enemies, but is much worse in the case of a cave-in, which I believe does not respect part coverage.  Combat builds likely to not care about this risk, so this continues down the path of nerfing flight builds (the primary users of stealth tactics and digging); but feels like a step too far, as it is likely to remove the "digging through dirt" option for many players (which is fine if this is the goal, but it seems like the current game design wants multi-tile digging to be an option).

I'm not sure it's a 'major nerf'. It's basically just eliminating two things: hiding in dirt indefinitely (cheesy), and making wall-earth-wall digs risky (for ONE tile!). Wall-earth-earth-wall is already risky in the current system, and so on.

On the other hand, this restores one of the larger impacts of the recent melee-digging nerf, which made it very difficult to destroy reinforced barriers in common prefabs where the reinforced barriers are surrounded by walls.  Melee weapons are one of the best ways for destroying reinforced barriers (especially for faster bots with momentum bonuses) -- towards the end of the game, very few ranged weapons are capable.  The melee-digging nerf has made it so that in many of these prefabs you now have to risk a cave-in as you are melee-attacking from one of the adjacent wall tiles.  If walls never caved in then you could still attack from them.

Additionally, having walls never cave-in would restore the killhole tactics that were the source of the melee-digging nerf, albeit in much more limited locations.   Another option would be to make both walls and dirt always be unstable, which would eliminate this.

The reinforced barriers thing wasn't something I thought about. I don't have an opinion on that. For kill-holing, some degree of that is cool I think. Depends on just how cheesy it can be.

That'd be my biggest worry--stealth builds could much more easily get trapped in rooms with no safe way out (due to incoming hostiles, for example) unless they're willing to risk it one way or another. Maybe that's okay, though? Require a bit more forethought and preparation than almost always having a pretty safe way out of things?

This happens anyway.

Also compared to the current rules, in terms of stealth digging this only actually comes into play for wall-earth-wall scenarios. So maybe it's not quite as big of a hit as it seems, given that we already nerfed that approach as far as melee digging goes. Having experienced a bit of the difference so far, it only comes into play so often unless you're being greedy or careless.

Bingo! The only real change is to wall-earth-wall. Shorter digs are the same or better. Longer digs were always risky due to the three-move rule. Wall-earth-wall isn't so common that it's always a get-out-of-jail-free card. This is why I don't think the change is that drastic.

I had another idea at the time which I didn't voice because it seemed to favour flight too much. But since Tone and Kyzrati have voiced concerns over dig changes affecting flight more than combat: make earth tiles only have a cave-in chance by time, not checked per-move as well. Then the faster you travel through the less risky.

Makes digging in caves much worse, probably a good thing as it trivialises caves
Digging in caves makes them much easier for experienced players who are taking advantage of sensors, optical arays, drones, or other data; allowing them to potentially dig around known threats.  But this is actually not such a simple thing for newer players (many find the caves maps difficult based on what I see on discord) and rewards players in general for developing map sense (something that the caves reward in general, which very specific and predictable layouts for those who understand the maps).  If we were only balancing for the top percentile of players then nerfing this aspect would be fine, but I think this is a good feature for the game overall.

Newer players are already having a harder time by not taking advantage of digging in caves to the degree that more experienced players do. So this nerf hits experienced players much more. Map sense and all that is still important no matter what. Caves are pretty much dead easy for experienced players with sensors (or even without in many cases). The big problems I have are with unavoidable ambushes at the start of the map, and chokepoints where you are forced to aggro enemies. But there are always cool ways of dealing with the latter. I'm not a fan of the ambushes.

Note: all this may go out the window if you stole from exiles, but that's on you. :D

I do like the idea of being able to store energy/matter in your inventory still.  Another option could be to halve the storage while in inventory, so they are more effective while equipped.
Does energy/matter storage share the property of inventory storage units where they can't be dropped due to corruption or severed by slashing damage?  That would be necessary for this change, otherwise losing an equipped energy/matter storage part and watching as potentially 1000 energy or 500 matter vanishes could be devastating in a way that isn't very fun.  This could be very nasty in
Spoiler (click to show/hide)

This also exacerbates an issue that many kinetic builds have in
Spoiler (click to show/hide)

If energy storage were to always consume a slot regardless, there is going to be a breakpoint here where evolving more power slots or using power amplifiers is better than having energy storage equipped.  I haven't looked at numbers on this but depending on where this lands, energy storage could become somewhat irrelevant to a lot of builds that used to use it.  This could also make endgame builds more interesting where you can't rely on large stockpiles of energy storage in your inventory.  Any potential Storage nerfs will also affect this by putting more stress on inventory slots that could be dedicated to energy/matter storage.

Not a big fan of the arbitrary-feeling half space while in inventory or rate-limited recovery off the floor.

You can already lose power slots through severing, so IDK if that is necessary for energy storage. It was only added for inventory storage units because of the huge MESS it made when all your items splurted out.

Matter is more of an issue I think, in general. That part of the game could benefit from matter piles lying around or something. Or maybe base Cogmind matter storage could be increased from 300.

What if energy storage items increased max storage by %, like power amplifiers? That would require combining with power slots. I guess it messes with AI robot balance when many of them using batteries.

Changing energy storage to increase maximum capacity would probably necessitate reducing coverage.

If cave walls became earth it would push players to spend more time digging (essentially digging out every tile in a 3-tile radius to find an opening, instead of just 2), which would cost more time (not always a critical resource in the caves) but be a potentially tedious behavior. 

This is already a thing for ascii players, which is why I was upset to find out that tiles players did not experience this.

No current plans to make full trapper builds viable as their own sustainable thing, so it doesn't really have any bearing on the storage discussion. Not to say they couldn't become something there one day, but it's not intended or balanced for that right now.

That's alright, I just thought I'd bring it up.
Title: Re: Balance Overhaul
Post by: GJ on September 25, 2020, 04:10:27 AM
Quote
[resource storage]
I don't think an 8-coverage part rarely getting severed is an issue. Also don't think Desub needs any further buffs, it's already very strong and sometimes you don't find it at all before your matter greed punishes you. It's an inherent aspect of spoiler-map that matter can end up an issue, can always mix in thermal cannons, possibly after it's clear that your ideal desub scenario won't be panning out. Kinetic weapons are by no means weak in this map, not anymore.

Extraction rate for ground resources seems kinda OK, especially if slow-ish. The pattern this might result in is that you mainly want to swap/equip before running down to near-zero active energy/matter, possibly you want to keep it equipped sometimes, but if you're not paying enough attention you have the slower option of drop, extract, pick, swap to solve the oh-shit-I'm-all-empty nuisance. It only really needs to be that fast, where you can get past 0 resources, and the small matter piles post-launcher (and engine output) can comfortably be collected with res-storage in inventory, I think it's fine if you have to swap in the matter pod to store up a huge 179 matter on the ground or some such.


Quote
make earth tiles only have a cave-in chance by time, not checked per-move as well
Eww, overloading prop every time you dig. I think overload shouldn't be particularly desirable for much else than avoiding getting hit by enemies, the time to overload/unload prop in those situations feels better because it's a more difficult situation that makes you pause to think anyway.

Quote
[stealth]
Getting trapped on a stealth build is already a failure and/or heavy RNG. It is preventable and is not necessarily run-ending when it happens. The ability to safely exit just about any room in the main floors even if the entrance(s) are guarded not only de-emphasizes good and careful stealth play, it results in an annoying play-pattern of always checking walls with digs before considering more legitimate (and difficult & varied) alternatives for navigation/stealth.
Title: Re: Balance Overhaul
Post by: zxc on September 25, 2020, 07:55:48 AM
Getting trapped on a stealth build is an essential part of the experience.

Overloading prop to tunnel sounds bad. I don't see how we solve that without removing overloading. :D
Title: Re: Balance Overhaul
Post by: Kyzrati on September 27, 2020, 06:24:01 PM
Quote
[resource storage]
On thinking about it later, the extraction rate thing actually seems kinda pointless since you can just swap it in when necessary, essentially requiring that you have another/something else replacable on the build, but this does kinda counter much of the reason for making that change in the first place...

This modification on the earlier idea, however, seems like a good one:
Quote
What if energy storage items increased max storage by %, like power amplifiers? That would require combining with power slots. I guess it messes with AI robot balance when many of them using batteries.
...even doing the same for matter storage for consistency purposes?

The effects could still stack, too, in the way power amplifiers do (adding all their values together and then applying the percentage increase).
Title: Re: Balance Overhaul
Post by: arch.jslin on September 27, 2020, 11:36:17 PM
Just trying to voice some thoughts too, after reading some of the discord patron discussion and this threads, about general storage adjustment:

I wonder what storage change might mean for builds like RIF?
Because of the basic game mechanics, storage change invariably almost change everything else too.
Like can you run an effective RIF build with just 20 storage? (Hcp +16 and innate 4)
Or does changes like this simply kills flexibility in certain builds. (while you ONLY provides a bit more flexibility over early game in material due to a couple more util slots because of no_stack, and this small benefits never comes into play for the rest of the game anywhere)

I like the more treads (and maybe even wheels) overweight penalty proposal more, and it already directly impacts the dynamics when it comes to storage.
You probably don't want to nerf that and nerf storage at the same time.

Also like Tone said on discord, multiple storage slot already incur a penalty with regard to wasted util slots, and people do get punished by it -
it's an interesting emergent behavior / gameplay dynamic to consider and learn about; making storage no_stack simply removes this 100%.
If we simply want to disincentives hoarding, we toggle to least impactful variable wrt. hoarding:
1. mass support / overweight penalty for various props (mainly treads and maybe wheels)
2. the mass of those storage units themselves - not the capacity.

And I still wonder if there's enough merit wrt. "making storage no_stack so that early game util slots gets more use"
or if ex-item hoarding is an issue... maybe just change the storage or item spawn(spawn rate, drop rate, etc) for exiles map?
Title: Re: Balance Overhaul
Post by: zxc on September 28, 2020, 02:52:37 AM
I wonder what storage change might mean for builds like RIF?
Because of the basic game mechanics, storage change invariably almost change everything else too.
Like can you run an effective RIF build with just 20 storage? (Hcp +16 and innate 4)
RIF is a bit bonkers right now. You can definitely run RIF builds without carrying dozens of couplers around. It's more fun as well. You can replenish your couplers as you go along. If need be, coupler values can be upped to compensate slightly for reduced inventory capacities.

Or does changes like this simply kills flexibility in certain builds. (while you ONLY provides a bit more flexibility over early game in material due to a couple more util slots because of no_stack, and this small benefits never comes into play for the rest of the game anywhere)
The saving of at least one util slot is beneficial and provides flexibility to builds across the board and across all phases of the game. It's most noticeable in the early game because saving slots is a bigger deal then, but it's not limited to the early game. It does remove the options of various combinations of storage units being used, but at the same time, I'm not sure that's an altogether interesting part of gameplay or strategy anyway.

I like the more treads (and maybe even wheels) overweight penalty proposal more, and it already directly impacts the dynamics when it comes to storage.
You probably don't want to nerf that and nerf storage at the same time.
I think that's definitely happening regardless, and Kyzrati has had a long-term goal of reducing maximum inventory capacity for a while now.

Also like Tone said on discord, multiple storage slot already incur a penalty with regard to wasted util slots, and people do get punished by it -
it's an interesting emergent behavior / gameplay dynamic to consider and learn about; making storage no_stack simply removes this 100%.
That's very true and one of the main losses of going no_stack.

If we simply want to disincentives hoarding, we toggle to least impactful variable wrt. hoarding:
1. mass support / overweight penalty for various props (mainly treads and maybe wheels)
2. the mass of those storage units themselves - not the capacity.
Given that overweight penalties are being adjusted, upping the masses of storage units as well could have the desired effect. Imagine all storage units being 2x mass of current values. No other adjustments. Thoughts?
Title: Re: Balance Overhaul
Post by: arch.jslin on September 28, 2020, 03:27:29 AM
I understand RIF can be further changed to accommodate it, but:

1. Unless RIF needs to be rebalanced again, changing / tweaking RIF playstyle because we "have to change/nerf the storage" seems just like more work that might be unnecessary. And it's not just RIF becoming somewhat more constrained, most game plans would lose flexibility to some extent.

2. When I mean flexibility I wasn't talking about giving combinations of different storage units being used. The flexibility I had in mind is the ability to adapt to RNG, which the storage gives alongside with "more health/replacements", also gives you more space for long term planning. This also includes the latter point about storage vs utility choices since mid-game.

Added bits of thoughts:

It feels like the underlying issue is mainly that overweight penalties are too easily ignored. I think the following statement is true:

Currently, unless you are playing flight or hover, no one would ever play a Cogmind run without overweight.

Players will be willingly and happily incur Ox2 on themselves and sometimes even more, on treads and legs. I think there used to be people who advocates even if you are on treads, playing without overweight can be good, because you are just moving that much faster. But when the benefits of carrying more items, and wearing the heaviest armor is almost always more beneficial to your survival in the long run, you kinda would never do it the other way.

So I feels like it's more useful to tackle how to disincentives overweight overall. I don't know how well it would work, but something could be like:

a. making overweight stage steps smaller. for example for every 50% of your current mass support, you get one level of overweight, instead of 100%.

b. making overweight level 2+ progressively harsher than level 1, so you would never try to go Ox2+ under normal circumstances.

c. like what zxc said, the simplest change could be just making storage units double their current mass.

d. (regardless of a/b/c) treads overweight penalty needs to be doubled or something to that effect, given treads can too easily take on Ox1 no matter what.

e. and if we still want to categorize wheels as "THE overweight prop", we can buff wheel base mass support by just a little. In conjunction with option a/b/c, I think it's still possible for wheels to be somewhat good when hitting Ox2+, but even then you can't hoard 40 items with faster than 200 speed like before.

Just some thoughts to throw out there!
Title: Re: Balance Overhaul
Post by: Kyzrati on September 28, 2020, 05:04:12 AM
I wonder what storage change might mean for builds like RIF?
Because of the basic game mechanics, storage change invariably almost change everything else too.
Yep, other things that are impacted would naturally be adjusted, too, to maintain their respective balance where necessary/desirable. RIF in particular is very easy to adjust, and wouldn't really suffer from storage changes, so don't worry about that. (It's also easy to run low-storage RIF builds, many people just really like the high-storage kind :P)

it's an interesting emergent behavior / gameplay dynamic to consider and learn about; making storage no_stack simply removes this 100%.
Yep, I am in this camp, which is why that change hasn't been made, or even strongly considered, since it was proposed a long time ago. While I do like some of the potential results of <no_stack>, and think it could be interesting to at least experiment with, I think it also really damages a lot of play options.

(Note that storage discussion is also not related to Exiles in particular--it's just being discussed as a general mechanic, not with regard to any specific maps or anything.)

2. When I mean flexibility I wasn't talking about giving combinations of different storage units being used. The flexibility I had in mind is the ability to adapt to RNG, which the storage gives alongside with "more health/replacements"
One thing I have yet to mention is that if I were to do something like no_stack storage (even though I'm not leaning towards it at the moment), it would almost certainly need to be compensated at the meta level by increasing part integrity levels across the board. This would make inventory for spares somewhat less necessary, at least corresponding to the degree that average storage capacity is reduced. (The main problem is this could involve quite a significant amount of rebalancing. I mean, it's actually quite easy to test this type of thing by applying formulas in a test build, but the final product would need more fine adjustments and other work.)

Anyway, just an example of bigger changes that could accompany otherwise radical new ideas to keep everything balanced. Can't think about radical changes in a vacuum because they naturally won't make sense that way :P. Gotta think of all the other things they might truly impact and how to mitigate that if the effect isn't desirable.

The "prepare for the future/alternatives" part of inventory capacity I do rather like and want to preserve, and keeping that a possibility is where it's nice to allow people the flexibility to attach even more storage if they really want to, at an acceptable cost. It's mainly just a question of what that cost should be, which is what we're getting around to with more overweight nerfs.

In the end it'll probably work out better to adjust the overweight penalty system so that it's not always using full support as a single "level" of being overweight, though we'll see.

So yeah, I've been thinking a lot on exactly what you're talking about here, jslin. The main issue is the desire to keep it simple at the same time :P
Title: Re: Balance Overhaul
Post by: GJ on September 28, 2020, 05:06:56 AM
Quote
On thinking about it later, the extraction rate thing actually seems kinda pointless since you can just swap it in when necessary, essentially requiring that you have another/something else replacable on the build, but this does kinda counter much of the reason for making that change in the first place...
I'm not sure what this means, you don't need an additional backup pod/well in inventory just because you occasionally have one equipped. Finding a currently-equipped util that doesn't discard to swap with isn't really a problem for any build.
Quote
max storage by %
This is rather similar to filters, though if they were powerful due to needing to stay equipped to avoid losing those resources, then maybe that could be an interesting alternative to filters? The play pattern there is you top off energy/matter during safer periods and maybe you enter the next floor with 2000 matter thanks to 1 compressor equipped? There are ways in which this is worse than a matter filter, e.g. if you expect to be picking up matter from corpses on the next floor. For flight you could enter a floor with 5000 energy stored and try clearing it at a big energy deficit per move... (numbers possibly hyperbolic)

The direction I'm taking this thought into is kind of already discarding the % increase aspect and just focusing on powerful resource storage that needs to stay equipped.
Quote
Imagine all storage units being 2x mass of current values. No other adjustments. Thoughts?
It sucks and it hurts, for builds that value 0x0.
Quote
the ability to adapt to RNG
You can already adapt to RNG by equipping new items from the floor as you lose them, Cogmind's biggest inventory is always the floor you're on and the bots on it. There's some ideal balance for how well you can stick to one build, how well you can retain certain items, and how frequently you lose those items and have to rebuild. Currently I think Cogmind is a bit too much into allowing you to preserve a very very similar-looking build and the exact same item for very long.
Quote
Currently, unless you are playing flight or hover, no one would ever play a Cogmind run without overweight.
Not true, but acceptable hyperbole. 0x0 legs and treads are occasionally attractive.

I think the biggest issue with 40-inventory being possible and occasionally viable is that it's sort of objectively unfun until we find a way to rewire the human brain. Like it's not just the fact that the inventory-swap-UI sucks when you've got that many items, it's arguably too many items to deal with as such. They're usually all items that want to potentially be swapped in at some point, so there's more stress to managing them than there is to having 40 potions in other RLs. Yeah, yeah, occasionally it's still fun, but on the whole I'm in favor of that never being possible in Cogmind. Cogmind's better when it's a part-management simulator than an inventory-management one.
Title: Re: Balance Overhaul
Post by: Kyzrati on September 28, 2020, 05:23:20 AM
Quote
On thinking about it later, the extraction rate thing actually seems kinda pointless since you can just swap it in when necessary, essentially requiring that you have another/something else replacable on the build, but this does kinda counter much of the reason for making that change in the first place...
I'm not sure what this means, you don't need an additional backup pod/well in inventory just because you occasionally have one equipped. Finding a currently-equipped util that doesn't discard to swap with isn't really a problem for any build.
I just left a word out of my comment which made it mean the opposite of what I meant to say :P--I'm saying what you're saying. My comment was meant to read "...essentially ONLY requiring that you have another/something else replaceable..." which is why I think it's a pretty unhelpful approach since you can easily swap in when you need resources.

