AOTS: Today and forward.

Some humble .02 cents

 

 

Thank you devs for everything you have done with this game so far. It is really starting to become fun to play and this is still PRE beta! Pretty awesome. Now with that said, I know (and really hope) that the game will become unimaginably better. And with that I will put a couple of my .02 cents out for ideas of possible game development. A lot of these ideas and suggestions would probably more suit the single player wars and campaign, but I think some of them would really benefit multi-player and probably team based multi-player even more.

 

  1. Power generators: I was one with others in voicing a desire to toggle victory points off, and Frogboy stated that that would be done. However, it does bring up the point of what the generators and turinium would be used for. One idea would be to bring back a rebalanced power resource back. With the generators giving a small base boost plus a continuous trickle. I am sure others have even better ideas.

 

  1. Logistics: I am not talking about the logistical structures that are soon to be removed( I think I read that?). I am talking about using turinium and/or power as ammunition that is finite but that can be regenerated and/or produced, stored and transferred and/or carried. It could also be used to either power/enhance global abilities and/or special abilities. I am thinking that this would not be something necessary to win, but something that would be balanced enough to offer another way of winning or at least defending to turn an almost seemingly loss into a possible victory.

 

  1. Special Abilities: I really liked how the devs displayed special abilities for the t3 units. I think it would be good to have a global auto-cast toggle as well as an individual one if the global one is off. There would definitely be situations where I would like to use my t3 special ability over other situations prior. I know some players don't want to be burdened by this at all hence the global auto-cast toggle. And there are some situations or some meta-units  that I don't want to be bothered with having to manually use them, hence the individual toggle. I hope that there is also a way to train/tell the AI to better use the special abilities how and when we would most likely want it to.

 

  1. Defensive Structures: The devs strengthened up the smarty launcher, I like that. One of my favorite things about SupCom FA was how strong the defenses were. I would like to suggest making some pretty powerful defenses and stationary weapons. I know you guys mentioned there would be no massive arty, and that’s fine. But I think we should have the ability( or choose to have the ability) to be able to deny a limited amount of specific areas, unless the opposing team is willing to risk massive attrition to capture them. Though, one rule of any defensive structure should be that if the turinium generator is not captured in the area your building the structure, you need to have a certain number of the energizer units, depending on type of structure. The energizers would loose their power over time and have to go to a generator or seed to re-charge thereby having to facilitate a logistics train until the power generator of that territory is captured, another way of looking at #2 above.

 

    5.   Research: One of my favorite subjects and things to do in a game. Sometimes just sitting and looking at an elaborate tech tree wondering what to research first. I like some of the changes and glimpses of what might be so far. But what I think would be really cool are:

     i) Predominant  path: Researching what ever this path would be, would yield bonuses for that subject plus open up unique research. For example Attack path, would yield a higher damage rate on most weapons, and would have a unique researches for weapons, such as armor piercing and accuracy, etc. Choosing one path wouldn't prevent you from being able to research other paths, but you could only do so after you either finished your chosen path, steal or capture your opponents tech (you should be able to capture tech from husks left over on the battlefield as spoils of war), or you quit your original path and choose another. In the case of the latter, there would be a cool down period, to make that option difficult to exploit.

     ii) Unit upgrades: Secondary weapons and passive abilities for all tier units(maybe t3 has enough? Never enough for me). For example, extended line of sight for scouts. Or a targeting bonus for a meta unit with the t2 anti air or an anti-missile or rocket ability, etc. I think that this could really help effect the importance of how differently composed meta-units behave and are used.

     iii) Researching prototypes: We already have the Nemesis t2 sniper. Whether or not the devs choose to add more, I think it would be awesome to be able to capture Substrate/Post-human tech and not only make their units but better yet, be able to research and make new mixed and/or new ability prototype units.

 Anyways I have seen some other really good ideas and suggestions and I am sure there will be a lot more to come in this field.

