psychoak psychoak

Losing a cap in a small game is too punishing.

Losing a cap in a small game is too punishing.

small being one to two hour 10 planet games

It amounts to an assassination game, kill the flagship, win. With how fast a flagship drops, that can mean a few seconds of not paying attention, it's rather irritating. Having the assassination victory condition in would be a nice method of shortening the end, there isn't any other likely alternative. I finally lost a game today, it was over in two skirmishes. I jumped my sova, went to go build something, and that was it. I jumped right into a pack of lrms and by the time I noticed my shields were gone, barely started the jump before blowing up.

I've won all the other games that finished by doing that to someone else. Fleet battles are an afterthought, something to worry about late game. You're either collecting experience for your capital ship, or assassinating the enemy capital ship if you can drop it fast. There's no turn around from a flagship loss, very little chance of defeating even a one or two planet advantage. The game just does not like the underdog, you screw up once and you're done.
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Reply #126 Top
Basically, Tholan, here's what I don't understand about the supposed slippery slope in Sins.

Let's use your example:

Once that initial battle is lost whats to stop the victor from bypassing your outer defenses and hitting your factories? They can take out any hyper inhibitors with few losses and move on there merry way.


So basically, your opponent wins the engagement, and we make the assumption that he has enough forces left to press the attack. Agreed?
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I agree with applies to Sins, but not as much in SupCom. Even if the initial battle is relatively decisive. Read on and I will explain more inline.


Translating it to any other RTS, your opponent defeats your main 'army' outside of your base and has enough units left to press the attack. Any other RTS: He then proceeds to either bypass your defenses if possible, and attack your production buildings first, and then mop up what's left.
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It is important to note that investing into defenses is usually a very situational. It is usually not recommended since a mobile force is so much more useful and most players don't do this unless they absolutely have to.

So, instead of using your economy to build defensive structures, you will ALREADY be pumping out your replacement force BEFORE you have even lost, or even engaged in, that initial battle (remember the infinite build model we talked about? All your factories will be continuously building more units). So by the time the winner's attacking force meets up with your lost retreating force AND your re-enforcements, you will be nearly on equal ground. And if for some reason you are not on equal ground a your Commander is more than enough to put you back on equal footing. You have to remember that don't NEED to use your Commander on the front line right away. He often is part of it, but he is usually trailing . So he will likely be back in your base, or on his way to front lines, when that first battle takes place.

So replacing your units happens much more slowly Sins which can give someone a chance to get deeper into your territory.

And even if the winner does not push deep into your territory and simply decides to take one of your outside planets, this still spells ultimate doom for you. Now not only are you dealing with a superior fleet, but you are also dealing with a superior economy. Not to mention your opponent has the advantage of increasing his unit cap further than you. In SupCom both players are subject to the exact same unit cap throughout the entire game.

Sins: He then proceeds to either bypass your defenses if possible (phase inhibitor with defenses clustered around it make taking out the defenses more or a less a requirement, unless he's willing to suffer heavy losses trying to just knock out the ihhibitor) and then attacks your shipyards, and then mops up what's left.
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Here you are making a very dangerous assumption that you have already invested a ton of resources into defense at your choke point before the first battle has even happened. If this is the case it becomes even more likely that an aggressive person will win that first battle and overwhelm you with units (since he invested everything into a fleet). Further, I was being kind when I even stated that the aggressor would have to target the inhibitor to get past your front line. The first battle usually happens before either player has this technology and the aggressor can simply walk through.

But again, lets have this discussion again a few months after release. I suspect there will be some balance changes in this regard. If not, I would like to see if you have the same view point at that time.

In just about any other RTS, the time elapsed between breaching the forward defenses and your defeat is usually pretty short,
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True, but careful about lumping SupCom into that bucket. Units are constantly coming out of your factories. The first units involved in the first confrontation is usually a very small fraction of the actual force that both sides have under their command.

depending on how large your base is, but you must admit usually if enough enemy units get into your base you really can't do anything to stop them.
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If they actually get into my base. There is a lot between them and my base though.

You also have to consider air tactics. One popular tactic is to load up an air transport, fly it past your enemy front lines to the back of his base and start to build a factory of your own there. Because you are not limited by a concept like phase lanes, such strategies are possible.

SupCom has a plethora of tactics that can be employed. There is also something called the "Ghetto Gunship" which you could use early to get a leg up. This also takes advantage of air units.

This kind of thinking doesn't even apply in Sins due to the restrictions imposed by phase lanes.