I see what you mean about being similar to filters, fundamentally. That is somewhat annoying. Really can't win with this resource thing, getting all the cool and useful while also having it being logical and not cheesy xD

Quote
Imagine all storage units being 2x mass of current values. No other adjustments. Thoughts?
It sucks and it hurts, for builds that value 0x0.
Well I don't know about the 2x values, since that's zxc's suggestion and I haven't looked at any math myself, but regardless of mass increase details, technically there's always the option to add more propulsion/support if necessary, no?

it's arguably too many items to deal with as such. They're usually all items that want to potentially be swapped in at some point, so there's more stress to managing them than there is to having 40 potions in other RLs. Yeah, yeah, occasionally it's still fun, but on the whole I'm in favor of that never being possible in Cogmind. Cogmind's better when it's a part-management simulator than an inventory-management one.
So you'd agree then that reducing overall storage capacity should be a goal, yeah?
Title: Re: Balance Overhaul
Post by: GJ on September 28, 2020, 06:28:29 AM
Quote
reducing overall storage capacity should be a goal
Right, reducing the inventory sizes you can play at or reasonably would.

Quote
Well I don't know about the 2x values, since that's zxc's suggestion and I haven't looked at any math myself, but regardless of mass increase details, technically there's always the option to add more propulsion/support if necessary, no?
The main potential complication is if currently 0x0 builds transition into 0x1 because 0x0 doesn't seem affordable. 0x1 is double mass support, after all --- can't really add +5 prop to a 5-prop build, and then where's my option to potentially equip reaction control on legs. That's not exactly how it would work out in practice, but you get the point. It is currently "necessary" to run some amount of storage unit(s), and 0x0 would become harder. The builds with too much inventory already run overweight and care relatively less about extra mass.
Title: Re: Balance Overhaul
Post by: zxc on September 28, 2020, 09:29:28 AM
The main potential complication is if currently 0x0 builds transition into 0x1 because 0x0 doesn't seem affordable. 0x1 is double mass support, after all --- can't really add +5 prop to a 5-prop build, and then where's my option to potentially equip reaction control on legs. That's not exactly how it would work out in practice, but you get the point. It is currently "necessary" to run some amount of storage unit(s), and 0x0 would become harder. The builds with too much inventory already run overweight and care relatively less about extra mass.

This seems to be an argument against simply increasing mass on storage units. If that can't work out, then the other options are no_stack or reducing cap.

But I'm not yet convinced. If the support cost is too great, the player can use something other than HCP. Such as large storage units. For the same mass, you can store 50% more items. But at a greater cost in slots (33% more). All of this sounds reasonable to me.

A mass increase is certainly harsher on flight than no_stack. That is another aspect to consider. Flight would be quite comfortable on no_stack large storage unit's 16 slots. If say, mass costs are doubled, then it would take an extra util slot and twice the support to break even with the no_stack proposal. If you don't double the masses, I'm not sure combat even notices.
Title: Re: Balance Overhaul
Post by: mtf on September 28, 2020, 11:23:04 AM
Ok I'm allergic to the forums but I figured I'd jump in for at least one post... so here goes:

I want to mention that I'm against the idea of no_stack for storage and some of the other potential storage nerfs... I think there are a ton of builds that are only viable with an increased amount of storage, and in reality the only builds that are running extreme storage capacity are on wheels (a prop specifically designed to carry a ton of mass, like storage) or treads (which already gets significant overweight penalties). I know I keep saying speed is an irrelevant stat (tm), but I don't think many people would think that my 250 move speed 2-prop treads build with a ton of storage is very good. Playing this overweight is actually a huge detriment to a build, with the benefit being that later in the game you can do some truly awe inspiring stuff... My BFG + double wardrone + MAU + plasma storm run comes to mind ;)

None of this is to say that we shouldn't make some modifications to the current mass support / storage balance. I'm definitely in favor of adding some more overweight penalties to treads and probably legs (wheels are designed for being overweight, I think they are fine). There was also some interesting discussion on the discord about an idea to further incentivize being underweight, and that is underweight multiplier bonuses. Just like 0x1 overweight brings a malus, perhaps being 0x-1 should give some special bonuses based on prop? Can even extend this with further underweight multipliers, meaning the more underweight your build, the more effective it is overall. Nothing concrete here yet, just an interesting thought that I wanted to document

IMO some of the most fun items in the game are multiple item slots, and these proposed storage changes will basically remove them from any viability whatsoever. Yes we could modify them so they are less slots, but I personally think that is less interesting overall. It would be a shame if the game removed all hoarder abilities and made cogmind focus on being purely a scavenger every game... while that playstyle is fun, it is not objectively more fun than others than currently exist.

TLDR; Storage doesn't need a nerf, maybe overweight penalties could change to make hauler builds more difficult (even though they're already not great), and if we really want to make changes here we should incentivize being underweight rather than remove the ability to be significantly overweight.
Title: Re: Balance Overhaul
Post by: GJ on September 28, 2020, 01:35:04 PM
Underweight bonuses are probably kinda ugly in terms of gameplay incentives. It works nicely with stasis traps because of flavor and how specific that interaction is, but you don't really want the mass stat to be so expensive that you have to constantly do the math on not just whether you'll end up 0x1 but also whether you want to discard an underweight multiplier.

A brief comment on multi-slot items: neither SB, Perforator nor Storm Laser require big inventories for viability and fun. Wardrone is potentially fine as an item you can't realistically carry and have to transition into using immediately if you wanna play with it, but the item is too new to comment on. BFG ideally gets deleted from the game, but my dislike of its design is at least a bit irrelevant to this discussion.

I think there's been more than one mention of weird 0x3 memery at this point with the implication that they're not great so all's fine, so I think it's worth reaffirming that one of the main balance issues with current storage & weight is that e.g. 0x1 treads is oppressively good, with Hcp. you are almost forced into playing with BIG inventories and slower treads because of how good its interaction with 0x1 is.

Quote
If the support cost is too great, the player can use something other than HCP. Such as large storage units. For the same mass, you can store 50% more items. But at a greater cost in slots (33% more).

The inventory-per-util-slot efficiency that you can currently retain on 0x0 legs or treads probably isn't any notable balance issue, though. You want to avoid nerfs where players resign themselves to always playing overweight because it's gonna happen anyway for a good build. Builds that were already overweight care relatively less about mass increases, and whatever issues there are with storage stacking it's those builds that manifest them the most.
Title: Re: Balance Overhaul
Post by: mtf on September 28, 2020, 02:35:39 PM
I think there's been more than one mention of weird 0x3 memery at this point with the implication that they're not great so all's fine, so I think it's worth reaffirming that one of the main balance issues with current storage & weight is that e.g. 0x1 treads is oppressively good, with Hcp. you are almost forced into playing with BIG inventories and slower treads because of how good its interaction with 0x1 is.

If the issue isn't with builds carrying too much storage and being really overweight but is instead builds that are slightly overweight carrying too much storage, then it seems to me that the perfect fix is to adjust overweight penalties. Just throwing some numbers out here, but if you're currently 0x1 on treads and only 180 speed, perhaps you should actually be 200 or even 220 speed instead. This goes along with "incentivizing builds to be underweight" much more than just forcing them to use less storage. Overall if I want to make my build into a hauler I should be able to, even if the penalties of doing so are very great.
Title: Re: Balance Overhaul
Post by: Tone on September 28, 2020, 05:08:05 PM
Some thoughts on storage overhaul proposals:

Why I'm not in favor of no_stack proposals: This removes almost all of the current nuance to storage utility decisions, and reduces it down to a few simple options.  As much as we think people are using too much storage currently, when people share their builds I actually see a lot of build variety between speed, propulsion slots, storage slots, and inventory capacity.  With no_stack we will be limited to only a few options with little flexibility.  With no_stack you lose the ability to add storage temporarily in cases where you might want a few additional inventory slots at the cost of equipping armor or such, for maybe half a floor until it is no longer needed.  With limited inventory you lose some ability to make a planned future transition, perhaps by carrying some alternate propulsion until the time is right.  And as already mentioned, the no_stack proposal removes the balance between utility slots spent on storage vs utilities (which is something that doesn't only apply to storage, all of the utilities you find are always competing for your slots).

For any proposals that increase mass or decrease inventory capacity, keep in mind that most players seem to use multiple storage units, so any changes will have a cumulative impact.  Small changes will be multiplied by two or three on most builds.  Doubling storage mass feels a bit too far to me.  A 64 mass hcp storage unit for +8 inventory slots seems like something people should never use.  If we want to increase storage mass I'd start at 25-50% max, depending on how harshly we want to penalize it. For sml/med/lrg/hcp storage units, this yields values of 5/10/20/40 or 6/12/24/48 mass at 25% and 50% respectively.

Quote
If you don't double the masses, I'm not sure combat even notices.
I personally already feel pressure from current storage masses and they influence my decisions.  I currently don't like running hcp storage on legs.  I was playing a wheel build yesterday and was using lrg instead of hcp because it represented a worthwhile increase in speed.  Not everyone plays extremely slow high-storage builds, and doing so comes with downsides. 
One of the issues causing this storage perception is how it factors into the treads meta, where you effectively double your mass for a relatively small decrease in speed.  Consider this: If you have two pairs of hvy. treads equipped for 140 total support (a very common treads build), and you go overweight by some amount, let's say 150/140 -- you now have 130 additional support to use at no cost.  Of course you'll want to upgrade all of your lrg storage to hcp.  The actual mass/support numbers here aren't important, the fact is that once you get to the point where you need to go overweight or are comfortable with it, you suddenly gain *a lot* of additional support to spend.  Other propulsion types feel changes in mass at much more gradual intervals and often at steeper penalties.  This is why I'd like to see how an increased treads overweight penalty would impact gameplay.  Other propulsion types already have a lot more to consider when changing mass (and storage), but when treads hit OX1 there is suddenly a wealth of additional support to fill.

With this in mind, the proposal to make overweight bonuses apply at smaller intervals is an interesting one (although perhaps a complicated one).  I'm starting to like more and more the idea of further incentives to staying at Ox0, through changes like the increased overweight penalties on treads and the Ox0 leg perks that have been discussed.  Overweight penalties on legs may also need a look.  Maybe even increase support values of some prop but also increasing overweight penalties to achieve this.  Wheels' niche could remain being a prop with small overweight penalty.  Flight and hover are already heavily penalized for being overweight, with large speed penalties, loss of evasion bonuses, and -- in flight's case -- the loss of the hopping special ability.

At a glance, underweight bonuses feel a bit awkward to me, assuming they are consistent with how current overweight level is tracked.  Currently while underweight you gain speed, trap avoidance, and stasis resistance.  To gain additional underweight bonuses you'd have to evolve more prop slots compared to current builds.  And wheels will never be underweight if you are playing seriously.  This might also behave oddly at extremely low mass, or on core hover.  I guess I'm open to ideas but it doesn't seem needed -- we can't even get most people to stay at Ox0 currently :P

By the way, I find wheels to be most effective when you use them in the ~120-150 speed range.  You don't have to run them at 250+ speed and 300 mass; and being massively overweight is not their niche, it's just one thing they happen to be capable of.

And a final closing thought based on some of the storage and hacking propsoals I've seen on here and on discord:  I don't know how others feel about this, but I think Cogmind -- overall -- is for the most part reasonably balanced and quite fun.  I'd be very careful about making any large overhauls to fundamental parts of the gameplay experience. 


The shroud of balance has fallen... Begun, the nerf wars, have.

(https://i.imgur.com/IyD2lfo.jpg)
Title: Re: Balance Overhaul
Post by: zxc on September 28, 2020, 11:17:54 PM
And a final closing thought based on some of the storage and hacking propsoals I've seen on here and on discord:  I don't know how others feel about this, but I think Cogmind -- overall -- is for the most part reasonably balanced and quite fun.  I'd be very careful about making any large overhauls to fundamental parts of the gameplay experience. 

Agree with this. But we can talk about crazy things without committing to them.
Title: Re: Balance Overhaul
Post by: GJ on September 29, 2020, 02:13:11 AM
Quote
I don't know how others feel about this, but I think Cogmind -- overall -- is for the most part reasonably balanced and quite fun.  I'd be very careful about making any large overhauls to fundamental parts of the gameplay experience.
Far as I can tell Cogmind has never been a well-balanced game, which of course is something you can say about the vast majority of them. Getting the balance right is inevitably a grind for more complex games. On the whole Cogmind's balance and nuance has improved over time, and players urging the dev to be careful as a general rule seems counterproductive, devs of a proper game that they've put a ton of effort into are already predisposed to that bias. This is merely my own interpretation, but there's already precedence of that attitude from the playerbase slowing down work on the game that ended up happening anyway, mainly relating to nerfs that happened to flight and hackware stacking. Some of those changes are fairly old at this point, and the retrospective on them does not tell a tale of the game's build variety shattering without proper recompense, even if you can no longer assimilate bots via what's now known as machine-hackware. That used to be a fundamental aspect of the game and of build flexibility, even treads builds could put on a bit of temporary hackware to assimilate/reboot a sentry in addition to hitting up access(branch) on terminals, perhaps to safely plasma cut them for hvy. armor plating.
Title: Re: Balance Overhaul
Post by: Pimski on September 29, 2020, 06:56:15 AM
I didn't read through all other comments in detail yet (damn, what a wall of text :P) but there's a couple of things I want to add that I think haven't been mentioned yet.

Quote
walls don't cave-in, and dirt can cave-in at any time (checked per turn and per move)

I'm very much against further nerfs that reduce the available options to dig completely without risk.
Digging is a very necessary strategy at many points in the game. To name a few instances, think of dodging behemoths in caves on a flight build, getting SHELL from the SHELL lab, digging into the Q exit prefab, etcetera. There are a decent number of instances where it feels like digging is the only appropriate response. For many of the more fragile builds, risking a cavein is risking instantly losing three or four items, which is often the same thing as instantly losing the run.

If I'm four hours into a run and my build gets squashed by a 5% chance cavein risk I couldn't reasonably have argued to not take, that's not fun.

Caveins as a mechanic should serve the purpose of disincentivizing unreasonable digging behavior. I think this goal is quite succesfully achieved already under the old system. Regardless of any flaws that the old cavein mechanics have, if they're changed I would put this as a minimal requirement: reasonable digging behavior should be completely safe, or at the very least should not have a (grantedly small) chance to disproportionally punish the player.



Thoughts on storage nerfs:
Just to add my two cents; I feel like on flight, storage is already reasonably balanced. There is a real trade-off when managing storage units. Mass for flight is super relevant. Think for example how SHELL got nerfed by ten mass, and now its only very rarely worth it to equip on flight builds, while before it was absolutely amazing. Utility slots as well are a difficult-to-manage resource. Spending extra utility slots on storage disallows you from using them for extra hackware or extra damage reduction, which both translate pretty much directly into less build-power for flight-hack and flying brick respectively.

The current system creates interesting decisions. I often find myself running flight builds that have severely reduced direct potency, for the tradeoff of being able to carry the parts I need later. This is a prime example of frontloading the difficulty to get later rewards, which is something I love about cogmind. I personally see no reason to change storage mechanics or balance when purely considering flight builds.

An argument could be made that storage needs to be nerfed because of the very extreme high-storage examples of combat builds that run amok, but I'm no expert on those so I can't really comment on their balance.
Title: Re: Balance Overhaul
Post by: GJ on September 29, 2020, 10:53:18 AM
Yeah, I think the purpose of even small cave-in risks is so that players won't take those risks with any strong consistency, it's an emergency maneuver. Of course there is the exception where tanky builds without extremely valuable low-integrity processors don't mind cave-in damage.
Quote
dodging behemoths in caves on a flight build, getting SHELL from the SHELL lab, digging into the Q exit prefab, etcetera.
But there's various ways for flight to deal with cave Behemoths and SHELL Lab without any digging. I know a good variety of them from experience, because sometimes I like to pretend that the games I play are already good instead of devolving to simple play patterns that shouldn't be possible/reasonable. To me this sound like you don't know those methods and have not thought much about them because of how easy and straightforward the tunnel strat is. I should be concrete here, so some off the top of my head are off-turn spotting, gui./hyp. baiting, drones/allies, ECM, recall(reinforcements), sheer ridiculous speed.
Title: Re: Balance Overhaul
Post by: mtf on September 29, 2020, 11:52:10 AM
Yeah, I think the purpose of even small cave-in risks is so that players won't take those risks with any strong consistency, it's an emergency maneuver. Of course there is the exception where tanky builds without extremely valuable low-integrity processors don't mind cave-in damage.
Quote
dodging behemoths in caves on a flight build, getting SHELL from the SHELL lab, digging into the Q exit prefab, etcetera.
But there's various ways for flight to deal with cave Behemoths and SHELL Lab without any digging. I know a good variety of them from experience, because sometimes I like to pretend that the games I play are already good instead of devolving to simple play patterns that shouldn't be possible/reasonable. To me this sound like you don't know those methods and have not thought much about them because of how easy and straightforward the tunnel strat is. I should be concrete here, so some off the top of my head are off-turn spotting, gui./hyp. baiting, drones/allies, ECM, recall(reinforcements), sheer ridiculous speed.

Just to go through those available options...

1) Off-turn spotting: often leads to actually being spotted and getting shot, inviting attrition or (everyone's favorite) getting an important utility shot off (noooo my sensors!)
2) Gui. / Hyp Baiting: Can be effective but often causes the enemy you're shooting to call out to other friends, has to be done carefully. Also I want to bring up the SHELL lab specifically where doing this will 100% get you scanned now.
3) Drones / Allies: Very effective, but you don't always have either of these... and maintaining allies on a flight build often does not work out well, since you are so much faster than them... you spend a lot of turns waiting for them to catch up to you.
4) ECM: Adv. and below is great in caves (unless you have thieves) and pretty good in 0b10, but can sometimes screw you if you didn't put enough distance between you and the enemy bots before activating and waiting. Exp. ECM is fantastic and very useful for the described situations.
5) Recall(reinforcements): This does not help with the enemy density that already exists on the floor... It simply acts as a way to correct mistakes you've made (like getting spotted by operators or attacking haulers / engis). Don't see how this helps in any of the above situations (other than maybe SHELL lab, but you're going to get scanned if you attack that researcher through the door).
6) Sheer ridiculous speed: Probably the most effective thing here, but this doesn't help with areas you are locked out of, like the SHELL lab.

I think the point is that every single one of these tools invites more shots being fired at you, which feels a lot like Bricc strategy... whereas digging fits better into the stealth style of gameplay. There are also several situations (like SHELL lab) where digging is your only effective means of countering whatever challenge the situation poses (I know you can disable the researcher with RIF, but we're talking about flight here, ok). While I admit the recent dig nerf has grown on me due to 3 tile digging still being possible via cannons (effectively meaning stealth just has to use a different dig tool now), I strongly oppose the proposed nerf of making all earth tiles possible to cave-in. Like pimski said, it doesn't sound like fun to have my run thrown due to a 5% cave-in chance destroying my builds most important items when that dig was one of the only ways to deal with a certain situation.
Title: Re: Balance Overhaul
Post by: GJ on September 29, 2020, 12:26:35 PM
That just sounds like fun variance & nuance rather than EZ PZ cheezy perfect gameplay. It's fine for flight and stealth builds to get shot at times, the infowar etc. still prevents a ton of that and doesn't need to be omnipotent. It's fine for you to rarely lose stuff and need to reacquire them or rebuild, let it happen, don't latch on to a familiarity for OP builds as how Cogmind runs are supposed to go. Your build doesn't need to be a VCR-brick even once stealth strats become actually fun, zxc and I have run all sorts of fragile stuff that isn't actually reliant on digs being (strongly/often) possible.

You probably aren't aware of how easily Researchers die (or lose their scanner) because you've never had to roll for those kills. Sneak attacks with 1 melee weapon, a full volley of EM... not all melee/EM setups can do it consistently but it's an easy-ish threshold to meet and it's not like getting scanned ends your run. Again, fun variance, it's fine if it's rare. I have several runs with 7+ dead Researchers and no scan. The SHELL Lab is a rather easy event in that the door terminal has like a sec-1 Open on it, and in addition to that terminal there's another one right there with regen schematics. You can use either for recall(reinforcements) on the squad that immediately gets called for opening the door.
Title: Re: Balance Overhaul
Post by: mtf on September 29, 2020, 02:10:39 PM
You probably aren't aware of how easily Researchers die (or lose their scanner) because you've never had to roll for those kills.