 

  6.   Future expansions: There are 2 aspects of a cool direction this game could evolve into. One could be the galactic space aspect: As orbital weapons and abilities are used more and more to conquer planets to turn into turinium, space originating strategies are formed. First from satellite/moon based fighter and corvette attack/assault craft and later from full fledged intergalactic fleets, planetary invasion forces and star bases. Being able to do both space and planetary warfare would indeed be epic.

The other aspect would be the faction aspect: Post-humans are individual, but not the Substrate, right? Because the Substrate are united they start putting the hurt to the individual Post-humans(divide and conquer). So a couple of united Post-human factions are born…this in turn divides the Substrate into those that want to outright exterminate the Post-humans and those that simply want to curtail their appetite for turinium. I think the devs mentioned something about a third faction as well, and this might be a catalyst for uniting one of the Post-human factions with one of the Substrate factions, etc. All the while still being able to play as an individual Post-human or other with more and more prototypes and research being made available for R&D. Wow, crazy. Thanks for letting me become a founder!

88,946 views 51 replies
Reply #1 Top

I personally don't like the idea of Victory points. I would much rather prefer an army-wide buff for holding a "victory point" rather than winning the match by holding a static point.

Reply #2 Top

Quoting tatsujb, reply 2

that's assuming they would still be there in the first place and that's a false assumption in my books. why would they it's not as if you can't remove them from the map or something crazy.

I have no idea what the devs plan to do. But I think victory points is a mechanic that is already in the game and it happens to be tied to turinium which is fundamental and core to the game lore and play. Also victory points has the added effect of stopping the turtle. Which if it is an option, then it is up to the players to decide what game mode they feel like.

Also I am sorry, because I was kind of talking about generators more specifically and what they would/could be used for and mislabeled that subject victory points.

Reply #3 Top

I honestly wouldn't mind seeing some more research in the game. Either a tree system or just more overall additions to it would be cool. But I also read that they are trying to reduce some of the micro to allow for playres to focus on combat so I can understand that feature not becoming much more developed.

As for the turinium generators...I don't like the victory point ending but I also don't like turtle problem it would probably create. The generators currently function as a way to force player engagement instead of turtling. However I'm not a fan of the current victory point system either. I am interested by possible uses for the generators as boosts for base production or something of the sort.

You mentioned logistics, and you mean it more in the traditional sense of the word instead of the cap system currently in the game. First off, holy shit, you want a serious war game. If I understand you right you envision ammo production and supply to troops? Honestly I'd like to hear more about what exactly you mean by stored/carried or enhance abilities. Don't take my emotionless text as an attack I merely want to better understand your idea.

Quoting tatsujb, reply 1

I personally think the map would have a great deal to gain aesthetically from not being segmented into zones.

 

 

That's the first time I've heard that out of your Tatsujb. And I've read a decent amount of your replies this past month. You really think so?

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Reply #4 Top

A great post. Thank you.

  1. The Post-Humans won't be using power generators (other than to power their region).  The current debate is whether we let players upgrade those generators so that they allow the region within to increase its resource production or whether we make resource production a global tech.
  2. I wouldn't want the logistics to get too complicated, especially for 1.0.  The 
  3. Re global abilities. We plant o continue with T3 special abilities that are auto-cast (or can be turned off if you really want to manually cast them).  They're powered by the unit's energy.  The player's global abilities will cost radiation to be cast. We're going to hold off on additioanl resources unless we really really need them.
  4. The smarties are going to get further buffed in the future (and we might change the name of them and make them more expensive) so that players can use them to harden certain parts of the map.
  5. For 1.0, we're going to keep the tech system pretty simple, stat upgrades. Constructing buildings will unlock additional units/abilities. We like the idea of a more meatier tech tree but we will have to revisit it at some point in the future.

Thanks so much for posting! 

We're looking forward to getting more updates out asap.

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Reply #5 Top

Thanks for the reply Frogboy! I figured you guys were far enough along to pretty much know where you were going to end up, minus a few changes that wouldn't be to complicated (unlike some of the things in my post).