In Sins, the time elapsed between the breach of the forward planet and your defeat is a lot longer,
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As is the time it takes you to build a reactionary force since you can't set your factories to build continuously AND you generally don't build multiple factories to help you churn out units AND you can't assign engineers to assist a factory to churn out units more quickly. There are a lot of factors here you are not mentioning.

due to a) necessity to destroy the planet's infrastructure to deny you building rights once he leaves, b) longer travel times - have to go through the entire planet's gravity well, plus jump aligning, plus phase space time, rinse/repeat per planet, and to a lesser degree c) your empire in Sins is generally more spread out than your base is in any other RTS. Granted, in most RTS games you can have mini bases set up in various parts of the map for quick access to an area, or whatnot, so c) isn't a very strong point.
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All these points I agree with.

Just the time difference alone gives you more time to either fortify your next best defensible position and rebuild your fleet, which typically isn't possible in other RTS games.
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Well, as I tried to point out before, SupCom isn't your typical RTS. If you were referring to any other RTS I would agree with you.

Again, I am reserving judgment on this particular point. There are a lot of facts you are not including in your analysis when comparing to SupCom. My personal feeling right now is that in a competitive game between two relatively equally skilled players, slippery slope with be very apparent.


So, considering that, what I'm seeing is that Sins is quite a bit more lenient to the 'losing' player than just about any other RTS I can think of.
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Not if you consider all the facts.


?? Are you supporting my point of view again?


The opposite. Losing your most precious unit (regardless of game mode) in SupCom can easily result in a simultaneous destruction of your base. Losing your flagship in Sins means you just lose your flagship, and nothing else is directly affected by it.
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The key word you use here is "can". Sure, you can kill someone's commander in his base while in Supremacy mode. But how did those units get to your base in the first place? You are incorrectly making the assumption that after that first battle, they can just walk in. Many battles would need to take place for that to happen. Further, if for some reason the guy didn't noticed he was getting attacked and just sat there, well perhaps he really is the lesser player and should lose. But realistically I would like to think he will have enough insight to move away from his base. And if there is water nearby, walk into the water so the land units no longer have access to him and he survives AND he lures the units from his base.

But the fact remains that in SupCom your commander is NOT your most "precious" unit as you so put it. His potency on the battlefield becomes far less pronounced on the battlefield as the higher tech units start coming into play, which does not take very long. This is not like a losing your flagship in Sins.

Yes, but it would be wise to have in depth knowledge of subject matter at hand to make your counter arguments make a lot of sense.


Everyone is able to twist words to make them sound how they want them to sound.
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I would rather rely on facts myself .

My knowledge of Supreme Commander mechanics is quite enough to put up a good debate Even if I don't know the specifics of one of the game modes.
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I am honestly not trying to be cynical, but with all due respect, your arguments with respect to SupCom's economy are so off the wall that I can only conclude that is because of lack of knowledge. And that is fine. No worries there. Heck, who the heck want to play such a bass ackwards game anyway . But without that knowledge, I am afraid your debate really falls apart.

Reply #127 Top

Much like you can fabricate resources infinitely in Sins, even if you only control one planet. It may be slower, but it's no less infinite. Again, different magnitudes/rates of increase do not change the basic principle that your resources continuously increase and never run out. I know the point you're trying to make that in SupCom, you can have a more sprawling economy in a smaller area of physical space than in Sins. But that's just the physical way of differing magnitude of the economy, it doesn't modify its basis.
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huh? Is anyone else out there able to explain the difference in an easier to understand way? It is clear he is not understanding how the models are fundamentally different. Perhaps I am just very poor at wording things.

It is not just that the two systems are a different magnitude. It is that you can have ANY magnitude of economy in SupCom on ANY map without having to extend your control over the map.

It is not that resources continually increase, it is that the rate of increase continually increases.

These are the fundamental differences. You never ever ever at any moment in the game ask yourself "should I stop investing in my economy?" cause the answer to that is ALWAYS no.

Does phrasing it this way make any more sense?

You are saying true statements but you are missing important facts and not representing the whole picture.
Reply #128 Top
huh? Is anyone else out there able to explain the difference in an easier to understand way? It is clear he is not understanding how the models are fundamentally different. Perhaps I am just very poor at wording things.

It is not just that the two systems are a different magnitude. It is that you can have ANY magnitude of economy in SupCom on ANY map without having to extend your control over the map.

It is not that resources continually increase, it is that the rate of increase continually increases.

These are the fundamental differences. You never ever ever at any moment in the game ask yourself "should I stop investing in my economy?" cause the answer to that is ALWAYS no.

Does phrasing it this way make any more sense?

You are saying true statements but you are missing important facts and not representing the whole picture.
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My last attempt to explain what you're not understanding, after that I can't word it in any other way and I'll be done

You are not understanding that the models are fundamentally the same. In Supreme Commander, every mass extractor and every power plant you build increase your rate of resource acquisition, and the object cap is set high enough that you can have a crazy amount of these structures, therefore creating a massive economy while not needing a lot of room because the rate of increase per structure built is in itself very considerable.