I recently lost a game on stream where there was a Researcher guarding the door to the S7 cache... I was on treads and didn't have enough hacking to open the door. I tried to use FLK to assimilate the researcher, and it missed. It had a 95% chance PLUS the 10% targeting bonus (which I know doesn't get added on), and yet I still missed... and getting scanned in s7 definitely caused the loss of the run, as I was in no way prepared to deal with trackers. So yes, I have had to roll for those kills, and losing the roll does not feel good in the slightest. I don't think a 5% chance to end my run is fun, and looking back I probably shouldn't have even attempted to enter due to my situation. I don't think I'd ever attempt a sneak attack, a volley of EM, or any of the options you suggested without being prepared to deal with trackers... going for those options while unprepared is a good way to immediately throw a run.

Also, the reason I mentioned the SHELL lab was specifically b/c of that researcher. The reinforcements he calls aren't relevant for the reasons you mentioned, what is relevant is getting inside without getting scanned.
 I'll admit this was a bigger issue in the past when getting scanned in Q meant getting intercept squads, but I still don't like the gamefeel of having to take chances to luck out on a researcher kill. It's too RNG, not enough control over it given to the player, and unlike other RNG mechanics like killing DM it makes your run quite a bit more difficult if you fail (though I will agree that Q series are not the end of the world). I much prefer the stealth feel here utilizing digging, it's very satisfying to be able to get to the items you want while keeping a low profile amongst the 0b10 bots, and you can tailor that in a way that you don't accidently provoke researcher wrath.
Title: Re: Balance Overhaul
Post by: GJ on September 29, 2020, 04:00:29 PM
We discussed the viability and numbers of this in Discord, but I'll summarize here too for consistency.

Because of max accuracy cap on ranged attacks, you definitely want more than one weapon or perhaps even EM launchers. It's an instance where despite FLK being very powerful it's not good for that specifically. If 5% was the lowest failure rate you could get then maybe that feels bad, though probably fine for SHELL specifically even at that number, ultimately the %s aren't that bad though, and the sort of RNG where you have to roll for it or avoid the risk entirely after failing a door hack is quite fine I think. I suspect Researchers are right around as killable as they should be.
Title: Re: Balance Overhaul
Post by: zxc on September 29, 2020, 09:27:53 PM
What if you didn't get scanned instantly? It seems too extreme for a single turn. What if the scanning process took two or three turns, and was persistent across scans (so if you get scanned for one turn in two separate researcher incidents, you get scan confirmed)?

This is also within the scope of balance discussions.
Title: Re: Balance Overhaul
Post by: GJ on September 30, 2020, 04:14:38 AM
I think it's important that you do get scanned occasionally, and a delay would mean that it kinda can't happen while you have a reconstructor in inventory. So you'd need to get hit by a stasis projector twice, which I think would make the scan much rarer than currently. I guess it would mean you get one free aggro at the cost of being forced to tele, then you have to play as you would currently.
Title: Re: Balance Overhaul
Post by: zxc on September 30, 2020, 10:15:18 AM
Perhaps if you anger one researcher but get away, he alerts all the researchers on the floor and they all become hostile.
Title: Re: Balance Overhaul
Post by: Pimski on October 01, 2020, 04:14:13 AM
To respond to GJ's comments; I personally think trying to argue balance from the standpoint that cavein chance is low isn't great.

Balancing an instantly game-losing scenario by making the chance for it to occur low seems like a bad approach. If the expected return is still higher than the risk, people will take the option regardless. Then, when you win the roll, the fact that something horrible could have happened is completely irrelevant, and the risk might as well not have been there. And if you lose the roll you're back to the frustrating scenario where you lost a long run purely due to rng.

The real problem here imo stems not from the chance of low-rolling, but from the severity of the consequences. If the consequences of taking the risk are less extreme, you get a more nuanced decision.

Regarding the cases discussed in this thread, for fragile flight builds, things like getting scanned or getting a cavein are very much on the instant loss side of things. Maybe not necessarily for purposes of w0. But for extended or score runs those things are extremely terrible.

To relate back to the mechanic of digging; Suppose completely safe digging got removed (e.g. by making all dirt tiles have a chance to collapse). Then it would be way more fun to have a large probability of sustaining minor consequences from digging than it would be to have a minimal chance for catastrophic consequences. And by adjusting the probability and severity of the consequences we can still make it so that the total damage received per number of tiles dug is the same in the limit case where the player keeps on digging ad infinitum.

...I hope I'm phrasing that in a way that makes sense.

EDIT: phrasing
Title: Re: Balance Overhaul
Post by: GJ on October 01, 2020, 05:19:06 PM
Quote
instantly game-losing scenario
Pimski, I know you've played Infra Arcana. When the White Spider gives you the bad touch and rolls its 50% paralysis proc for 2 turns and keeps chaining paralysis until you're dead, that's an insta-loss interaction. Even that extreme of an interaction happens to be fair due to various additional nuances, like the fact that there's tells for a spider/summon being in the vicinity, the fact that you tend to have a dynamite/molotov/debuff in inventory... IA is largely a fair game because it only forces you to gamble on "and then you died" interactions once you've burned through your resources, and good play can preserve those. It is somewhat more extreme about such things than the average RL, but that also makes it exciting.

Cogmind is explicitly designed for even horrendous part loss and misplay to be recoverable into a win, which for a roguelike is probably too forgiving, but certainly runs should still be loseable. You should not only be capable of failing to get past w0, it should be possible for you to outright die. Cogmind does not force you to gamble on tunnels from turn 0, and you tend to have more time to modify your inventory & equipped (cave-in-able) items prior to tunneling than when a White Spider is rushing you. If a flight build aggroes everything on the map and can't cleanly and with certainty get to an exit due to lack of perfect play, then the exciting gamble on a potentially devastating dig actually losing you the run is to be welcomed. Losing runs due to a sequence of decisions made relative to RNG is I think the point of roguelikes.

Scans being extremely terrible for ++ is not equivalent to instant loss and still seems like an exaggeration with the former phrasing, the scan inherently happens in a place with very powerful items. I've failed to kill a Researcher on a flight build and still got ++, I believe reconstructors were involved. Intercepts are inherently low on the scariness-scale in a game with TRs, unless you see tons of them before making it into the endgame, which is also rather unlikely, you'd have to lowroll both on where the exit is and where you end up post-TR.

A part of your argument is that the likelihood of a cave-in should be higher, which I would agree with, it's probably inherently more satisfying when you're gambling on a 20% than a 4% or whatever. At some point you call the bluff of cave-ins and currently your walk-of-faiths just keep succeeding run after run. However I don't agree that cave-in damage should be even more tankable than it currently is, the game does have force fields and shieldings after all. I suspect maximum fun is achieved when a walk-of-faith has a ~28% chance to do anything to you, and a cave-in does on average 4x more damage than currently. Cave-in damage has sort of fallen behind with increased integrity on prop and all sorts of additional help in the early game, maybe it would be a bit extreme for flight, but you can always equip one of your better flight units and an engine from inventory after a cave-in, and flight is sort of a niche, extreme-end build that shouldn't hold back the balance of the game in general. Flight will always find some way to win that's annoyingly clean and beautiful, you don't need to design the game around it.
Title: Re: Balance Overhaul
Post by: Pimski on October 03, 2020, 09:23:59 AM
You do make some fair points. I can see why you would be in favor of more harsh and stricter rules as a way to create more of a challenge for the player. In fact, I'm very much in favor as well of making cogmind more challenging in general. However, not every type of difficulty is equally fun and challenging in my opinion.

I find it hard to meaningfully continue the argument because I think in the end it boils down to personal preference. I want to have fun playing cogmind. In my previous comment I tried to explain why I think caveins can be un-fun, and making them more harsh would be even more un-fun. Beyond this, I feel like there is very little I can say on the issue.

I have indeed played infra arcana, and I did think it was a fun game, but I enjoyed it for different reasons than the ones that make me enjoy cogmind. While the parallel is insightful in the sense that it helps me understand your point of view, I don't really see it as an argument for the proposed change.

On a side note, I dislike this format of posting on forums. It feels a lot harder to express myself and to meaningfully engage in discussion. I would personally prefer to just use discord... :(

P.S: One thing that also comes to mind in this context is the difference between challenge and difficulty. It is not necessarily the case that all changes that make the game more difficult also make it more challenging. Take for example the naked core challenge run. Such a run is undeniably extremely difficult; you have far less tools to work with than in a normal game. But, on the other hand, the decision space is much smaller. At any point in the game, only a handful of options is relevant. This makes the number of decisions you have to make smaller, and each individual decision easier, if not less impactful.

The reason I bring this up is that I think additional difficulty should only be introduced insofar as it makes the game more challenging. This challenging aspect is part of what makes the game fun. While the proposed changes to caveins clearly make the game harder, I don't think they lead to new or more interesting decisions. I guess that's the crux of why I'm opposed to the changes.

I hope that sort of makes sense. Feel free to hit me up on discord if you want to discuss further. Writing these feels like too much of a chore though. :P
Title: Re: Balance Overhaul
Post by: Kyzrati on October 04, 2020, 12:23:12 AM
Some takeaways on mass/support/storage:
-underweight bonus is awkward and probably best avoided
-no_stack seems to have basically no support
-smaller intervals for overweight modifiers will probably help things balance out better at the heavy/treads end (even though it might complicate things, which is what the current system was trying to avoid in the first place, but whatever, we'll see)
-maybe somewhat increased mass on storage units, and increased overweight penalties for some prop, will be warranted, and those can be tweaked as little or as much as necessary

Takeaway on digging:
-there's clearly a lot of contention on the potential for a more extreme nerf here... (I'm curious about the results of MTF's recent run aimed at testing dig-free flight/stealth)

What if you didn't get scanned instantly? It seems too extreme for a single turn. What if the scanning process took two or three turns, and was persistent across scans (so if you get scanned for one turn in two separate researcher incidents, you get scan confirmed)?

This is also within the scope of balance discussions.
Researchers would be a pushover if they're nerfed. I see them as quite balanced.

The reason I bring this up is that I think additional difficulty should only be introduced insofar as it makes the game more challenging. This challenging aspect is part of what makes the game fun. While the proposed changes to caveins clearly make the game harder, I don't think they lead to new or more interesting decisions. I guess that's the crux of why I'm opposed to the changes.
Huh, that's interesting because I would've thought the opposite, including for all the reasons GJ stated earlier. If digging currently trivializes a lot of potential dangers (as it clearly does), then removing that option (or requiring that it be a gamble, anyway) forces you to deal with a variety of different scenarios using whatever other options you can think of, and deal with potential consequences of those options, rather than just... digging around everything.

I mean sure, you can still dig when you think the alternative is simply too dangerous, but otherwise you're going to have to be figuring out how to utilize a bunch of other tricks to stay alive.

The alternative is to basically create challenges very directed at fast builds that are also just digging around to avoid trouble.

On a side note, I dislike this format of posting on forums. It feels a lot harder to express myself and to meaningfully engage in discussion. I would personally prefer to just use discord...
Yeah each place as its uses, although forums are much better for taking the time to articulate points, and also ensure they're actually able to be easily referenced by those interested in the topic, including me :P

I can't catch or participate in everything on Discord, but if it gets said here, it gets read and I take it into consideration.

Like it's a holiday here so I've been out for most of the past few days, and there's no way I'm going to be able to read all the discussion that's been happening across the Discord channels (bloated with a lot of other talk, too), but I can totally set aside enough time to check out everything that's been happening in this thread and take it in!
Title: Re: Balance Overhaul
Post by: zxc on October 04, 2020, 09:20:08 AM
I've switched to the side of mass increase for storage units, but I think no_stack is OK too. Either way, I think some kind of change to storage is in order.

Smaller intervals or some other system for overweight penalty might work if they don't overcomplicate the game.

I maintain that the digging nerf I suggested is not all extreme. It's a small adjustment only. I think people who are against it right now perhaps don't realise how minor the change would be.
Title: Re: Balance Overhaul
Post by: Kyzrati on October 04, 2020, 04:29:03 PM
I maintain that the digging nerf I suggested is not all extreme. It's a small adjustment only. I think people who are against it right now perhaps don't realise how minor the change would be.
Well it doesn't seem minor to players claiming that such a change would basically stop them from ever digging at all! (Unless that's what you mean--agreeing that digging isn't essential for any play styles?)

On that note, I dropped by MTF's stream yesterday after he'd completed his dig-less stealth run to get feedback on how that went, and as predicted above he seemed to agree it was both more challenging and filled with more interesting decisions.

Maybe he'll drop by to personally share more of his account here, but I heard he lost (and regained) sensors and some hackware a few times throughout the run, ran into other difficulties, and still ended up getting a great extended win.

It's only one piece of evidence so far, but sounds promising.
Title: Re: Balance Overhaul
Post by: mtf on October 04, 2020, 05:08:54 PM
(Was writing this up and Kyz beat me to posting xD)

Since my digless flight hover run concluded in absolute victory, I wanted to share some of my thoughts about the proposed digging changes...
When digging is not available:

1) Emergency access doors are way more important, as are things to discover them, like terrain scanning / structural scanners / emergency doors hacks / derelict log intel. Finding some emergency doors could meant the difference between getting spotted by multiple squads or remaining completely invisible.

2) The full infowar package is much more powerful... Cloaking is way more useful for avoiding detection against the more numerous squads you will be forced to rush past, and ECM suites are more useful for losing their aggro once you pull it.

3) Due to the increased number of times you will be spotted, part attrition is much higher... things like sensors / terrain scanners are going to be shot off much more frequently. This does lead to more tedious micro management of infowar <-> defense util swapping since you'll be switching between stealth and bricc modes more often.

4) Gui. weapons and other diversionary tactics are much more powerful since they are sometimes the only way to clear out a congested choke point.

5) Caves felt more interesting due to increased confrontation with enemies.

Overall, the game felt quite a bit more challenging, but not so challenging that it was overly frustrating. I really enjoyed getting to use some of the currently lesser-used stealth utilities to great effect, the benefits they offer are much more impactful when you can't just dig around your enemies. I think I've come to like the idea of nerfing digging even further, and since digless probably shouldn't be the standard style of game play, maybe what zxc has proposed (walls don't cave-in, earth tiles always might) would make sense after all.

PS: Here's a link to the three VODS that made up the run... it's quite a ride =)
https://www.twitch.tv/videos/760903939
https://www.twitch.tv/videos/760904512
https://www.twitch.tv/videos/760906032
Title: Re: Balance Overhaul
Post by: GJ on October 04, 2020, 07:43:32 PM
I watched practically all of MTF's run, and would like to state two conclusions:

1) Safe 1-tile digs seem somewhat necessary for stealth runs to feel fun, at least in the current state of the game. I know MTF enjoyed their run a lot, some of that fun probably comes from doing a unique challenge for the first time... while the run had a ton of interesting moments it was also clear that at times the lack of 1-tile digs specifically was crippling to the stealth approach, tilting play unusually much towards killing squads or tanking damage as you run past them. A bit of that is very welcome, I don't think stealth builds should consistently avoid getting shot at all, arguably items like Phase Shifter and Rocket Array are to some extent stealth items too, in that their resource cost is much easier to manage if you only interact with squads occasionally. But if that's too frequent then it reduces variety and gets old.

2) 3-tile digs are not necessary for stealth strats to consistently achieve ++, they are probably not necessary for such strats to feel fun, and if they are a gamble then that is already sufficient to introduce some of the variety and fun that was seen in the digless run. In terms of micromanagment multi-tile digs are also a lot more annoying than single-tile ones, so while I enjoy how the current dig nerf works I am ever more in favor of W-E-W not being safe whether you do it with a cannon or melee weapon.

A brief comment on storage: I like no_stack more than other solutions, I like changes to overweight status much more than increasing storage unit mass across the board. Some increase to mass is perhaps warranted given the extent to which average support for hover and treads has skyrocketed, staying 0x0 on hover is very easy, but you could also target that prop directly rather than messing with the balance of low-support builds and their ability to satisfyingly utilize storage units from haulers.
Title: Re: Balance Overhaul
Post by: zxc on October 04, 2020, 09:39:30 PM
Note again that MTF's digless run is still a challenge run even after proposed nerfs, because 1-tile and 2-tile digs would still be possible post-nerf, and I would argue that they are more common than 3-tile digs. Smaller digs are important for mobility, if not outright stealth. A 3-tile dig is more like a bypass of a sequence of corridors and rooms. As emergency access passages are a lot of fun, maybe they could be made more common in conjunction with this dig change?

One major point in no_stack's favour is that it frees up slots for other utils (and consequently potentially freeing slots for other slot types). It definitely takes the emphasis off storage, which is perhaps a good thing, as storage isn't actually a type of part that contributes to interesting gameplay or build variety in the present.

We could perhaps have more storage units, such as the Mini Storage Unit, or the Super High Capacity Storage Unit, to fill out the spectrum more. The benefit of capping inventory size and taking the focus off storage units is still there.

Kyzrati mentioned that no_stack would require integrity buffs across the board, but that's not how I pictured it. Stealth builds should cope similarly to now, or would even be buffed. Combat would have fewer spare parts, but this would be offset by the extra slot(s). I think you could get away with no other changes than adjusting storage units themselves.

edit: I remembered that the dig change also removes cave-in for walls. This could be used tactically and would definitely be a buff for combat. I picture more 'interesting' scenarios involving builders. Some potential for cheese involving penetrating weapons though.
Title: Re: Balance Overhaul
Post by: zxc on October 06, 2020, 09:57:56 AM
I encouraged others to post but they aren't doing it. We had a short talk on discord about the (not new) idea of making caves one single large map instead of the two normal size ones now. A lot of people were fans (me, Sherlock, Raine, Tone). It's not a balance issue but it could definitely be fun.
Title: Re: Balance Overhaul
Post by: zxc on October 06, 2020, 11:51:43 AM
Fielding an idea related to prop penalty. What if being overweight slowed you down in proportion to the percentage of support you were overweight by, according to a coefficient given by the penalty stat? That would result in a more gradual gradient of slowdown, a bit like wheels now. More granular. The coefficients would be set such that it would still not be a good deal to go overweight, but going slightly over would be playable.

E.g. penalty of 3.0x means if you are 50% overweight, you will be 3.0 * 50% = 150% slower.

This might be more intuitive and also introduce more nuance, while avoiding the awkward ramifications of 0x1 and 0x2 thresholds giving you a whole lot of support to work with minus additional consequences.

Trap chance and flight hopping could perhaps remain activated at the overweight edge for additional incentive to maintain a perfectly supported build.
Title: Re: Balance Overhaul
Post by: Pimski on October 07, 2020, 11:21:12 AM
I thought a while more about the proposed digging change as a result of the above discussion. I tried to explicitly list all the points in the game where I feel required to do multi-tile digs, and realized most of them are through reinforced walls rather than dirt. The most heavily impacted place is clearly caves, but whenever I steal I tend to have to run past enemies anyway, and this isn't instantly game-losing.

I suppose I don't object too strongly to the proposed change. It does certainly simplify things. Though if it gets implemented I would strongly prefer it if the recent melee digging nerfs were reverted. And perhaps if stealth gets impacted too heavily we could increase the number of secret doors as zxc suggested.
Title: Re: Balance Overhaul
Post by: Pimski on October 07, 2020, 12:13:52 PM
Today I finished my first run wherein I encountered sterilisation. These runs take quite a while, and the time I can play is a bit limited, so I had hoped that one run would teach me everything I needed to know about sterilisation, and allow me to form a well-rounded opinion. Because of several misplays on my part, combined with less than stellar luck, I feel like my last run wasn't the perfect example I had hoped it would be. Nevertheless, I think it's still worthwhile to state my opinions about this new mechanic here. I would like to add the disclaimer that this opinion may be subject to change upon further experimentation.