@ tatsujb, sorry for the misquote and thanks for pointing that out, I will have to pay better attention after I post. I have no idea why that happened. Operator error I am sure.

Quoting jawa105, reply 5

You mentioned logistics, and you mean it more in the traditional sense of the word instead of the cap system currently in the game. First off, holy shit, you want a serious war game. If I understand you right you envision ammo production and supply to troops? Honestly I'd like to hear more about what exactly you mean by stored/carried or enhance abilities. Don't take my emotionless text as an attack I merely want to better understand your idea.

Yes, similar to what you mentioned but not something necessary like in a real war, the War Game series does this the best that I have seen. I was thinking more of something that you could use to break a stalemate or possibly turn the tide. Like something you might need for a super weapon, or to power some type of defensive mechanism, or maybe you could use it to give t3 units repair or attack drones. But what ever the case it would be for a limited duration and would have to be resupplied if you wanted to keep what ever it was you were supplying active. Sorry I know my explanation might seem kind of vague. But the reason I am thinking it needs to be resupplied is to make it harder to use the farther you are from your area of control. The bottom line is that it is probably a little to complicated for AotS 1.0 and may not be very useful for the game at all.

Frogboy mentioned in the reply to this thread, that T3 unit special abilities are powered by energy. So another possibility is that energizers could potentially recharge the t3 units at the cost of loosing their charge and repair ability until they went to recharge. This would probably be received as unnecessary BS by most of the players. But you could make it so that the T3 unit started loosing its charge at an increasing rate the farther it was away from one of it's own generators instead of going the energizer route, although I thought that was one of the things they were for. 

Reply #6 Top

You totally nailed it with what we have in mind with the Energizer. Their job will be to recharge the various units energy levels so that they can do their thing more often.

 

Reply #7 Top

@Frogboy: Awesome! Looking forward to how that will turn out.

Quoting jawa105, reply 5

As for the turinium generators...I don't like the victory point ending but I also don't like turtle problem it would probably create. The generators currently function as a way to force player engagement instead of turtling. However I'm not a fan of the current victory point system either. I am interested by possible uses for the generators as boosts for base production or something of the sort.

Yes, agreed. One possibility to the victory point option, would be to have say, a turinium super weapon become available after you control 3/4(?) of the map. The super weapon may or may not be able to out right destroy the enemy, but it might add to a more climactic ending. If the super weapon doesn't destroy the enemy, the turinium build up time for the super weapon could be preset during game setup to be lessened or lengthened each time consecutively used, as long as you hold 3/4 of the map.  Another option would be for the player(s) to preset the amount of the map that needs to be controlled before a turinium timer (and a preset-able turinium amount) ends the game. I really like the first option of the two, and of course the amount of map that needs to be controlled should be able to be player(s) preset for that option too.

Reply #8 Top

My thoughts on Turinium and the Victory Point ending are changing. When you run over the enemy, VP feels anti-climactic. When the enemy runs over you, VP feels unfair. But, when it's an evenly matched game, it changes how the game plays. Your goal is no longer just about throwing units at one another, it's about intelligently using your units to control key parts of the map. You can be losing the economy war but still win the overall war by taking over Turinium. You can have overwhelming territory and force but still lose.

I'm coming around to the conclusion that this is a new twist (to me) on an old genre, that it fundamentally changes the objective priorities of the players with strategy becoming more important than APM. I find myself wishing for more ways to impact Turinium generation, beyond just holding regions. For example global abilities to reduce, increase, or steal Turinium generation in an area for a time. Buildings that increase or reduce Turinium generation in a radius, or prevent global abilities from affecting Turinium generation in a radius. Quests, some individual, some players have to fight over, that give Turinium rewards. Allys trading Turinium, sharing a Turinium pool, or perhaps even trading Turinium to and for other resources, like an exchange (think OTC, but with Turinium as the primary currency). It becomes a war over Turinium, not just a war of who can build a better war machine. In the lore, Turinium is the ultimate power, not units and buildings.