Correct?

In Sins, instead of mass extractors and power plants, you build trade posts and refineries. While they don't offer a direct rate of increase, essentially it is the same effect because you'll continuously have trade/refinery ships docking and unloading resources, and the more buildings you have the greater this rate of increase will be. Same idea, bit different implementation.

Correct?

So now let me show you how the two games have the same basic system/model/whatever you want to call it. The ability to create such a great thriving economy in Supreme Commander is due mainly to two distinct numbers: 1) High object cap, allowing many economic structures, 2) High rates of resource increase per building. Combined, you get a grand economy while using little space. In Sins, the ability to create the economy (in a limited space, thus I'll discount asteroids) is also due mainly to two distinct numbers: 1) Logistic upgrades cap on a planet, 2) the number of ships each structure produces and/or the amount of cargo each of those ships carries. Essentially, both 1)s are caps, and both 2)s are rates of increase.

If you decrease the object cap in Supreme Commander, you limit your economy. If you decrease the income rates from the economic structures, you limit your economy. Setting the negligible amount of land aside, both decreases would cause the magnitude of your economy to change. You would be able to place fewer buildings, and each buildings would increase your gains at a lower rate. On the other hand, if you increase the logistics cap on a planet, you are able to place more trade posts and refineries. If you increase the number of ships each of those buildings produces, as well as the amount of cargo each of those ships carries, all of a sudden in the same space of 2 planets (minimum needed for refinery/trade) you are able to increase the magnitude of your economy.

In both examples, large changes of numbers result in large differences of magnitude of the two economies, while for all practical purposes keeping space constant - maps in SupCom are large enough that needing room for buildings isn't a big deal, and in Sins you need more room in the grav well, but still only control of 2 planets.

In the end, changing the same types of variables in both systems achieves the exact same effect. The only difference between the two is that in Supreme Commander, the default variables are already extremely high, while in Sins by default those numbers are much lower. But that's all they are, just variables that can be changed. And changing them does not change the overall system, that always remains the same.

And thus, the underlying economic principle in both games is the same. Increasing the cap/cargo in Sins can bring the magnitude of its economy closer to Supreme Commander while maintaining the same physical space, and decreasing cap/rates in Supreme Commander can bring it closer to default Sins while also keeping the same physical space.

Basically, you're effectively trying to argue that y=x+1000 is a different type of function from y=x+10 because the first increases faster in the same amount of space (x). But even though their magnitudes are different, it's still the same type of function

It is not that resources continually increase, it is that the rate of increase continually increases.
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Almost forgot to address this, but it goes well with my loose function example above. Each building adds a set rate of increase to your economy. It's a linear function. I think a t3 mass extractor is what, +23 or something? Each one you build adds +23 to your economy, same with every power plant, every mass fabricator. They're always flat rate (linear) increases of large magnitude. The same in Sins, each trade post produces the same amount of ships, and each ship carries the same amount of cargo. Therefore, each trade post you construct adds the same flat rate of increase to your economy than the previous, only at a different overall magnitude.
Reply #129 Top
My last attempt to explain what you're not understanding, after that I can't word it in any other way and I'll be done
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I'd really appreciate that. I would like to move back to the slippery slope discussion. It is obvious we can't communicate rationally. No need to bring this up again.

Ultimately, I wanted to make another suggestion to combat slippery slope. One has been discussed a couple times and that is to improve the value of planet's upgrades. Another has been already tried in mods and that is to removedthe fleet capacity cap.

We have already covered at length that slippery slope is affected by your economy being tied to having control over the map. The other factor here is that geographic control also controls how large of a fleet you can support. This is part of the snowball affect against the player losing that first battle making a come back very difficult.

So what if there was no fleet cap?

Discuss.

Reply #130 Top
One has been discussed a couple times and that is to improve the value of planet's upgrades.
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In what way? Planet upgrades are sort of a double edged sword, the bigger the bonuses you get by upgrading them, the more you lose if your opponent takes the planet. Beta 4 made it more necessary to upgrade planets before getting a return out of them, I don't know if you've gotten the chance to play it yet. But, basically, now freshly colonized planets actually detract from your credit income until you do population upgrades. Asteroids don't give any fleet points until you upgrade them. That's probably not what you meant though. Do you have an example in mind?

So what if there was no fleet cap?
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You mean that ships wouldn't use fleet points at all, and just cost credits? Or that planets would simply give more? The top fleet cap itself of 2000 FPs is rarely reached, so you probably weren't referring to it..