First of all, the positive parts. The main motivation for the implementation of sterilisation, in my understanding, was to prevent infinite robot farming. In this regard the system is undeniably succesful. The fact that it stops any and all types of robot spawns puts a very strict limit on the possible number of robots that can be slain in a single map. It does this in a way that is unlikely to affect newer players' experience negatively, and it clearly communicates to the player what is happening. The player is given ample time to sort out their parts and leave. In fact, there is so much time that, on flight at least, the very existence of the heat aspect of sterilisation felt completely irrelevant.


Then, the negative parts. There are multiple angles to consider here, but I will stick with looking from the viewpoint of score, as I think it allows me to most concisely get across my point.

The point of the current competitive scoring system is to allow players to compare runs to one another, and to their own previous runs, and to gain an abstract measure of the quality of those runs. There are multiple ways of defining this abstract quality, but in cogmind, I would like to think that it is primarily meant to convey the strength of the player's build and overall strategy, with a specific focus on their combative abilities. Since it is difficult to measure something as abstract as 'combat strength', we take the easiest approach; the more bots you kill, the stronger you apparently were. Though this system has its disadvantages, it works surprisingly well for most run-of-the-mill runs. That is, until we start looking at the very extreme cases.

Under the new sterilisation mechanic, it can occur that a cogmind that still has ample combative strength is unable to get more score, simply because there is nothing left to use its combative strength against. This creates the dilemma that score no longer functions as an abstract indicator of combat strength, and thus loses its original meaning.

This effect disproportionally impacts some types of builds over others. Since the limit is per floor rather than overall, builds that delay their combative ability for later benefits are affected far more than builds that rely solely on combat throughout the entire game. This upsets the balance that exists between these types of builds. Because of this, one of the primary functions of score (comparing score with other players) becomes skewed, because it starts to depend heavily on playstyle.

In essence, the new sterilisation mechanics seeks to solve the issue of the lack of challenge that existed in relatively easily farming access forever, by completely removing the challenge in the first place. As the ambient heat feels completely irrelevant, I think I can safely say it does nothing to replace this challenge with another. Above all else, to me this simply feels Not Fun. One of the most rewarding aspects of cogmind is that you are always able to challenge yourself to perform better than on your last run. Sterilisation seems to discourage this. I would like to have my scores as an abstract measure to compare myself to, to gauge my own improvement at the game. And while I feel like I can always improve still, I suspect my score will not grow with this improvement anymore, because of the soft cap that is sterilisation. This is extremely frustrating.


Remarks:
I realise that my entire argument hinges on the fact that it is possible to engage sterilisation and still do extended, and then have core and parts to spare yet. While I am completely convinced that this is perfectly feasible, my current lack of having done so makes my argument less credible. I'll do my best to demonstrate my point as soon as time permits it.

Another remark is that, as will be clear from my explanation above, the negative effects of sterilisation are likely to only affect a very minor subgroup of players. In fact, I would not be very surprised to find out that I am the only one that thinks this way. I can hardly ask the mechanics of the entire game to be adjusted to suit my tastes. However, I still feel there is some value in sharing my candid opinion in a structured manner, so as to at least allow for meaningful discussion of the topic.

Signed,
Someone with apparently too much time on their hands (Ye gods, I should have stuck with discord.)
Title: Re: Balance Overhaul
Post by: Tone on October 07, 2020, 02:36:06 PM
Have we talked about Zio. Metafield Generator in this thread yet?  Its effect is extremely powerful -- quite possibly the strongest item in the game for certain builds? -- especially for how early you get it and how easy it is to protect for the entire game.  It's strength combined with its longevity is very out of place alongside the balanced design of most other utilities. It takes the fastest propulsion in the game, and makes it twice as fast.  I propose to either nerf the speed bonus or to increase the coverage, mass, energy/heat cost to make it more difficult to use.  I wonder if having it double the energy and heat costs of your propulsion along with its speed would feel more balanced; it would still be incredibly strong but the downsides would be more in line with the upsides.  Maybe its coverage should be increased to 50-80 to bring it into the range of other powerful utilities like force fields and phase shifters (note that it still has more integrity than these utilities and isn't a combat utility so it would still last far longer overall).  Or keep the coverage lowish but also reduce the integrity so it wouldn't survive so many hits (putting pressure on the build to use armor or shielding), similar to some of the other zio. parts like their weapons.

For reference, zio. metafield generator doubles flight and hover speed, and has 3 mass, 100 integrity, 8 coverage, 20 energy upkeep, 0 heat upkeep.  The only other devices that come close to its integrity/coverage ratio are coolant injectors (which deplete their own integrity on use). 
(Actually, *that's* and interesting idea: what if the ZMG essentially "overloaded" your propulsion, and either your propulsion or the ZMG itself took damage over time similar to current overload effects?)
Title: Re: Balance Overhaul
Post by: zxc on October 07, 2020, 11:40:48 PM
Though if it gets implemented I would strongly prefer it if the recent melee digging nerfs were reverted.

Yes, the idea is to get rid of the move/attack based chance to cave-in. Then it's back to simple digging for 1-2 tile walls.

If it's purely time-based chance to cave-in for dirt, there might be an issue with incentivising ranged weapons to dig out a long path before flying across. Melee would be dumb because to dig further, you need to expose yourself for the duration of the attack, and repeat that for the course of your tunnel.

One solution to that might be to make cave-in chance not flat, but increase over time. E.g. 5% chance per turn, increasing at a rate of 1% per additional turn.

Have we talked about Zio. Metafield Generator in this thread yet?

I think I've only used it once, or maybe not at all. It does seem a bit broken. I think solutions based on adjusting integrity or coverage feel kinda bad. What about making the energy upkeep insane, so that it's about giving speed with slot efficiency, not speed with slot efficiency and energy and heat efficiency? Or perhaps it can generate heaps of heat. Heat should be used way more by the game mechanics (more on this later).
Title: Re: Balance Overhaul
Post by: zxc on October 08, 2020, 05:11:20 AM
Some new suggestions and brainstorming I've been doing, mostly my own ideas but some are rehashing discord convos. I realise some of these suggestions are huge reworks and therefore unlikely to be implemented, but don't see anything wrong with brainstorming and posting here.

- More machinery with real effects
  - Machines that confuse sensing
  - Machines that confuse tracking (allows you to juke bots)
  - Machines that cause corruption
  - Target specific machines with terminal hacks to rewire them or disable
  - Machines that contribute matter to fabrication network
  - Machines that aid tracking abilities of extermination squads
  - Machines that facilitate the hauler transport network (disabling it removes TNC distress call ability)
  - Machines that cause heat
  - Machines that interfere with combat targeting
  - Some machines that allow terminal hacks while operating and inhibit the hacks if disabled
  - Other machines that inhibit terminal hacks while operating and allow the hacks when disabled
- More static defenses
  - Turrets which are immobile and tanky
    - Hack, destroy, or avoid
    - Different types based on items
      - Energy mantle turret provides shielding for nearby allies
      - Visual processing turret provides enhanced vision for nearby allies
    - Don't show on sensors
    - RIF interactions
      - RIF ability to be ignored by / allied
      - Turret couplers?
- Transmission jammers to not require LOS to target
  - It was changed to require LOS to nerf cheese that can be nerfed in other ways
  - Instead, within-squad communication can be non-jammable
  - This results in more consistent and predictable jamming
- Sensors to change to heat sensors
  - Bots have different heat baseline levels
  - Sensor determines range, signal interpreter determines heat threshold for detection
  - Provide heat sensors to other bots to detect Cogmind with the same mechanic - hunters?
  - Meaningful penalty to running hot and good incentive to use cryofiber webs
- Alternative sensor change
  - Sensors merged with signal interpreters as a processor
  - Sensors made short range like Imp Sensor Array
  - Nerfs sensor range, stops swap tedium, protects sensors via low coverage
- Heat made into a much more persistent and in-depth threat
  - Reduce all sources of heat dissipation so heat buildup in combat is unavoidable
  - Increase heat thresholds for effects
  - More heat thresholds for effect severity
  - Larger effect of heat on accuracy over the course of a fight
  - Reducing dissipation buffs heat shielding
  - More variable ambient heat levels (caves negative heat?)
- More depth to terminal hacking
  - Change machine hacking trace mechanics
    - Lower detection chance
    - Getting a trace started will dispatch an investigation squad X turns from now
    - Trace progress contributes to squad dispatch accuracy
    - Effects: more squads on the map if you keep getting traced, less automatic hacking up to the limit
  - Hack to tunnel through other terminals to protect your location
  - Target a quadrant of the map before deploying a hack to access data records
    - Instead of access(main/branch) providing simple map-wide results, search targeted areas
  - More 'hacker-like' feel to hacking
  - More interactions with other machines
    - Hack terminals to redirect matter to fabricators or unlock fabricators?
  - Operators remotely detect hacking attempts at their terminals
- Alert changes
  - Gain alert when spotted by a robot, not on killing it
    - Gain alert for reinforcement squads on dispatch
    - Gain alert for investigation squads only on spot
    - No repeated alert gain for the same squad
    - Promotes true stealth
    - Gives non-combat builds more to worry about
    - Removes disincentive to blast robots that have seen you already
  - Alert contributes to enemy density (alert X = X squads added to floor per Y turns)
  - Alert floor to reduce effectiveness of alert purging?
  - Alert purge replaced with reduced alert gain for next X turns?
  - Assaults to not have uber-tracking, but dispatched to an area instead
    - Reduces death spiral a bit
    - Promotes moving from a battlefield
    - Still operates as a clock but with more nuance
  - Recall(extermination) replaced with redirects
  - Extermination tracking ability gets stronger with proximity?
  - Extermination as the anti-hacker version of assault squads?
  - Extermination squad tracking changed to high, finite turns like 250
    - ECM will have a new use
    - Redirects can delay them and eat into their tracking time
- Flight overhaul
  - Current slower flight units merged with hover as the 'fast-end' of the hover spectrum
  - New flight units start at around 20 base speed -2 modifier
  - Less support, more fragile
  - Purely stealth the same way that treads are purely combat
  - Removal of 10 speed soft cap, instead all prop is limited to -1 modifier past 10 speed
  - 11 flight units to hit 5 speed (significant resource costs limit power of 5 speed builds)
  - Increased evasion from speed
- Materials changes
  - Higher enemy density, patrols, around outskirts, as well as the better item caches
  - Provides mats its own flavour and allows for more stealth while also being easier for new players
  - Gradually expanding map like scrapyard?
- Metafield
  - Needs more disadvantages
  - Energy/heat upkeep?
  - Integrity decay?
    - New stat for items? Exile loot? Vortex items?
- Mass support utils
  - Subvert disadvantages of fastest prop types
  - Tread on the purpose of prop slots
  - Probably could be safely removed
- Guns
  - Lower coverage to make them less like 'cannons but bad'
  - Lower resource costs as well?
  - Promotes more weapon slots and gunslinging, especially non-KI crit
Title: Re: Balance Overhaul
Post by: GJ on October 08, 2020, 02:44:03 PM
The notion of what score is supposed to represent has always seemed somewhat wishy-washy, I'd like to put out a half-serious suggestion that the condition of the first and second + should be worth 100k and a million in bonus score, with the latter having such extremely difficult design as to be nigh impossible, ideally ++ wins would occur 0-1 times per version of Beta, emphasis on the zero. Competing for score would be a whole lot more interesting and fun than it currently is. This would also reduce the average length of a run, extended endgame feels relatively worse if a player has to go through the full gamut all the time due to failure being highly unlikely (see my ~9 ++ wins in 10.1 already, with a few runs intentionally discarding ++ to look at the new endings). Ultimately dying is the best thing that can happen to players of roguelikes, maximum fun and all that, winning sucks a bit when it's common.

Quote
metafield
To an extent metafield feels fine to me because it's prop overloading without the nuisance, you kinda get what you would "otherwise" except the way it plays out is more fun, including the part where you kill Z-Imprinter. And in general fast feels more inherently broken than faster. The suggestions here are potentially interesting though, the one about doubling both downsides and upsides, and how it could be a util that e.g. turns cmb. hover (what you would use, i.e. max integrity) into overloaded prop, would change the identity of the item and how you want to play it.

Quote
  - Machines that cause corruption
This is probably bad because of the possibility of not carrying backup modules because you expect to stay at 0% corruption (at least for a while), getting bumped to 1% because you got close to a machine probably doesn't feel good, neither does equipping something before going past the machine.

Quote
- Alternative sensor change
  - Sensors merged with signal interpreters as a processor
  - Sensors made short range like Imp Sensor Array
  - Nerfs sensor range, stops swap tedium, protects sensors via low coverage
Sensors having a close-to-medium-range identity is something I like, optics for longer hallways. It's currently a bit silly how Exp. Sensors (26) are how you want to leverage Helical Railguns (26), not Spectral Analyzers (16+8 = 24).

Quote
- Mass support utils
  - Subvert disadvantages of fastest prop types
  - Tread on the purpose of prop slots
  - Probably could be safely removed
but muh core hover with mass utils strats, they don't tread on the purpose of prop slots when your prop slots are treads for armor
They are also somewhat nice in-inventory items in general, when you need more support than your prop slots afford. And very relevant on wheels at the moment.

Quote
- Guns
  - Lower coverage to make them less like 'cannons but bad'
  - Lower resource costs as well?
  - Promotes more weapon slots and gunslinging, especially non-KI crit
While I kinda miss Com. Railguns and Coilguns, and they were more satisfying than Com. Mass Drivers are... a general change to guns probably isn't warranted. Gunslinging with 3-5 weapons at once is already enabled by the frequency of kinetic guns (Sentries, Hunters, etc.) and while the coverage is a part of what blocks even more weapons than that from being a great build, the idea of 3-5w gunsling is partially to have your weapons serve as integrity that you pick up from the ground. You want some distribution between engines, treads, and guns getting shot or you're wasting all of those items when they drop. Thermal gunsling is not competitive due to a combination of thermal gun integrity, heat, and qcap being good on the better thermal guns like Dispersion Rifle. It's fairly satisfying that grunts actually lose their weapons quickly if you keep missing core, means you don't always need to EM them.
Title: Re: Balance Overhaul
Post by: Kyzrati on October 08, 2020, 05:10:48 PM
So yeah MTF's run was definitely more of a challenge/extreme take on the digless thing, and one-tile digs end up being plenty good enough for most stealth while W-E-W is less essential (but obviously helpful for completely avoiding almost anything), though I do not think it's essential to ensure that single-tile digs get even more common due to layouts.

edit: I remembered that the dig change also removes cave-in for walls. This could be used tactically and would definitely be a buff for combat. I picture more 'interesting' scenarios involving builders. Some potential for cheese involving penetrating weapons though.
Attacking from inside walls should still cause them to cave in.

I encouraged others to post but they aren't doing it. We had a short talk on discord about the (not new) idea of making caves one single large map instead of the two normal size ones now. A lot of people were fans (me, Sherlock, Raine, Tone). It's not a balance issue but it could definitely be fun.
That approach has as many drawbacks as advantages, and there are good reasons caves are sized as they currently are. Among them are that it forces a certain pace of progression while also offering a return-to-0b10 option at approximately the half-way point, and that current cave sizes make it easier to add and control content without causing too much chaos and undesirable side effects. Larger caves are even more likely to feel empty unless they are simply packed with stuff.

Turning two-cave progression into a single cave is not going to happen.

Some new suggestions and brainstorming I've been doing
o_O

Yeah that's a long list xD. My own general TODO list includes a number of the same things. Also I even noticed at least one thing on your list which is in the game already :P

Other notes:

I think in the end no_stack reduces a lot of build versatility and while it definitely would add to certain types of fun, it would likely reduce versatility and nuance in builds so seems like a bad idea. I kinda want to test it anyway, which is something we might still do depending on how quickly I get past all the stuff I'm busy with right now, and also on how many other changes would be necessary to make a real test of it. Further expanding the number and types of storage units may actually work to mitigate some of the negative effects of no_stack, so I like that complementary idea.

I like the metafield nerf idea that damages propulsion :)

RE sterilization, score, and Pimski:

You can still get a ridiculous number of kills and massive score if you go into Command and destroy everything, after of course clearing out Access and maybe another area or two before that.

It's also true that technically builds which can repeatedly fight through high security across more maps will get a higher score, and this is also much harder to do (than just saving up all the best gear for one really really long Final Fight), so deserves a higher score for it.

Separately: In the end Cogmind isn't really designed for being a competitive scoring game. Score is in a lot of ways a basic measure of how much you did--I mean you even get a higher score for just hitting plot points and visiting maps :P

Naturally people are going to compare their runs to others, though, and we even have leaderboards for doing it, so it's nice to try to make that comparison somewhat meaningful, but there will always be deficiencies since it's not designed like that from the ground up, so no matter what's done, there will always be certain play styles that have an advantage over others, depending on what's rewarded, and by how much. You can incentivise certain behaviors among people going for score, since that specifically defines the game they're playing, as opposed to score simply being one kind of reflection of the game they played.
Title: Re: Balance Overhaul
Post by: zxc on October 08, 2020, 09:28:38 PM
Quote
  - Machines that cause corruption
This is probably bad because of the possibility of not carrying backup modules because you expect to stay at 0% corruption (at least for a while), getting bumped to 1% because you got close to a machine probably doesn't feel good, neither does equipping something before going past the machine.
Just avoid the machine. Easy peasy. Now, enemy robots constantly going past the machine and dying might be a real problem...

Quote
- Guns
  - Lower coverage to make them less like 'cannons but bad'
  - Lower resource costs as well?
  - Promotes more weapon slots and gunslinging, especially non-KI crit
While I kinda miss Com. Railguns and Coilguns, and they were more satisfying than Com. Mass Drivers are... a general change to guns probably isn't warranted. Gunslinging with 3-5 weapons at once is already enabled by the frequency of kinetic guns (Sentries, Hunters, etc.) and while the coverage is a part of what blocks even more weapons than that from being a great build, the idea of 3-5w gunsling is partially to have your weapons serve as integrity that you pick up from the ground. You want some distribution between engines, treads, and guns getting shot or you're wasting all of those items when they drop. Thermal gunsling is not competitive due to a combination of thermal gun integrity, heat, and qcap being good on the better thermal guns like Dispersion Rifle. It's fairly satisfying that grunts actually lose their weapons quickly if you keep missing core, means you don't always need to EM them.

I'm not sure I find this convincing except for the risks in messing with enemy bot loadouts (though ultimately I think you would kill enemy bots much faster if gun coverage was reduced). We have determined that storing tons of items in inventory is bad, and while most builds don't need to do this, gunslinging does need a decent store of backups due to its levels of attrition. It also seems like a sensible way to better differentiate guns from cannons. Why should guns be almost identical to cannons except in damage?

edit: I remembered that the dig change also removes cave-in for walls. This could be used tactically and would definitely be a buff for combat. I picture more 'interesting' scenarios involving builders. Some potential for cheese involving penetrating weapons though.
Attacking from inside walls should still cause them to cave in.
I think it is important that they do not, because that renders 2 tile digs with melee risky and annoying. This is one of the main things I wanted to fix with the dig suggestion. I don't like using ranged weapons for doing small digs.

Also I even noticed at least one thing on your list which is in the game already :P
:thinking:
Title: Re: Balance Overhaul
Post by: GJ on October 08, 2020, 10:38:38 PM
Quote
gunslinging does need a decent store of backups due to its levels of attrition
One of the optimal ways to play 4 weapon slots is to equip 4x kinetic guns and have melee+launcher+kincannon in inventory because they are low coverage, highly efficient, high integrity whereas your active loadout is common items getting shot and replaced. Could play most of the game with just 3 weapons in inventory if you wanna stick to low inventory (would mean equipping the occasional TH/EM gun), don't really need the kingun backups because you don't need to be all-in on gunslinging 100% of the time instead of 90%. The identity that the different weapon categories have here is at least pretty good.
Title: Re: Balance Overhaul
Post by: Sherlockkat on October 10, 2020, 10:06:00 PM
Long time since I posted here:

I had been following this discussion silently and thought I would toss my 2 cents in.