In summary, I think people may be robbing themselves of some interesting gameplay possibilities by turning off Turinium victory and just playing same old domination-style RTS.

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Reply #9 Top

That's only because you do not prioritize Turinium. If you approach it from the perspective of "Turinium is THE winning condition", which happens not coincidentally I think, to be the way most games end right now, it opens your mind to a new world of strategic thinking. You start to think of ways the fight for Turinium can be enhanced beyond just unit battles.

Reply #10 Top

Fighting over Turinium generators gets rid of all the action and combat?

Reply #11 Top

Quoting tatsujb, reply 12

The way I see it they could be fused and there would be no utility added to the fused result compared to the mass point making the turinium point plain and simply redundant.

I agree with this, but I also believe that turinium needs a role, in some way, as it is the resource we are trying to acquire the most of (turn the planet into?) and it's used for expanding an individuals meta-physical power and consciousness as defined by the post-human and/or substrate roles, right?. Its not (from what I remember reading) the material or mass used for making physical objects such as units, getting back to your point.

Sorry I need to go reread the history and lore. 

Reply #12 Top

Hypothetical: What if the seed were invincible, and you could not win the game by destroying it? Would that change how you played the game?

Folks seem to think Turinium is not a good resource because it doesn't do anything. Well it's not a resource, it is the objective. You fight over objectives in order to win, and that fight guides your strategies and tactics. The traditional RTS victory condition is domination. Is Victory Points too much of a deviation from tradition for the RTS community to accept? Because everyone seems stuck in the domination mentality.

Reply #13 Top

Quoting tatsujb, reply 16


Quoting eviator,

Fighting over Turinium generators gets rid of all the action and combat?



who do you fight for it with ?

creeps.

and then the game's over.

I suspect your opponents might want the Turinium too. ;)

 

Reply #14 Top

Quoting tatsujb, reply 21


Quoting Frogboy,

I suspect your opponents might want the Turinium too.

it doesn't really reach that stage. but even then the hype is kinda gone for me. plus even when all points are taken and you're necessarily taking opponent's points it's not as if he can get there in time to stop you.

you can troll him around the map taking his points as he attempts in a failed effort to catch you.

It sounds like you are playing at level that stomps the AI. I'm not in that boat. When I play against the normal AI I have to fight back from a Turinium deficit, which means battling over Turinium nodes.

Reply #15 Top

Quoting tatsujb, reply 21


Quoting Frogboy,

I suspect your opponents might want the Turinium too.

it doesn't really reach that stage. but even then the hype is kinda gone for me. plus even when all points are taken and you're necessarily taking opponent's points it's not as if he can get there in time to stop you.

you can troll him around the map taking his points as he attempts in a failed effort to catch you.

Depends on the map size really.

Reply #16 Top

Well, if it depends on the map size, and the point of the game is bigger maps...... I would think that chasing people in circles is quite a large problem.

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Reply #17 Top

There's no real chasing in circles anymore than you did in Company of Heroes.  It's the same mechanic.

Reply #18 Top

While having victory points be a setup condition is good, wouldn't it also be nice if you can choose how many victory points it takes?  That way, you can still have a long game, but still skip the "mop up" phase.  An alternate option could be a difference in victory points instead of an absolute value (player A must have X victory points more than player B).  Therefore a slow start doesn't necessarily doom you.

Reply #19 Top

Re victory points. the ui will support default, along with custom settings. Ranked games will require default but custom games can be set to anything.

Reply #20 Top

Quoting tatsujb, reply 28

will victory points : off be ranked?

Nope.

Reply #21 Top

Quoting tatsujb, reply 30


Quoting Frogboy,

Nope.



Please don't do this. TT_TT I think this won't go down well with about 90% of the community. you've really no reason to do this other than puerility.