Re storage nerf: I am in favor of no_stack. From what I understand, the other nerf involves tweaking storage mass/capacity and my opposition to that is that ppl are either going to find out that they can get away with stacking storage anyway and find out that the weaker version of their original builds are sufficient. That is undesirable if the goal is to move away from the large storage meta. It just results in the build being slighly unfun but viable anyways. If it turns out that large storage builds are no longer viable, the nerf would just be an uninteresting verison of the no_stack version.

Other suggestions/modifications:

I haven't been active in the game, so feel free to ignore this. I have always felt that there are too many lower/upper cave maps and they should be compressed to a single (hopefully more challenging floor). I think one interesting verison would be to spawn the player in the middle of a larger map and have the complex exit in one end and the caves exit in another and have that be random.
 

Title: Re: Balance Overhaul
Post by: Tone on October 12, 2020, 03:41:24 PM
I think it would be worthwhile to review some of the more powerful alien artifacts and how AAs in general fit into Cogmind's endgame meta.  I don't know what the spoiler policy is here so I'll just put the rest of this post in a spoiler block (S7 spoilers).

Spoiler (click to show/hide)
Title: Re: Balance Overhaul
Post by: GJ on October 12, 2020, 10:22:47 PM
My own experience with S7:

Spoiler (click to show/hide)
Title: Re: Balance Overhaul
Post by: zxc on October 12, 2020, 10:35:58 PM
Agree that AAs need nerfing. What about removing the large version of the heat and energy AAs? This makes them less of an obvious target for SR and reduces build power slightly for extended.

Also, it would be cool to have more instances of enemies (like S7 guards) holding AAs in their inventory.
Title: Re: Balance Overhaul
Post by: GJ on October 14, 2020, 12:26:33 AM
As it is of some relevance to the recent discussion, I will highlight a run I just played: https://cogmind-api.gridsagegames.com/scoresheets/zdEEsud7mfcDK3ud7.txt

This is a slow-combat (treads) ++ win,
Spoiler (click to show/hide)
with no S7. I've also previously done ++ without S7 using a treads-multirails type of build. What this demonstrates is that energy-greedy strats are not that necessary for doing extended endgame, at least for combat. Something like flight could possibly need a lot of energy supply, I've done a hover++ without R branches that managed to support its energy costs with a VCR, Imp. Fusion Compressor and energy wells. There are alternatives to beating the endgame than just having a ton of AA support from S7, so maybe it's not necessary for those to be as good/frequent as they are, though you do want S7 to feel somewhat satisfying in terms of what you get, and having it occasionally enable certain types of energy-greedy builds is good.
Title: Re: Balance Overhaul
Post by: mtf on October 14, 2020, 11:14:28 AM
Proposal #1.  Make all of the energy and heat artifacts less common.  I'm picturing a scenario where you get either (not both, just one selected at random) the integrated singularity reactor or the integrated heat negator *guaranteed*, probably located in the top-right AA shell of the LRC lab? (The one with a tile for a single AA that is sometimes empty.)  In addition to this, the lesser integrated reactor and integrated dissipator would be elevated to the status of artifacts that are protected by S7 guard (in place of the integrated singularity reactors and heat negators which would no longer spawn in these prefabs).  The net effect is that players get less free energy/cooling on average.  The benefits of this are more careful consideration of overall build composition, energy use, and heat upkeep; evolving a third power slot becomes more appealing and an interesting build option; Zhirov's AA increases in value, as does Lab's.  Players with the subatomic replicator could still replicate the AAs that they do find.  That is, unless...

I really don't see how nerfing the energy / heat AA's makes the game any more interesting. I personally don't consider evolving extra engine slots interesting gameplay, they don't *do* anything other than provider power. Utility and weapon slots are where all the interesting mechanics in cogmind lie, and if I have to evolve more engine slots to support the same build, I'm losing those interesting utility or weapon slots. I also don't think they are too common.. I have so many games where I get zero energy AA's and then my builds feel significantly weaker. Also, some builds are so energy hungry that they require energy AA's and those builds will completely disappear if energy AA's are changed significantly, which I think is the opposite of increasing variation.

Finally, if we reduce their spawn rate even further, like GJ said we're going to end up with more CRM's / IR's unless we add more artifacts. Getting 4 CRM's in one s7 feels really bad, and we all know that getting multiple IR's is significantly more impactful than getting multiple energy AA's.

If you want to change energy balance or heat dissipation I would stay away from the interesting AA's. Instead, focus on the fact that coolant injectors are insanely powerful compared to regular cooling systems, or perhaps the fact that energy gen doesn't matter if you carry 5 exp. biowells in your inventory. I think if you can manage to get some AA's that replace cooling utilities or engines you're going to end up with even more interesting builds as you have more slots available to put on other cool utilities or weapons.

As it is of some relevance to the recent discussion, I will highlight a run I just played: https://cogmind-api.gridsagegames.com/scoresheets/zdEEsud7mfcDK3ud7.txt

This is a slow-combat (treads) ++ win,
Spoiler (click to show/hide)
with no S7. I've also previously done ++ without S7 using a treads-multirails type of build. What this demonstrates is that energy-greedy strats are not that necessary for doing extended endgame, at least for combat. Something like flight could possibly need a lot of energy supply, I've done a hover++ without R branches that managed to support its energy costs with a VCR, Imp. Fusion Compressor and energy wells. There are alternatives to beating the endgame than just having a ton of AA support from S7, so maybe it's not necessary for those to be as good/frequent as they are, though you do want S7 to feel somewhat satisfying in terms of what you get, and having it occasionally enable certain types of energy-greedy builds is good.

This is a super awesome run, very impressive. I do agree that s7 is not required to ++, though it is much more challenging to do so without s7's support... that said I don't think that acts as evidence that s7's AA's should be nerfed. In reality your path through the game should be part of what helps you direct your end game build... if I want to go for a very energy hungry build, I should probably go to s7 to get some energy AA's. If I want to focus more on offense (and maybe don't want to run a force field), or maybe have issues with alert management, I could instead go to Lab or T and otherwise skip s7.

- Alert changes
  - Gain alert when spotted by a robot, not on killing it
    - Gain alert for reinforcement squads on dispatch
    - Gain alert for investigation squads only on spot
    - No repeated alert gain for the same squad
    - Promotes true stealth
    - Gives non-combat builds more to worry about
    - Removes disincentive to blast robots that have seen you already
- Mass support utils
  - Subvert disadvantages of fastest prop types
  - Tread on the purpose of prop slots
  - Probably could be safely removed

This alert change sounds awesome... I think it makes more logical sense for alert to rise as you get spotted (enemy bots reporting your presence back to MC and all that), whereas killing enemies would "silence" their communications and not affect alert (leaving their superiors wondering what happened)

Mass support utils are interesting in that they are usually not great overall, but if you stick them on flight they enable 2 prop flight builds that have way better energy efficiency than standard 6+ flight builds, or if you stick them on core hover you can use treads as prop armor and fly around at 50 speed. I like these usages but I have to agree that 2 prop flight being the best type of flight feels very strange to me. Not sure what a good solution is here but I definitely don't think they should be removed.

I like the metafield nerf idea that damages propulsion :)

ughh please no more nerfs that just break parts. Currently it's already somewhat tedious to manage metafield early in F due to energy concerns (lots of toggling until you get something like fusion compressor), this change would just amplify that greatly. Metafield is one of those items that completely changes how certain prop operate (namely looking at hover) and it enables some of the most fun builds in the game... If it has to be nerfed, I would prefer something that doesn't require even more tedious item management... Things like:

* Requiring matter to operate, like a fusion compressor
* Changing the speed increase to be more reasonable, maybe closer to meta fiber
* Causing random heat spikes like corruption effects
* Playing with the overall energy consumption / heat generation balance

If the item just burns out parts randomly it's not going to be worth my time anymore, which would be a shame, because I think it's so much fun. If it's just a slow drain on propulsion then that is slightly better, but overall I'd prefer modifying resource consumption instead of having it consume my parts. Also I can imagine the cheese now where people just run the imprinter all around ZDC till she burns out her prop and they get a free kill... why do I get the feeling there are insidious cheese strats behind the proposal of this nerf?
Title: Re: Balance Overhaul
Post by: zxc on October 14, 2020, 11:48:56 AM
If metafield generated a huge amount of heat, that could work.

Matter consumption is interesting.
Title: Re: Balance Overhaul
Post by: GJ on October 14, 2020, 12:04:59 PM
Quote
I really don't see how nerfing the energy / heat AA's makes the game any more interesting. I personally don't consider evolving extra engine slots interesting gameplay, they don't *do* anything other than provider power.
More engines or Power Amps or Fusion Compressors or Thermal Generators or MD is more interesting than builds just having enough energy for their plan because they replicated a singularity reactor. The latter being good enough for your energy at 1-2 power slots and no other energy generation is maybe a bit too common at the moment.

Quote
if I want to go for a very energy hungry build, I should probably go to s7 to get some energy AA's. If I want to focus more on offense (and maybe don't want to run a force field), or maybe have issues with alert management, I could instead go to Lab or T and otherwise skip s7.
Yep, sounds good to me. Another balance issue with S7 is that there's so many sec-1 terminals to botnet and purge/recall at, you can exit the map at low-sec/sec-1 without playing an actual hacking build, by just killing operators for a hacking suite or entering the level with ~2 offensive hackware in inventory. If you play combat your build can't die when it has hvy. regen and exp. biometal, so there is no challenge, often just a big & boring map. Currently S7 is an interesting decision/map exclusively for imprinting and I guess if you have intercepts.

Quote
2-prop flight, metafield
2-prop is slower than multi-prop flight, that is supposed to be the downside of mass support utils there. I think some of the proposed metafield changes are interesting, but I also think metafield isn't inherently busted relative to imprinting, it seems a real choice. I think more than the metafield the fast+stealth builds people play it with still seem far too easy, it's also why the speed of 2-prop flight is inherently sufficient and you never feel like being even faster. Would be nice if this paradigm was somehow solvable with sensor/dig changes. Although metafield with 2x. Exp. flight is very fast, so maybe a lesser speed boost than halving base speed is reasonable too, seems a good item even at worse numbers. I've had runs where the effect was excessive and I could've reached roughly speed-cap even with a worse metafield, those weren't 2-prop builds of course.
Title: Re: Balance Overhaul
Post by: Tone on October 14, 2020, 03:52:10 PM
Quote
Also I can imagine the cheese now where people just run the imprinter all around ZDC till she burns out her prop and they get a free kill... why do I get the feeling there insidious cheese strats behind the proposal of this nerf?
Come on man, don't imply that I'm trying to deceive the developer into changing game mechanics just so I can exploit them.  Anything that I post here is only because I think it could potentially improve the overall game experience.  Finding cheese can be fun but most of us only do it so that the game can be updated and improved, the same as with finding bugs.  And poking holes in unimplemented mechanics and ideas is important so it's good to bring up considerations and concerns like yours; that's part of the purpose of this thread.  In this case, the damaging parts idea was one of several that I proposed, and the rationale is that it would be similar to cooled propulsion in both function and theme.
Title: Re: Balance Overhaul
Post by: mtf on October 14, 2020, 06:06:19 PM
Quote
Also I can imagine the cheese now where people just run the imprinter all around ZDC till she burns out her prop and they get a free kill... why do I get the feeling there insidious cheese strats behind the proposal of this nerf?
Come on man, don't imply that I'm trying to deceive the developer into changing game mechanics just so I can exploit them.  Anything that I post here is only because I think it could potentially improve the overall game experience.  Finding cheese can be fun but most of us only do it so that the game can be updated and improved, the same as with finding bugs.  And poking holes in unimplemented mechanics and ideas is important so it's good to bring up considerations and concerns like yours; that's part of the purpose of this thread.  In this case, the damaging parts idea was one of several that I proposed, and the rationale is that it would be similar to cooled propulsion in both function and theme.

I guess it didn't come off that way, but I was just playing around =P Def don't mean any disrespect, tbh I didn't read closely enough and I thought zxc had proposed it and I was poking fun at him since he always has insidious cheese strats in mind. I don't think anybody here is trying to ruin other people's fun and I truly believe we all have the best intentions for this game, so sorry if that came off like I was disgusted by your proposal or something lol
Title: Re: Balance Overhaul
Post by: Tone on October 14, 2020, 06:34:02 PM
Quote
Also I can imagine the cheese now where people just run the imprinter all around ZDC till she burns out her prop and they get a free kill... why do I get the feeling there insidious cheese strats behind the proposal of this nerf?
Come on man, don't imply that I'm trying to deceive the developer into changing game mechanics just so I can exploit them.  Anything that I post here is only because I think it could potentially improve the overall game experience.  Finding cheese can be fun but most of us only do it so that the game can be updated and improved, the same as with finding bugs.  And poking holes in unimplemented mechanics and ideas is important so it's good to bring up considerations and concerns like yours; that's part of the purpose of this thread.  In this case, the damaging parts idea was one of several that I proposed, and the rationale is that it would be similar to cooled propulsion in both function and theme.

I guess it didn't come off that way, but I was just playing around =P Def don't mean any disrespect, tbh I didn't read closely enough and I thought zxc had proposed it and I was poking fun at him since he always has insidious cheese strats in mind. I don't think anybody here is trying to ruin other people's fun and I truly believe we all have the best intentions for this game, so sorry if that came off like I was disgusted by your proposal or something lol
All good man!  I know you too well to seriously think otherwise, but felt the need to reply in case anyone was reading out of context.  Sorry if I sounded overly defensive in my reply  :P
Title: Re: Balance Overhaul
Post by: Kyzrati on October 14, 2020, 08:46:14 PM
Attacking from inside walls should still cause them to cave in.
I think it is important that they do not, because that renders 2 tile digs with melee risky and annoying. This is one of the main things I wanted to fix with the dig suggestion. I don't like using ranged weapons for doing small digs.
Of course doing so just restores the cheese potential there... Walls didn't used to cave in, it was added later to block various cheese!

I prefer something closer to Proposal #1, which lends itself to more interesting build planning and less absurd levels of free energy and cooling.  A lot of players use these AAs as a crutch and it allows players to coast through the extended endgame without having to give any real consideration to two of the game's primary resources.  Bringing down the S7 power boost will make endgame build considerations more interesting and promote build diversity.
I do like the idea of somewhat reducing the availability of energy/heat AAs in S7. That's always been a bit overkill, mainly due to the extreme variance and it's never had a big balance pass before. Clearly you sometimes just get way too many. Certainly reducing their number affects the loot table in other ways, but that can be addressed separately.

Also nerfing coolant injectors sounds fine and good.

Mass support utils are interesting in that they are usually not great overall, but if you stick them on flight they enable 2 prop flight builds that have way better energy efficiency than standard 6+ flight builds, or if you stick them on core hover you can use treads as prop armor and fly around at 50 speed. I like these usages but I have to agree that 2 prop flight being the best type of flight feels very strange to me. Not sure what a good solution is here but I definitely don't think they should be removed.
Yeah I almost never like removing things, either, but these have never been balanced (despite several attempts) and I'm not sure how to do it without some weird new mechanic/requirement...

If the item just burns out parts randomly it's not going to be worth my time anymore, which would be a shame, because I think it's so much fun. If it's just a slow drain on propulsion then that is slightly better, but overall I'd prefer modifying resource consumption instead of having it consume my parts. Also I can imagine the cheese now where people just run the imprinter all around ZDC till she burns out her prop and they get a free kill... why do I get the feeling there are insidious cheese strats behind the proposal of this nerf?
It's not random destruction, "burnout" as in slowly damages like the burnout mechanic, which seems fine for a very powerful part. Just not something you use for an entire run, which fast builds are otherwise very good at doing and this one currently just makes them that much better at it.

Huge amounts of heat is also possible, also matter req idea. Any would work really. I prefer the damage approach unless its effect is nerfed, though (which is not as fun).

Imprinter is not a problem, can just have her toggle it if necessary.

The alert changes sound interesting, though that would basically have to be a special build all on its own just to observe and analyze the results. When fully implemented it could have very far-reaching effects...
Title: Re: Balance Overhaul
Post by: Kyzrati on October 14, 2020, 08:57:31 PM
Quick addition about the alert thing: No one seems to have noticed, or at least not pointed it out that I've seen/recall, but you currently gain alert from being partial spotted. That's always been a thing (but you probably wouldn't notice that in particular unless you also had RIF).
Title: Re: Balance Overhaul
Post by: Pimski on October 15, 2020, 02:43:39 AM
Re: Metafield

I honestly really dislike the idea of nerfing metafield, and especially the 'overloading' nerf proposed by Tone. Below I will outline the main reasons I think metafield should not be nerfed, and in the end I will discuss my qualms with this type of nerf in particular.

1. Metafield makes the earlygame challenging. On flight runs, there is very little reason to take risks. If you have a halfway decent flighthack build, you can just hack for any and all schematics you need, and build the perfect extended build by the end of factory. Any parts you fab are likely better or at least as good as anything you could find by taking on the extreme challenges in the game, like killing exiles or Zheroes. This makes flight earlygame boring and trivial. You get some decent flight parts from haulers, get your hackware stack going, put on utility shielding, and just skip your way to lategame.

The existence of metafield changes this. The fact that you can make your lategame state more powerful by getting metafield, incentivizes the player to prepare to take on Zimprinter. Doing so is extremely difficult on flight. This in turn incentivizes players to put together an insanely good build by -7 or -6. This requirement makes the earlygame challenging and interesting. The parts you can get from Zheroes or Brawn, which would otherwise be outdated by the time your fabbing gets online (or at the very least, fabbing easily replaces them, and additionally doesn't require you to keep the parts in your inventory throughout the entire midgame), now have real value.


2. Metafield makes slot distribution challenging. It has been said earlier in this thread, but metafield synergizes especially well with low-prop flight builds. This synergy incentivizes the player to plan their evolutions around acquiring metafield. This induces a significant challenge. The early- and midgame become significantly harder. At this point in the game, the player doesn't have enough energy to run metafield yet, supposing they even managed to get it, and additionally there are few good mass support utils available. The resource management this entails makes the midgame a lot more fun.


3. Near-similar lategame builds can be achieved without metafield as well. If you take a 4-prop exp. thruster build, it already nearly reaches the speed cap. The energy requirement compared to 2-prop with metafield is very similar. You have to spend an extra slot, and deal with more propulsion attrition, but you also get the extra support from the additional thrusters. Four-prop slot distribution also makes the earlygame significantly easier. Even if this setup is maybe not exactly on par with 2-prop metafield, it is very close.

The real strength of metafield lies not so much in the enabling of few-prop lategame builds. Rather, it lies in the ease of transition. If you have a suboptimal, less extreme flight build, for example a 6-prop one, metafield makes the game significantly easier around -4 and -3. At this point the player has just become able to use metafield in terms of energy, instantly allowing them to boost their speed such that they can more easily deal with things like R branches. Without metafield, this would require the player to first fabricate better thrusters to replace their old ones. With metafield, you can reach the speed you need instantly, and then worry about replacing your thrusters afterwards.


4. It's okay to have powerful parts in the game. Metafield takes significant effort and skill to obtain, and again significant effort and skill to succesfully use in a build. If it is not at least as good in-slot as the tier 8* and tier 9* stuff flighthack builds fabricate with significantly more ease, then it will not see play in lategame builds. This would be a shame, because it is a really fun item.

There is something to be said against the prevalence of metafield in most flight builds we see on the discord. One could take this prevalence as an argument that metafield is too strong. I would like to present an alternative interpretation however. It is not that metafield is too strong. Rather, there are simply not many other things bored veteran flight players can greed for in the earlygame and midgame. Rather than removing the one fun part from this major section of the game, we should add other fun alternatives that conflict with it. (Imprinting bad. Fight me. :P)


Reaction to nerf-suggestion:
The overloading nerf puts metafield on par with triangulator and heat shielding. Cld. propulsion already exists, and the cld. aspect is bad. Having to overload propulsion is the sign of a weak build that is already doomed to die. I really can't imagine any decently skilled player regularly overloading prop for any other reason than escaping stasis traps. Since metafield would not even help with this, it would be a truly useless item. It would be a 3 mass -20 energy utility that allows you to turn your thrusters into worse versions of bad thrusters that already exist. Metafield is an item you have to build your entire slot distribution and loadout around. If its use becomes limited like this, any time you're not using it, you're limping around on a mutilated build. The very fact that this is even being considered as a nerf makes me feel like the people who have agreed to this suggestion have never played this sort of build.

End of rant. :P
Title: Re: Balance Overhaul
Post by: Joshua on October 15, 2020, 04:08:31 AM
Metafield is an item you have to build your entire slot distribution and loadout around. If its use becomes limited like this, any time you're not using it, you're limping around on a mutilated build. The very fact that this is even being considered as a nerf makes me feel like the people who have agreed to this suggestion have never played this sort of build.

I've played this sort of build, following Valguris's 2-slot flight guide, and I would be fine with the nerf. Flight by itself is almost always fast enough, metafield is only needed in the same situations where overloading prop is helpful - running past enemies, getting away fast, dodging around corners, getting out of range to run ECM, getting to a terminal before an operator, potentially sneak attacking an enemy with melee. Overloaded prop is not meant to be something you use continuously either though I sometimes try on the last map where the consequences don't matter as much -- the same place where I would have enough energy to sustain MF continuously.

I find fabhack builds reliable and boring already, would agree that trying to get metafield does make the game more interesting and it would still be very powerful with the proposed nerf (slowly burning out propulsion), just more situational. If you're playing flight even burnout from cld. propulsion takes a long time to become a danger.

Not sure what to suggest about mass support. I would say, after having tried the 2-flight strategy several times, it still takes considerable practice and skill to pull off; it is just not that interesting waiting for fabricators most of the game. (It's more interesting when they pop out a sentry or grunt right when your part is done!) Changing mass support to a percent increase would make its goodness proportional to the support you're on, but probably make it OP for treads/legs. It is neat that you can do 2-flight which would be extremely difficult or impossible otherwise; maybe it's OK that it shifts the difficulty for it to the beginning/middle of the game? I've looked at mass support as being the equivalent of additional prop slots, with more flexibility (you could swap in other utilities) but also higher risk - if you lose the utilities your build is doomed.

Re: flight boredom, maybe there should be other dangers besides swarmers that pose a significant threat to flight - perhaps immobilizer turrets, or a higher chance of stasis traps appearing in later levels, or a slow enemy that can fire volleys quickly+accurately to get more than one or two off before you run past. (B-90 Cyclops are the only enemies I can think of that are like this now, and very easy to avoid because they stand in alcoves.) Swarm Drone Bays are interesting, maybe some hunters should have them or at least the hunter drones could be armed.
Title: Re: Balance Overhaul
Post by: GJ on October 15, 2020, 04:36:58 AM
As Pimski says flight has an easy time pulling schematics to fab a perfect build. One of the best anecdotes I have for this is a recent hover run I played that managed to lose all of its protohackware before -1. Even so, through the power of botnet, operator networks and picking up hackware from the floor, it had an easy time pulling & fabbing Femtoactuators in Access, ending as an Ascended++ with no R branches. Flight has an even easier time avoiding enemies and assimilating operators. Arguably items like Femto, Exp. Armor Analysis, should not be pullable with ease on what isn't even an impressive hackbuild.

More than one recent-ish change to Central Database Lockout mechanics had made pulling schematics easier, and while it is perhaps reasonable for CDBL to work according to these rules... it would be nice to see manual hacking for schematics become less viable, not more. There are more interesting and varied ways to acquire powerful items than typing the same-ish schematics into terminals. Here's a rough list of potential nerfs:

1) Nerf botnet values, as 6% is rather high.

2) Nerf operator network values, this is much more likely to have a relatively larger impact on faster builds.

3) Manual hacks currently have an offensive penalty to them, what is it, -15% per security level? Perhaps they could have a defensive penalty too.

4) Nerf the offensive and defensive values on hackware. 10 is a nice and round starting value but probably not the smallest viable value for being desirable, the fact that you can kill an Operator for a regular hacking suite feels very powerful for stacking hackware equipped or in inventory.

5) Magnify the penalty for pulling schematics that are prototypes, and possibly be more strict about making high-value items prototypes, lrn. sensor array comes to mind.

To some extent nerfs in this vein will make things harder on so-called combat builds too, though it is currently optimal for those builds to fill their hcp. storage units with some amount of hackware: I believe this is much better on average than perma-equipping a signal interpreter or terscan processor and is thus the main & best infowar approach for combat builds, mainly due to being cheap as you can comfortably discard hackware. Combat builds also do not truly need manual hacking all that much, except maybe access(branch) and that one does pop up naturally in terminals too in addition to the exit being naturally findable. Schematics are not an issue for combat, can always scan something like armor or a hvy. tread and print integrity, scanning an imp./adv. weapon cycler is always fine as they do eventually get shot on combat and thus end up being high-value fabs. And then you have DM/Zh stuff, won't be looking at nothing-valuable-to-fab even when you want to risk the +influence from fab lockout.

Quote
Metafield takes significant effort and skill to obtain, and again significant effort and skill to succesfully use in a build. If it is not at least as good in-slot as the tier 8* and tier 9* stuff flighthack builds fabricate with significantly more ease, then it will not see play in lategame builds.
Quote
The overloading nerf puts metafield on par with triangulator and heat shielding.
Quote
Having to overload propulsion is the sign of a weak build that is already doomed to die.
Quote
The very fact that this is even being considered as a nerf makes me feel like the people who have agreed to this suggestion have never played this sort of build.
This seems excessive even assuming intentional hyperbole, and you should know it as a likely truth that the people suggesting these nerfs have played these builds. As we recently concluded in Discord, you were there, speed is one of the best forms of damage reduction. The damage you take from burnout can easily represent much, much more damage avoided. Changes to metafield could easily call for changes to its energy upkeep, especially if it outright overloads prop and the energy cost of that prop becomes magnified. The spirit of the suggestion seems to be to change metafield from a mainly energy dilemma to an integrity dilemma.
Title: Re: Balance Overhaul
Post by: mtf on October 15, 2020, 10:39:48 AM
Quote
If the item just burns out parts randomly it's not going to be worth my time anymore, which would be a shame, because I think it's so much fun. If it's just a slow drain on propulsion then that is slightly better, but overall I'd prefer modifying resource consumption instead of having it consume my parts. Also I can imagine the cheese now where people just run the imprinter all around ZDC till she burns out her prop and they get a free kill... why do I get the feeling there are insidious cheese strats behind the proposal of this nerf?
It's not random destruction, "burnout" as in slowly damages like the burnout mechanic, which seems fine for a very powerful part. Just not something you use for an entire run, which fast builds are otherwise very good at doing and this one currently just makes them that much better at it.

Huge amounts of heat is also possible, also matter req idea. Any would work really. I prefer the damage approach unless its effect is nerfed, though (which is not as fun).

Imprinter is not a problem, can just have her toggle it if necessary.

Couple of things here... currently overload dmg to prop is so high that you really can't use it for long without completely destroying your prop. Lets just look at the best cooled prop in the game, Cld. Q-Thruster. It has a 20% burnout rate and only 80 integrity... which means on average you have about 400 moves before that prop is completely used up. This is nothing in the grand scheme of flight builds, and it explains why people mostly use overloading for just a few turns here and there to maybe escape a partial spot or a squad that was looking for them. Now granted some of the earlier prop have slightly more integrity (90) and less burnout (10-15%), but my point is these effects are extremely damaging to low integrity propulsion and as a result are only used sparingly.

Lets look at some stats here on some end game prop...

2 Cld q-thruster (overloaded)
Speed: 20
Energy: -6 upkeep - 19 move/per turn = -25 energy per turn
Heat:  0 upkeep + 28.5 move/per turn = +28.5 heat per turn

2 Cld q-thruster w/ metafield
Speed: 13
Energy: -26 upkeep - 15.3 move/per turn = -41.3 energy per turn
Heat: 0 upkeep + 15.3 move/per turn = +15.3 heat per turn

2 Imp. q-thrusters w/ metafield
Speed: 16
Energy: -26 upkeep -12.5 move/per turn = -38.5 energy per turn
Heat: +6 upkeep +12.5 mov/per turn = +18.5 heat per turn

As you can see, using metafield increases speed by about 50-75% over overloaded prop and generates about half as much heat, but nearly doubles energy costs... In other words, you trade heat generation/prop degradation for energy consumption, some extra speed, and another slot utilized. In my opinion if metafield also degraded prop the benefits would not be worth it over just overloading standard cld propulsion because:

1) Heat is much more manageable than energy through most of the game
2) The extra utility slot / inventory could be put to better use than a utility that I'll only toggle every once in a while (whereas cld prop doesn't have this issue considering you need prop to move)
3) Don't have to worry about metafield being shot off
4) The speed difference really isn't a big one overall. Do I really need to go 13 speed over 20? No, not really. (Speed is an irrelevant stat [tm])
Title: Re: Balance Overhaul
Post by: zxc on October 15, 2020, 12:39:23 PM
What if killing Imprinter had a negative event or effect associated with it in late-game? Like maybe the Zionites attack the Complex, and they are hostile to you as well. I'm sure Kyzrati could cook up some lore.
Title: Re: Balance Overhaul
Post by: tiniuclx on October 15, 2020, 02:46:51 PM
While I don't have the extended endgame experience that the other commenters are, I'm sure Kyzrati wants to make the game as fun as possible for people like me too 8)

Right now, I feel like going overweight on treads & legs in order to haul more storage is a no brainer. I think part of what makes the storage meta work is the fact that being 0x1 overweight essentially doubles the amount of stuff you can carry  (100% increase) without much penalty at all. Going 0x2 overweight, by comparison, is only a 50% increase and that feels like much more of a decision on treads & legs.

How would you guys feel about the overweight penalty kicking in sooner? For the sake of argument, let's make it come in effect twice as quickly: for a 40-support build, the 0x1 penalty kicks in between 41 and 60 equipped mass, 0x2 between 61 and 80, and so on. If you keep the support penalty the same, this is a big nerf to going overweight in general, and it also makes being overweight more granular. This would also be a big (unintentional) nerf to wheels, but that can mostly be compensated for by halving the support penalty for wheels.

If more granularity is desirable (Which is probably necessary for endgame) you could make the overweight penalty kick in four times more quickly (0x1 between 61 and 70, 0x2 between 71 and 80 and so on) and rebalance the support penalty across the board.

As a general aside, I think it's important to also think about why something needs to be balanced. I think it's okay for strong items to exist! They make the game fun! What makes the game less fun is items and interactions that are so strong, that they make other parts of the game feel pointless by comparison. Utilities in Materials come to mind - storage is so good, and lots of other things are so bad, that stacking up on storage feels like a no-brainer.
Title: Re: Balance Overhaul
Post by: GJ on October 15, 2020, 04:13:39 PM
Burnout rate on cld. prop is still probably closer to being on the lower-end of balance than on the higher-end, 400 moves of speed boost is nothing to scoff at when you get to choose the moves you're boosted on and how much cld. prop you want to overload. It's very powerful on practically every map in the game.

A metafield that overloads or damages prop is a somewhat different mechanic. The integrity math is no longer about having enough cld. prop, you can discard flight units and pick up arrays, you can probably comfortably switch back and forth between hover and flight while maintaining a speedy build. This sounds a lot more interesting to me than current metafield and is more along the lines of the powerlevel you want early strong items to have, where it's fun to play and good but you don't feel like you're giving up the world by having your flight/hover build not do ZDC. The fact that cld. prop is a viable alternative to such a metafield is a good thing, ZDC is not a map that'll stop being visited because you have other options, some runs you'll have a particularly favorable seed for ZDC and so on.
Title: Re: Balance Overhaul
Post by: Vectis on October 15, 2020, 09:34:19 PM
*I crack my knuckles and descend into the fray*

# Shinies
I think that players shouldn't be incentivised to hold onto their shinies until the last possible moment. I would like to see shinies getting used more often and earlier. I'm not sure how to best go about this other than through item storage nerfs, but it's something I'll always be a proponent of. I never want to be hurt by seeing a certain stream where a firepult is hauled from mats to -1/C and never get used. Maybe more master thieves could show up earlier in the game so people would want to use their shinies asap? uwu.

Pay merchants on -7 to hold onto your items and give them back to you on -1? :thonk:

# Item Storage
> One major point in no_stack's favour is that it frees up slots for other utils
I'm in the small camp with moist and juicy capacitors charged for <no_stack>, even though I know there are some big glaring flaws. Quite frankly, I find storage units to be boring items. I would much rather be trying to pretend to be player 2 and try to make builds off of the floor rather than trying to hoard 50 items. If buffing storage units and giving them <no_stack> makes the game too easy, make the world generally harder to compensate?
I feel like whatever the final nerf to storage ends up being, I would like to see a notable exception made for RIF. I feel like RIF existing breaks all the normal storage meta so it should get an appropriate special treatment. But I know that's worth.

If you disregard all of that, though, the biggest takeaway I want to throw into storage units is that *storage unit coverage and integrity is whack*. It just feels so weird to manage storage unit health... They are so tanky that it feels like they might as well not break at all. I don't know if that's a good thing; tbh I'd be fine if storage units got shot off more often and were harder to come by. Maybe that could be your hcp nerf, since you don't find those naturally in the complex.

I'd like to propose re: an earlier discussion; I'd be interested to see each level of overweight get exponentially worse than the last, maybe with an exception for wheels. Yes, I'm looking for a way to bully treads users.
underweight bonus bad.
don't listen to anything mtf says he's anti-botnet.

Quote
Thoughts on storage nerfs:
Just to add my two cents; I feel like on flight, storage is already reasonably balanced.

This feels true for hover as well. I think storage being well-balanced is proportional to how much you care about being overweight.

I think hcp. storage should be removed.

In any case:
Quote
reducing overall storage capacity should be a goal

# Matter and Energy Storage
I think that energy storage is insanely overpowered right now. I think it would be fine if you couldn't extract energy from batteries on the ground, but swapping wells in remains an issue (realistically they won't get shot off).

# Cave-ins
MTF's digless stealth run changed my mind on this. I think digging can be nerfed further if necessary. Dig nerf good.

# Legs
I'm excited to see what the leg change is going to be. I hope they are renamed to thighs.

# Sterilization
Sterilization is a good and fun thing. I like that it exists and I don't think it should be changed.
> This creates the dilemma that score no longer functions as an abstract indicator of combat strength, and thus loses its original meaning.
Since when was score supposed to be explicitly a measure of combat strength? People get score for all sorts of weird stunts.

# Metafield
To be honest, I never *personally* considered metafield to be that great. I mean, it's okay, but nothing to lose my mind over. But if it really shatters a build type entirely if it gets a slight nerf, like burnout, completely shatters a build archetype, that might be indicative of a deeper underlying problem.

# Traps
Quote
No current plans to make full trapper builds viable as their own sustainable thing

Is this a challenge?

# S7
Spoiler (click to show/hide)

# Alert
Quote
  - Alert changes
   - Gain alert when spotted by a robot, not on killing it
    - Gain alert for reinforcement squads on dispatch
    - Gain alert for investigation squads only on spot
    - No repeated alert gain for the same squad
    - Promotes true stealth
    - Gives non-combat builds more to worry about
    - Removes disincentive to blast robots that have seen you already
This is good but probably needs some workshopping.

Quote
Quick addition about the alert thing: No one seems to have noticed, or at least not pointed it out that I've seen/recall, but you currently gain alert from being partial spotted. That's always been a thing (but you probably wouldn't notice that in particular unless you also had RIF).
I literally have never noticed this wtf.

# Hacking
Okay these are good enough I wanna go through them one by one.

Quote
1) Nerf botnet values, as 6% is rather high.
I think botnet is fine as is.

Quote
2) Nerf operator network values, this is much more likely to have a relatively larger impact on faster builds.
I will cry if you do this.

Quote
3) Manual hacks currently have an offensive penalty to them, what is it, -15% per security level? Perhaps they could have a defensive penalty too.
I think the main issue with this is that defensive hacking % is otherwise constant so it'd be a weird exception to the system.

Quote
4) Nerf the offensive and defensive values on hackware. 10 is a nice and round starting value but probably not the smallest viable value for being desirable, the fact that you can kill an Operator for a regular hacking suite feels very powerful for stacking hackware equipped or in inventory.
Ehhhh I think they're fine.

Quote
5) Magnify the penalty for pulling schematics that are prototypes, and possibly be more strict about making high-value items prototypes, lrn. sensor array comes to mind.
I'd take this a step further. Remove direct hacking schematics. I hate scroll of wish mechanics.

# Closing thoughts
Quote
But we can talk about crazy things without committing to them.

Yeah, and I'm really down with the idea somebody mentioned of scattershotting out builds and forcing playtests to see which are best. Like what MTF did with dig nerf. Sadly, the issue is I feel like we're all too stubborn to change our mind based on playtesting... I know I am. None of you will ever be able to tell me Hype EM is bad.


Quote
I recently lost a game on stream where there was a Researcher guarding the door to the S7 cache... I was on treads and didn't have enough hacking to open the door. I tried to use FLK to assimilate the researcher, and it missed. It had a 95% chance PLUS the 10% targeting bonus (which I know doesn't get added on), and yet I still missed...
LMFAOOOOOO~ nerd

Quote
What if you didn't get scanned instantly?
Uh... This actually wouldn't be terrible. I think people would be just as terrified of researchers, so there'd be the same level of fun, but you leave in that "cave-in" style incentive for emergency manuvers.

Quote
Cogmind is explicitly designed for even horrendous part loss and misplay to be recoverable into a win, which for a roguelike is probably too forgiving, but certainly runs should still be loseable.
Nahhh I think it's fine for a roguelike to have 1shot protection :P

Quote
I have always felt that there are too many lower/upper cave maps and they should be compressed to a single (hopefully more challenging floor).
I agree! But I think changing the way caves plays is also on *the list*

Before I go here are my two dreams:
1. I think you shouldn't be able to see the mass of unidentified parts until you attach them.
2. Garrisons should always loop and RIF should in turn be nerfed later in the game to offset the snowball. As it stands I feel kind of bad getting no loops my whole run orz even though I know that's a rare misfortune.

Writing posts on the forms is so exhausting holy sh!t. I forget I'm surrounded by like, 40 year olds with attention spans when I'm in the Discord chat and I can go full feral rat mode.
Title: Re: Balance Overhaul
Post by: Tone on October 16, 2020, 10:28:02 AM
S7
Spoiler (click to show/hide)
Title: Re: Balance Overhaul
Post by: GJ on October 16, 2020, 02:20:40 PM
Because it's rare for the community to display even a rough consensus on things, I'd like to summarize two discussions here, the links should work if you have access to #cogmind-spoilers and #cogmind-redacted.

Discussion #1: https://discord.com/channels/205277826788622337/453076153817759765/766735551364726814

There's a rough consensus here that pulling schematics should or could reasonably be more difficult than currently, but no significant agreement on what the solution should be. The solutions discussed are roughly similar to what has already been brought up in this thread.

Discussion #2: https://discord.com/channels/205277826788622337/338852785154162688/766750651669020672

Strong consensus that S7 sec-1 terminals are abusable. Presumably they're sec-1 so that 'Open' hack would have its current success-%. Now that imprinting can't interact with that hack and force-ram exists, there's less need for a strong likelihood that you succeed the hack even without hackware. S7's guaranteed AAs are also capable of opening these, just gotta get inside one of them first.
Title: Re: Balance Overhaul
Post by: zxc on October 17, 2020, 02:27:04 AM
I think I like the idea of indirect schematic pulling going away, but it's a fairly sizeable shift to the flight game. To compensate a bit, more guaranteed schematics (a la DM and Zh) would be sweet.

I don't know if a reasonable argument can be made against S7 sec-1 terminals going away. One could make a similar argument for -1 C entrance terminals, but I'm less bothered by those.
Title: Re: Balance Overhaul
Post by: muxecoid on October 18, 2020, 11:36:09 PM
Nerfs, nerfs, nerfs... Can we have some buffs?
Let's buff cryofiber webs via nerf to everything else.
Mechanics change - make heat dissipation percent of current heat over base rather than fixed value. Change existing heat dissipation to 0.6 and make it work as percentage of current excess heat. Build that was at exactly zero heat balance before the change will now achieve equilibrium at 167 temperature. Enjoy your targeting penalty... But if your heat generation doubles you do not go to infinite heat, you stabilize at 333.
Title: Re: Balance Overhaul
Post by: GJ on October 19, 2020, 01:41:21 AM
I'd like to suggest an integrity nerf to shieldings/casings. The concept of sacrificing a utility slot to protect a certain type of part from damage/RNG is cool, but their numbers seem high in a way that contributes to the ease of maintaining extremely powerful items and the same build throughout the game, and they often feel more efficient than other defensive utils even when losing such parts to RNG wouldn't be the end of the world. In other words, I think you are a bit too strongly incentivized to fab 200/300 integrity's worth of shielding and repair them for almost 200/150 integrity at stations (exp./imp. numbers). Fab/repair pattern doesn't apply to casings but they are very inventory-efficient at 200 and rather easy to get (even when not imprinted!).

Base shielding maybe doesn't need to change at all, they don't get used. I suspect Imp. still feels good at 100-integrity and Exp./Casing at 150. 66%/90%/100% are still very good numbers and you'll have reason to equip them for that, but you're less invulnerable to attrition and utility shielding doesn't allow you to scoff at cave-in risks as much.

I see core shieldings have 50/100/200, perhaps all the shieldings could be standardized at 50/100/150? This is an unnecessary nerf to Exp. Core Shielding, could make up for that by reducing its rating from 9*, builds on a core clock have a difficult time interacting with 9* parts. I get that this is the rating that disables them from repairs, but it's not powerful enough that blocking that prevents any real abuse. Sterilization is much more effective at preventing the sort of abuse that I assume the repair-block is intended for.
Title: Re: Balance Overhaul
Post by: zxc on October 19, 2020, 05:29:21 AM
Buffing by nerfing everything else is my favourite method!

I really like the concept of equilibrium temperatures. Very similar to the heat stuff I was suggesting in an earlier post, where different bots have different heat baselines, and sensors identified bots by their heat signature.

Shielding nerf sounds good.
Title: Re: Balance Overhaul
Post by: Pimski on October 19, 2020, 09:17:46 AM
One thing that has been discussed to some degree in the discord is the fact that fabbing strategies currently dominate the game to a very large degree, especially on fast propulsion. In this post I'd first like to name a number of potential issues present in the way fabbing works. Then I will introduce an example of a way I believe the current fabbing system could be improved. Lastly, I'll argue why I think such a change would solve the earlier-named issues.


Issues;
1. Hacking-focused builds can fabricate an entire extended build. This method feels somewhat illegitimate, as it is considerably easier to execute than most other strategies for assembling extended-viable builds. Because of this discrepancy with other strateges, on a lot of the faster build archetypes preparing for extended through fabbing feels rather mandatory. Especially on such builds, the strength of lategame fabbing serves to invalidate scavenger-style gameplay to some extent. This is unfortunate for the people who enjoy such gameplay more.
2. There is no compromise-option; either you are fully equipped to fab, or you can hardly fab at all. If you have enough hackware to fab semi-reliably, the only real limit in the number of items you can fab is the fabricator quarantine. Hackware builds can consistently fab enough in this allotted time to get together a complete build. Scavenger-style builds that run no or little hackware can rarely even fabricate a single item. Destroying hubs is somewhat of a remedy against this, but arguably the contrast between these two extremes is still too stark.
3. Fabbing strategies disincentivize risk-reward options to some extent. Scavenger-style builds are often incentivized to take on branches and fight dangerous out-of-depth enemies for rewards. Fabbing builds don't need to rely on such rewards; they only need hackware, and their extended succes is already pretty much guaranteed. Even if branch rewards can be useful for them as well, there is never a reason to feel forced to take a large risk.
4. Fabbing builds overlap with machine hacking builds. This is a bit overly convenient, as machine hacking is one of the most consistent ways to make 0b10 floors easier in the midgame. This ease of blazing through the midgame, combined with their strong lategame, makes fabbing strategies far too consistent and trivial.
5. Setting up a fabbing-centric build is too straightforward. Fabbing builds require little to no resource-management. Their game-plan consists of a very small number of uncomplicated steps. Get hackware; hack for schematics; fabricate your build; equip the parts and win. This again leads to a lack of meaningful and interesting decisions when playing fabbing builds. (Not because of the lack of risk, which is already covered in 3., but rather because of the lack of meaningful resource management and adaptivity.)



Example proposal of altered system;
Fabbing items requires cartridges. Blank cartridges are a limited resource, and can be obtained as branch rewards, or by prevailing against similarly difficult challenges. At terminals, the player can hack for a schematic to write it onto a blank cartridge in inventory. Once a schematic is written onto a cartridge, it can not be overwritten. Cartridges need to be inserted into a fabricator to fab, and are returned after the item is fabricated (possibly losing some integrity, so use is limited?). In addition to these changes, the hacking difficulties for both schematic pulling and fabricating are drastically lowered.

These changes will have the following consequences:

1. The number of (distinct) items that can be fabbed is limited by the number of cartridges the player acquires. This means it is no longer (easily) possible to fabricate entire builds.
2. Compromise builds are valid. Since the hacking difficulty is lower, even builds with lower amounts of hackware can meaningfully supplement their build with a small number of fabbed items.
3. Incentivizes risk-reward. Cartridges require taking risks to obtain, making it more challenging to get into a position where you can fab a large number of items.
4. There is only small overlap with machine hacking. This makes fabbing builds less oppressive and omnipotent in the midgame.
5. The setup process a little more complex. There are a larger number of decisions to make, such as which items are completely necessary and which a luxury. There is a larger number of non-trivial steps involved in getting your fabbing build into a position where it can take on the lategame.


In short, I believe the current balance of fabrication strategies can be massively improved. There are obviously a myriad ways to go about implementing such a balance change in terms of mechanics. The above contains a description of what I consider the be one example of such an implementation. In replying to this, I would appreciate it if people could distinguish between disagreement with the named issues and disagreement with the proposed example of a way to implement fixes to these issues. I think discussion about the prior is more useful, as kyzrati is unlikely to be worse than me at thinking of a system that fixes these issues.
Title: Re: Balance Overhaul
Post by: Pimski on October 19, 2020, 09:32:49 AM
Addendum;

To add to the previous post: the most obvious issue is that cartridges would require a lot of inventory space. If this is judged to be too harsh, it is a problem that can be easily solved. Simply replace the idea of cartridges with the idea of memory slots integrated into the core. These then take no inventory space, and otherwise function in exactly the same manner.
Title: Re: Balance Overhaul
Post by: Pimski on October 19, 2020, 09:40:56 AM
Addendum 2;

Rather than distinct memory slots, a more granular memory capacity is also an option. Then higher tier prototypes could take more memory than lower tier regular parts.
Title: Re: Balance Overhaul
Post by: tiniuclx on October 19, 2020, 12:56:32 PM
TL;DR: What we, the players, need to do is achieve consensus on a particular issue. If we can do that, Kyzrati has a great track record at fixing said issue. Pimski's post is a great start because it explains "why" and "how" something is not fun - it's not just about something being vaguely broken. The more people we can get to agree that this is a problem, the stronger a signal it will be for Kyzrati.

Community solutions matter a lot less than community consensus on problems because none of us have actual experience with fixing the game. Kyzrati, however, has been doing it full time for the past five or so years!

Pimski's post is a great starting point for identifying the problem. If you agree with the quoted text, say so in this thread! If you don't agree, also say so in the thread, so we can find what the actual problem is.

...
1. Hacking-focused builds can fabricate an entire extended build. This method feels somewhat illegitimate, as it is considerably easier to execute than most other strategies for assembling extended-viable builds. Because of this discrepancy with other strateges, on a lot of the faster build archetypes preparing for extended through fabbing feels rather mandatory. Especially on such builds, the strength of lategame fabbing serves to invalidate scavenger-style gameplay to some extent. This is unfortunate for the people who enjoy such gameplay more.
2. There is no compromise-option; either you are fully equipped to fab, or you can hardly fab at all. If you have enough hackware to fab semi-reliably, the only real limit in the number of items you can fab is the fabricator quarantine. Hackware builds can consistently fab enough in this allotted time to get together a complete build. Scavenger-style builds that run no or little hackware can rarely even fabricate a single item. Destroying hubs is somewhat of a remedy against this, but arguably the contrast between these two extremes is still too stark.
3. Fabbing strategies disincentivize risk-reward options to some extent. Scavenger-style builds are often incentivized to take on branches and fight dangerous out-of-depth enemies for rewards. Fabbing builds don't need to rely on such rewards; they only need hackware, and their extended succes is already pretty much guaranteed. Even if branch rewards can be useful for them as well, there is never a reason to feel forced to take a large risk.
4. Fabbing builds overlap with machine hacking builds. This is a bit overly convenient, as machine hacking is one of the most consistent ways to make 0b10 floors easier in the midgame. This ease of blazing through the midgame, combined with their strong lategame, makes fabbing strategies far too consistent and trivial.
5. Setting up a fabbing-centric build is too straightforward. Fabbing builds require little to no resource-management. Their game-plan consists of a very small number of uncomplicated steps. Get hackware; hack for schematics; fabricate your build; equip the parts and win. This again leads to a lack of meaningful and interesting decisions when playing fabbing builds. (Not because of the lack of risk, which is already covered in 3., but rather because of the lack of meaningful resource management and adaptivity.)
...

I think Pimski is onto something here! I think the summary of the problem is on point, and there is nothing here I diagree with. For me, the most fun way of playing Cogmind is by dealing with problems as they come. I don't really like planning out my entire run in advance, I want my games to surprise me! Some of my most fun runs happened when I was in a position to be greedy and do something stupid. When it pays off, it feels great! And even when it doesn't, I know I was getting greedy and I still had a fun time doing it.

However, when I was playing fab builds, it was more about avoiding doing anything risky so that I can fab what I need. That, and staring at spreadsheets. Granted, we have better spreadsheets these days, but I'd rather be actually playing the game!

Pimski's cartridge idea is definitely interesting, and it solves some problems, but it introduces quite a few more. If cartridges are items, then the schematic rewards of DM and Zh need to be redesigned, and inventory management becomes even more painful. I have touched on the latter point in my previous post.
 (https://www.gridsagegames.com/forums/index.php?topic=1482.msg9574#msg9574)
If they're not items, but something intrinsic to Cogmind like RIF abilities or the currently known schematics, the UI may get more complicated. As a returning player, I'm actually having trouble grok everything the UI is trying to tell me, and it is already hard enough to find out how to do something if it's not all that common (such as opening the RIF upgrades window - I play almost exclusively in keyboard mode, so the button wasn't even there for me). This would be even harder for new players, of course.

However, I think it would make the gameplay quite interesting: finding a cartridge is now an opportunity to fix something about your build, or just to get greedy and prepare for endgame.

My advice to Kyzrati is to listen to us, but only a little bit. The community used to complain about bot hacking being either broken or boring, and about there not being much of a reason to go into garrison unless you were trying to break the game *cough* Pimski *cough*. The community did not come up with RIF, which I believe addressed all of those problems, and created an entirely new style of gameplay that's actually quite a lot of fun.

Then, the community complained about RIF not scaling into the endgame, so Kyzrati added RIF upgrades, which at the very least are very fun, and they add a healthy amount of variety to RIF runs. They also encourage greed, which is very fun. I don't know if RIF is viable in endgame, but the RIF upgrade system are a very fun change that the community couldn't have come up with.

Finally, mines were boring and new players seemed to get stuck in mats, so the Exiles were added, which I believe are loved by old and new players alike. The exiles in particular, and all of their items, are not something that can just be designed by the community.
Title: Re: Balance Overhaul
Post by: GJ on October 19, 2020, 02:56:44 PM
I largely agree with Pimski's identification of the issues. Personally I think the main issue with the current system has much more to do with what happens when you're fast or hacky rather than the accessibility of fabbing to slow builds without a hack focus. Partially this is because like Vectis, I dislike wishing mechanics and prefer fabs/repstations to have real variance in their value and occasionally not do much.

A potential downside of making wish-y schematics more accessible to builds across the board is that it will exacerbate balance asymmetries that are not currently an issue. It's a semi-obvious truth that powerlevel variance is not inherently bad, one could argue it's the opposite, and things are only "overpowered" when they somehow warp the game around themselves. This can end up happening by making an item more accessible without changing its powerlevel. There are schematics where if a no-/low-hacking slow combat build could consistently acquire them, they should wish for them every game, this is one of the issues fast builds suffer from right now. Currently there are relatively few value schematics that a slow, not-a-hacker build can consistently acquire, ultimately I think it's much more fun to just either find those items/schematics or not find them in a run.

Let's look at what fabs and scanalyzers actually do for slow builds without an explicit hack focus:

1) You find a high-tier item in e.g. Chutes: faulty, broken, functioning, whatever. You can gain additional value from it by scanning and fabbing it, processors in particular you only need 1-2 functioning instances to have them last about the entire game. Even with zero hackware in Chutes it's not particularly difficult to find floor hackware or grab it from operators to do one scan + fab at some point.

2) OOD preloads in fabs, I believe this is a semi-recent addition. I once got to fab an Exp. Force Field in Factory, this sort of variance as an alternative to just slapping a trojan(hauler) on the fab seems fun. Fabbing the preload is potentially easier than fabbing a schematic you already have, which is an interesting nuance. You might also want to fight an investigation to get the fab off, given you don't have the schematic, and there is that one force hack to consider too.

3) Non-core shieldings are low-ish ratings. This means Imp. shows up early, and can be scan+fabbed with some ease. This is a main way for combat to find value in fabs/scans. Instead of having to find multiple backups of some item that's valuable to your build, you can extend its life with shieldings. As is evident from my call to nerf these, I actually think these are a little bit too good across all builds and even just finding imp. shieldings on the floor is quite powerful.

4) You can get a fab to make you one of the schematics you got from DM/Zh.
Title: Re: Balance Overhaul
Post by: Kyzrati on October 20, 2020, 03:45:21 AM
I've been making a bunch of modifications this past week, one of which in particular has a bearing on some discussions in this thread, so to bring it to the forefront:

- All special-purpose terminals, including any door terminals, will no longer be hackable except to open the door or do specifically what they were meant for. They're all level 1 terminals, after all, and having access to that many, especially in certain areas, always made it way too easy. I always liked the thematic concept of using door terminals to hack unrelated systems, but it's OP and not really necessary. In any case, we'll see what kind of effect this has.

RE Metafield: I can understand Pimski's arguments from his POV, but others have good reasoning as well.

but my point is these effects are extremely damaging to low integrity propulsion and as a result are only used sparingly.
I think that's probably the point, especially considering that speed is already quite good and not being able to maximize your potential speed all the time is a nice balance goal.

In my opinion if metafield also degraded prop the benefits would not be worth it over just overloading standard cld propulsion because:
But if the new balancing factor is part integrity, Metafield's other drawbacks would likely be reduced to compensate! We don't need to make the assumption everything else would remain static in this case...

RE Fabbing:

Quote
5) Magnify the penalty for pulling schematics that are prototypes, and possibly be more strict about making high-value items prototypes, lrn. sensor array comes to mind.
I'd take this a step further. Remove direct hacking schematics. I hate scroll of wish mechanics.
I think you meant indirect hacking here? They're definitely important to the design in terms of allowing for attempts to get a few pieces of a build together, though yeah we can nerf fabbing a bit overall, on which most everyone's in agreement. Part of the issue people see is that flight has a much easier time actually putting together an entire build since they're less likely to lose parts at all, anyway (and generally have a bunch of hackware), while the fabbing system is meant to still be somewhat accessible to combat as well (which it is).

At the same time, flight with hackware is... kinda meant to be able to do this in the first place?

I do think Pimski's of "cartriges (https://www.gridsagegames.com/forums/index.php?topic=1482.msg9583#msg9583)" is a neat idea. It would be a lot of work across the board in terms of mechanics, balancing, and lore, but who knows something like that might work.

At the same time, honestly this alternate system could potentially be easily implemented using the existing fabrication component system which we're simply not using yet, the one that requires providing additional components in order to build a given item. Some of you probably don't know this already exists, since it's never been used, but it's in there...

It's an alternative way to limit fabrication without attacking it from a schematics angle (although it's just a limitation in number rather than by type, so somewhat different in substance).

How would you guys feel about the overweight penalty kicking in sooner?
Indeed we covered that earlier in the thread and that's something which is happening.

I never want to be hurt by seeing a certain stream where a firepult is hauled from mats to -1/C and never get used.
Sorry that run hurt you, Vectis. I repeatedly found that unfortunate myself :P

If buffing storage units and giving them <no_stack> makes the game too easy, make the world generally harder to compensate?
Actually I think the idea is that for a lot of people it would actually be the exact opposite of that, making the game harder xD

If you disregard all of that, though, the biggest takeaway I want to throw into storage units is that *storage unit coverage and integrity is whack*. It just feels so weird to manage storage unit health... They are so tanky that it feels like they might as well not break at all. I don't know if that's a good thing; tbh I'd be fine if storage units got shot off more often and were harder to come by. Maybe that could be your hcp nerf, since you don't find those naturally in the complex.
No, losing storage is terrible, so it's balanced such that you might need to slowly work towards getting replacements, but otherwise it's going to be pretty reliable in the short- and medium-term. We've already been there before in alpha, and it's very very clear that having unreliable storage is like the fundamental bane of fun.

I think those aspects of it are in a fine place.

1. I think you shouldn't be able to see the mass of unidentified parts until you attach them.
Joshua and I have had this discussion before (https://www.gridsagegames.com/forums/index.php?topic=1416.0). It's rather high on the list right now, although I hadn't yet gotten asking around what more people thought of that.

Yeah, and I'm really down with the idea somebody mentioned of scattershotting out builds and forcing playtests to see which are best.
Yes that was my idea, and the plan, actually, for example starting with a basic <no_stack> test just to see, but honestly these things take time to properly set up and test so they have to really seem worth it in order to invest that effort, and the support for <no_stack> has surprisingly been very lackluster. People do clearly want change in the storage area, and that's happening for sure, but <no_stack> is a step too far for almost everyone!
Title: Re: Balance Overhaul
Post by: Tone on October 20, 2020, 10:08:43 AM
Quote
All special-purpose terminals, including any door terminals, will no longer be hackable except to open the door or do specifically what they were meant for. They're all level 1 terminals, after all, and having access to that many, especially in certain areas, always made it way too easy. I always liked the thematic concept of using door terminals to hack unrelated systems, but it's OP and not really necessary. In any case, we'll see what kind of effect this has.

This sounds like a fair change, is fitting in theme (the terminals may be locked out of the wider terminal network), and adds an appropriate difficulty to some of the research branches in particular where these are most common.  How would this look on prefabs where the door is already open, like the Extension and Quarantine entrance variants?
Title: Re: Balance Overhaul
Post by: Kyzrati on October 20, 2020, 06:13:06 PM
How would this look on prefabs where the door is already open, like the Extension and Quarantine entrance variants?
No different, just same old Door Terminal.
Title: Re: Balance Overhaul
Post by: zxc on October 21, 2020, 02:12:43 AM
If I were designing a complex I'd definitely have the door controls be on a separate network to the rest.

I've been liking a lot of the posts recently. Pimski's summary of the issues of fabrication I largely agree with. I'm not sure about the suggestion, though. I'd like items and inventory to be used less, not more.

I like the changes Kyzrati has mentioned. But I'll say that I'm not too keen on metafield having a drawback related to integrity. Whether or not it's balanced, it 'feels bad'. I'm also opposed to propulsion overloading for the same reason. Exile items being balanced like that makes sense though, to me.
Title: Re: Balance Overhaul
Post by: muxecoid on October 21, 2020, 12:58:11 PM
Door terminal change will make -9 storage significantly harder. Anything to compensate?
Title: Re: Balance Overhaul
Post by: Kyzrati on October 26, 2020, 12:10:41 AM
Door terminal change will make -9 storage significantly harder. Anything to compensate?
No, it's fine, and harder is good if true. If referring to non-/low-combat builds, then indeed it should be harder for them--Storage was always meant to be that way, a low-depth dangerous but potentially high-reward area.

Really the lack of door terminal hacking naturally increases difficulty to some extent across many areas, which is the point of doing it :P
Title: Re: Balance Overhaul
Post by: GJ on October 26, 2020, 02:44:28 AM
It's a bit inherently "unclean", but I'll say it out loud in case it has some merit: how about two_stack instead of no_stack? As in your third storage unit does nothing, your second one does. For now let's ignore the question of whether this would allow you to equip 2 humpbacks, that's not too important and the "real" storage units matter more. There's a few things this specific middle-of-the-road aims to achieve:


More than anything this is meant to share my perspective on storage, so I will add an anecdote about the evolution of storage on combat builds. In late Alpha average combat capacity was around 20, it didn't feel like an unusual amount of inventory-paralysis relative to the average RL, though maybe by just a little bit, possibly that's just inherent to Cogmind where you have to think more about your inventory items than you would about potions. Since then both support and inventory-per-util-slot have gone up, relatively often I find it a no-brainer in terms of winning or playing the build well to go for an inventory size where scrolling through it annoys me. I don't have a strong grasp of what the average capacity is nowadays, it might even be around 30, and really large inventories are more common.
Title: Re: Balance Overhaul
Post by: mtf on October 27, 2020, 04:56:30 PM
Alright, I'm a man of my word, so I'm going to make a post that goes against everything I believe in...

I support nerfing storage.

It's clear to me now that even some of the game's most difficult challenges can be (fairly) taken on even with minimal storage, and if that's the case then the only argument remaining to keep storage un-nerfed is that it allows players to carry extremely large fun/meme items. While I do feel like nerfing storage will probably increase the overall difficulty of cogmind, it will probably make the game more interesting overall due to the extra slots that are available to use for other utilities and things. It will also reduce inventory paralysis which I know is a common complaint about the game currently. I'm not sure if I support the no_stack variety of the storage nerf, but I can agree that something should be changed, and I'm optimistic about trying out a no_stack build of the game to see how it works for myself.

So lets throw some storage nerfs at the wall and see what sticks. I'm going to go take a shower now, but after writing this I'm not sure if I'll ever feel clean again.

PS: If you want to see what changed my mind, just watch GJ assault the W base with minimal storage: https://www.youtube.com/watch?v=MUc9ywmLI-U
Title: Re: Balance Overhaul
Post by: Kyzrati on November 03, 2020, 05:56:13 PM
So yeah as I've mentioned before and GJ reiterates above, no_stack has the unfortunate side effect of likely reducing build flexibility a bit too much.

"two_stack" is an interesting idea that doesn't seem to have been brought up before, and having two storage units does indeed allow for quite a lot of flexibility and what I also feel is "enough" storage for even combat builds--overall somewhat more challenging but also more fun (which is why I tend to run two myself unless the run gets weird or I'm doing RIF). two_stack is also kind of a weird concept due to how arbitrary it feels on the surface, without having been used anywhere else and thus being hyperfocused on storage here... Of course, storage is also a very central and unique part of a build, so special treatment is not unwarranted.

Honestly in terms of balancing future numbers that was kinda my intended goal, to have approximately two build-appropriate storage units being optimal in many cases, though this is hard to balance in practice due a combination of the potential flexibility of mass support and the amount of storage capacity you get from a single unit.

Anyway, at this point we can only speculate so much and some test builds are in order. Right now we're behind where I wanted to be on that front due to all the work I've been putting in elsewhere, but anyway it'll happen before Beta 11.
Title: Re: Balance Overhaul
Post by: zxc on November 04, 2020, 12:39:50 PM
Whatever the gameplay potential, two_stack bugs me as too arbitrary.

Quote
A potential issue with no_stack is a too great loss of flexibility. It's more flexible than storage units not existing and simply giving Cogmind more inherent inventory slots, but you run into issues like... carrying a storage unit you plan to upgrade to feels bad when you can only equip one at a time. Two storage units allows you the nuance of something like Lrg. with another Lrg. in inventory, eventually putting on the second one. Or Lrg+Med with a Lrg. in inventory to eventually go Lrg. x2.

I'm not buying this. With no_stack, you can do the exact same thing of carrying a lrg storage unit while you have med equipped, and hoping to upgrade soon. The only question is how many 'steps' of unique storage units there should be, and what the thresholds should be.

Quote
It may well be reasonable at current numbers. You could interpret humpback as 2x storage units, or you could allow players to equip two if they really want to carry tons and then they have to deal with the unusual mass and coverage of double humpback. You might play a wheels build like that. 2x Hcp. for 20-inventory slots seems a reasonable size that isn't annoying to use, you can genuinely carry stuff but it's a manageable inventory.

This is basically the same as 2x original number no_stack. What is the difference between no_stack and two_stack, then? two_stack has the issue of being arbitrary, and it allows for more steps between capacity thresholds. The former is clearly a downside. As for the latter, we can compensate by introducing more storage unit types, say a couple more. But I kind of like having a substantial capacity difference between the storage units so that your choice is more decisive and consequential.

Oh and another difference is that no_stack saves a slot. I think that's a good thing as you get more slots to play with. Perhaps it makes the game easier but I'd rather compensate for that elsewhere.

For those who think no_stack would not allow hauler-type builds, I think humpbacks could serve the niche fine. For two slots, you could get say, 24-26 inventory capacity increase for a total of 28-30 inventory capacity. This is still a substantial inventory. Perhaps you could introduce a Mega Humpback which is three slots and gives even more. But the objective of limiting inventory size overall would be achieved. We won't have people running around with 50+ anymore, and reaching 30 would be a very deliberate strategic choice rather than something which just happens naturally when you slap on yet another storage unit. Oh and you even get humpbacks from exiles, which is exactly where people like to engorge themselves on meme items.

Another reason I like no_stack is because you can design the storage units for different efficiencies. E.g. sml storage would be the most mass-efficient. Hcp the most slot efficient. Humpback the most storage at the expense of slot efficiency. Med and lrg being all-rounders. You can also tweak the values without concern about what happens if you combine them, making for easier balancing. You could ditch the current scheme of +2 inventory for 2x mass of the previous storage tier if you wanted to.

Ultimately, storage units are less interesting than parts that actually modify your combat abilities or infowar capabilities. no_stack does shift the emphasis away from storage units, and I would argue that that's a good thing. There are lots of interesting parts in Cogmind, and it's a shame to pass them up all the time, especially in the early-game, because filling your slots with storage is a necessary evil.
Title: Re: Balance Overhaul
Post by: zxc on November 04, 2020, 01:28:48 PM
Also, it's about time someone brought up the core exposure idea from the discord.

Idea: dramatic increase of core exposure of robots and Cogmind across the board, e.g. 2-3x current core coverage.

Benefits:

- Faster paced battles
- More offensive focus
- Positioning and first hits more important
- Substantially buffs early-game flight/stealth (and later-game slightly)
- Makes core integrity more relevant
- Makes core shielding relevant
- Reduced part attrition
- More thematic e.g. you have to protect your exposed core
- Nerfs IR
- Buffs Hyp. EM Gauss Rifle

Downsides:

- Makes crit too strong for the player

I see this as the perfect complement to reducing inventory capacities. Discuss.

edit: I wrote this post separately to my post in favour of no_stack which is at the end of the previous page. It is basically part 2 of that.
Title: Re: Balance Overhaul
Post by: GJ on November 05, 2020, 04:12:33 AM
Further analysis of magnified core exposure...

Upsides:
- Relative nerf to corruption. While corruption and overheating will still solve an encounter where you don't get your core hits, it'll be less outright preferable to a damage approach. There are currently some enemies with significant EM resistances that are still notably easier to corrupt with a single HERF Cannon than they would be to kill with a typical damage-based loadout.

- Increased difficulty to so-called "greedy" strats, where you kill Exiles, Zion, etc., or go for the longest and most dangerous/rewarding approach to ZDC. These are not all that greedy in the average seed, by which I mean they are quite doable without any special variance, e.g. you don't need to find rarer items that are good for them. Shifting these further away from being "meta strats" towards "seed-opportunistic alternatives" is likely good.

Downsides:
- Significant and unnecessary buff to crits, penetration, guided weapons and explosive launchers in general. Significant nerf to melee enemies. There's already rather many encounters that are resolvable with ~zero damage taken, so some of the benefits zxc lists seem more like downsides to me.

Potential downsides:
- Fights with allies become more volatile/swingy. Less wait-time from large-scale battles could be good, but it'll affect the reliability of allies.

Regarding core attrition in general, I do think a bit more of it would be welcome, but also suspect it's close enough to where one wants it to be that 3x core coverage would be devastating, not to flight/hover but to other stuff.

2x might be manageable, it would result in changes to how you approach combat. Some of those changes would be nice, like the relative increase to the value of core shielding: they currently have a bad comparison to the expected value of alternate utils you could equip instead, this is somewhat true even when you're explicitly concerned about core attrition --- more than anything the difference in Equip Core Shielding vs Equip More Coverage is the sort of thing that matters here.

The main negative change is... this is the sort of thing that could tilt gameplay too much in favor of offense and cleaning things up before you really get hit. DPS vs Tank considerations for combat are in a decent spot at the moment, though with a clear and slightly excessive bias for "loads of integrity", arising mainly from excessive storage. It's probably maximum fun for 'tank' to be the main approach by a slight margin, such that positioning and clean kills do matter, and tankiness isn't so good that there's no significant swinginess/variance to what breaks. When offense is the main approach you get rather swingy and hectic gameplay that might not be a good fit for Cogmind's length and the amount of enemies you fight, it's very heavy on combat micromanagement for a game where tactics will still always matter even when tankier strats are meta.
Title: Re: Balance Overhaul
Post by: Kyzrati on November 06, 2020, 04:46:49 PM
Yeah there are a number of good points up there (https://www.gridsagegames.com/forums/index.php?topic=1482.msg9603#msg9603) about no_stack, from zxc. Makes it more likely I'd want to try testing that approach out first.

Feel free to discuss core exposure, but there's no plan to increase it. Some of those things listed as "benefits" are either downsides (to me) or [assuming they're desirable changes] can easily be addressed via other means.
Title: Re: Balance Overhaul
Post by: zxc on November 07, 2020, 04:28:43 AM
Benefits:

...

- Buffs Hyp. EM Gauss Rifle

Some of those things listed as "benefits" are either downsides (to me)

>:(

Other random tidbits on (mostly) game balance so that my post isn't solely a joke:

- I can see EMDS being a target of nerfing at some point
- Door/special terminal change is playing out nicely I think
- Is the combat too launcher-focused?
- I would like to see the explosive potential of power slot items from EM damage listed in their stats
- Being able to trigger multiple investigation squads from the same alarm trap array via AOE seems dodgy
- Cmb linears need to be prototype (and possibly other/all cmb hovers)
- Something about siege mode giving a substantial flat accuracy buff seems off to me, like it's too easy to obtain the full benefit without a build dedicated to it. Might prefer if it upped the acc % buff per tread slot.
- Don't let us find 2+ of hyp EM gauss / tachyon in lab... it really sucks

I have more thoughts on core exposure but I'll save them for another time as I'm trying out some combat runs and will see how things feel.
Title: Re: Balance Overhaul
Post by: GJ on November 08, 2020, 02:18:57 AM
Quote
EMDS
Got nerfed already, still busted. Busted aspects are:
- 80 coverage per slot (and standard integrity) for an item you can acquire multiple of or weapon shield
- 22 range penetrating EM with moderate accuracy boost (unique identity that's unlikely to change?)
- Notably more EM damage than other weapons you are likely to have access to

If you compare it to Linked Autogun, you can see that that weapon while still good has some awkwardness to it that makes it less obvious to farm for it or jam it in your inventory. Linkies are below-average integrity/slot and don't strongly synergize with firing one weapon at a time, protecting your offense with shieldings thus becomes harder and you have reason to prefer other alternatives, like stacking Helicals/Multirails for integrity. Range is another reason to do that.

Quote
Is the combat too launcher-focused?
In the sense of launchers being necessary, no. You have real alternatives, e.g. gunsling can just miss into swarmers until it enters siege mode and picks off whatever remains. Launchers do happen to be extremely efficient, their matter costs feel sort-of balanced around bad-RNG scenarios where you launch 3-5 times to kill the whole group rather than efficient 1-3 launches then cleaning up with other weapons. Their alert gain doesn't seem significant with the methods there are to manage that, and I think early walls don't even boost alert much --- and they're good for sterilization so this is less of an outright issue nowadays. You do have good reasons not to go launcher-mad in R branches, unless you're explicitly playing for sterilization and discarding the alert management option.

Mni. Smartbomb seems like it has a damage-roll capable of sterilizing w/ launcher-loader, it's a bit weird that that launcher does everything you'd ever want an EX-launcher to do, assuming you fulfill the general criteria of having some matter utils. Maybe the 2 waypoints, range or the ceiling on its damage roll should go down, currently it feels like you can guide it to point-blank explode on just about anything from anywhere, and it kills very fast.

Launchers are seemingly maximum efficiency for high-sec arcs, Executioners and Strikers have nerfed penetration strats somewhat with opening up walls and more aggressive ARC dispatches likely to get you surrounded a bit, that's more effective at counterbalancing penetration than Programmers and Archangels are at counterbalancing launcher abuse: you can still corrupt through the Progs and you might engine-explode them into the next world, with Archangels you just shoot at the right spot to avoid interception. It's also notable that ARCs popping gives you good matter for launcher-abuse.

Quote
Being able to trigger multiple investigation squads from the same alarm trap array via AOE seems dodgy
Only happens with AoE EM, which is kinda busted in general and it's a flavorful & unique interaction.

Quote
Cmb linears need to be prototype (and possibly other/all cmb hovers)
The absolute highest-end cmb. hover that's better than antigravs which were already very good and common... yeah, I could see it being prototype. With the other ones it comes down to whether you want to incentivize players to e.g. go imprint and fab cmb. hover because they got a cmb. airjet in Mines, that seems fine as far as branch interactions/incentives go. Having some reason to potentially value hackware or Hubs on imprint is good.

Quote
Something about siege mode giving a substantial flat accuracy buff seems off to me, like it's too easy to obtain the full benefit without a build dedicated to it. Might prefer if it upped the acc % buff per tread slot.
Yeah, players are carrying 1x. siege tread on flight/hover these days to fight things like Intercepts. Having at least the accuracy boost scale from the amount of treads sieged would be nice. At the moment it's very powerful to the point of de-emphasizing targeting computers (with some exceptions), so redoing the numbers to nerf 2-prop treads and even slightly nerf 4-prop treads would be fine.

Quote
Don't let us find 2+ of hyp EM gauss / tachyon in lab... it really sucks
There aren't that many possible rolls for the L weapon combo, and getting even one PC is very, very good. PCs are currently strangely common*, they really shouldn't be even more common.

*
Spoiler (click to show/hide)
Title: Re: Balance Overhaul
Post by: Kyzrati on November 09, 2020, 03:57:01 AM
Yeah I always thought the Alarm Trap thing was due to the instances where they're not part of a single array, since I hadn't seen any other instances myself, but it seems that's not the case and it can sometimes happen even with an array.

I didn't want siege accuracy to start tread-based since that just complicates things since there are also two different types, but if people are abusing it then that would be reason enough to change it.

I don't think any hovers need to even be considered for individual modification until after mass support and storage is updated--that's getting too ahead of things.

Mni. Smartbomb is already on the nerf list, as is EMDS.

Quote
I would like to see the explosive potential of power slot items from EM damage listed in their stats
Yeah I know, might happen one day, just low priority.
Title: Re: Balance Overhaul
Post by: GJ on November 18, 2020, 02:54:43 PM
Suggestion: nerf the frequency of Exp. Sensor event in Mines.

I think I've played enough since it got attached to a scrap pile to claim that it's very common, and the encounter seed catalog for 10.1 seems to suggest it's about coinflip odds to be present in a run. The issue here is that even though I have no preference for sensors, wouldn't go out of my way to acquire them, it feels like the majority of my runs still end up building around a sensor-effect. Partially because Farcom is occasionally attractive/optimal, but mostly because you're not gonna ignore the best sensor array in the game when you find it in a scrap pile.
Title: Re: Balance Overhaul
Post by: Kyzrati on November 18, 2020, 09:10:19 PM
I could but I'm not really eager to adjust that because it will naturally go down as more encounters are added to the Mines.

It actually used to be rarer, but since the Exiles were added we got a third Mines depth, which made it much more common...
Title: Re: Balance Overhaul
Post by: GJ on November 19, 2020, 08:08:02 AM
I suspect you'd have to add quite a lot of encounters for that alone to make its frequency to feel good. Maybe that's the plan and maybe there'll be some more branch competition with Mines eventually --- currently Storage only rarely competes with Mines and -9 happens to be the good depth for doing Exiles, so you tend to plan for doing Mines on -9 and might not even double-check if the floor has Storage before going in.

If we assume Exp. Sensor shows up like this in 50% of seeds then good players with no branch preference will find it in perhaps 39% of runs. I think you'd want this number to be closer to... 25%? Currently the main stuff that pushes you to play sensors regardless of preference is this event, sensor drone bay, Mak. Sensor in Caves scrap or Derelict maps, and Exp. Sensor schematic from DM. The bay is quite rare, and relative to the other ones that give you an actual sensor util... this is easily the best one 'cause fabbing is cheapest on -7, in fact you probably end up with 2 exp. sensors on -7 and that has a tendency to last forever. Having that happen at anything close to coinflip-odds feels kinda oppressive, it's not just a high frequency of easy runs it's easy runs that play out in a very similar pattern.
Title: Re: Balance Overhaul
Post by: Kyzrati on November 19, 2020, 06:41:34 PM
The other reason it might not matter quite as much in the near term is that high-level sensor ranges are likely to be nerfed in Beta 11.
Title: Re: Balance Overhaul
Post by: Kyzrati on November 21, 2020, 04:40:02 PM
That said, today while reading Discord I was reminded that part of what makes that event seem more common is that it's now visible, so quite a few people have been bringing up the fact that they get it a lot now, since the Scrap pile change. So yeah I think I'll also readjust some of the Mines encounter frequencies for next release (on top of the likely range nerf :P).