 

Nonsense.  The object of the game IS to convert the planet to Turinium.  I don't know why you insist that you speak for some large community. You don't. 

I like you, Tat. I like your passion. But you need to understand that not everyone wants a SupCom clone. Certainly not "90%" of the community. 

If you can annihilate the enemy seed, you still win. But victory points will still be one of the winning conditions.

If you'd like a refund, let me know.  Planetary Annihilation just came out with a cool looking expansion AND I know Wargamer is looking to do a TA 2 at some point. And FAF has a pretty considerable community still. You have other options.

And before you suggest that we could have different ranked game settings, we can't afford to split up ranked community. You need a critical mass of players.

You can still play custom games online however you'd like.

 

Reply #22 Top

Tatsujb, can you please provide a comprehensive rationale for why Victory Points is a concept that is not good for AoTS? Preferably without the condescension. I want to really understand your opinion, which as it stands now seems irrational.

Reply #23 Top

So if I may summarize, and please correct me where I'm wrong:

- You are forced to fight over something that does not provide any kind of tangible advantage by owning it, and this flies in the face of known RTS and real-world strategy, where such conflicts would be pointless and wasteful.

- Traditionally a superior economy equates to a win, barring mistakes or surprises, not so with Turinium,

- There is a false choice early game between building your economy, and capturing Turinium, as you must do the latter or you lose. You must delay prioritizing exponential growth, which is backwards because economy is the real winning factor (or should be), thus should be highest priority.

This about right?

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Reply #24 Top

Quoting eviator, reply 35

So if I may summarize, and please correct me where I'm wrong:

- You are forced to fight over something that does not provide any kind of tangible advantage by owning it, and this flies in the face of known RTS and real-world strategy, where such conflicts would be pointless and wasteful.

- Traditionally a superior economy equates to a win, barring mistakes or surprises, not so with Turinium,

- There is a false choice early game between building your economy, and capturing Turinium, as you must do the latter or you lose. You must delay prioritizing exponential growth, which is backwards because economy is the real winning factor (or should be), thus should be highest priority.

This about right?


That's what I got from it as well. Some salient points, I think! 

EDIT: I should also say that I agree - it would be nice if Turinium contributed to the fight in some way. If there's some surrounding context, i.e. in a campaign where capturing/harvesting Turinium will help you in the long run, it makes more sense, but in skirmish and multiplayer? They become a lot more arbitrary.

Reply #25 Top
I think your arguments have merit. Your strategy paradigm is missing some key elements, but I suspect that is more about keeping your post succinct and constrained than anything else. There are plenty of other "resources" worthy of fighting over beyond just those that constitute your economy, assuming they are relevant factors for a particular game. Territory provides you space to maneuver. High ground provides a superior offensive and defensive position. In chess you can sacrifice material strictly for a superior position. None of these advantages are readily convertible to numbers, but they are still advantages. But even in these cases your point remains valid: in all cases the thing you are fighting over provides the victor in those battles a useable strategic or tactical battle advantage, something that a skillful player can convert into a victory.
 
Under this paradigm I'm going to conclusively prove that Turinium is a strategic resource. By gaining an advantage in Turinium, you gain access to a strategic element called "initiative". My experience with initiative is based largely on chess, but it still applies. Basically it goes like this: both sides form short term and long term plans, and pursue those plans until they achieve the goals or the enemy thwarts them. But somewhere in the course of a game one player makes a move or series of moves that gains them the initiative, often a threat of obtaining a long-term advantage, which a good player can expertly convert into a win. The player without the initiative must now put his plans on hold and address the threats. If he does so well, the first player loses the initiative and the second player can resume the pursuit of his plans. If he does not respond well, he will give his opponent a long term advantage. By gaining the initiative, you gain the power to tell your opponent what he must do next. It is very powerful.
 
So what does the second player do next? Option 1 is to nullify the threat. Player 1 threatens to win the game on Victory Points, so you fight over Turinium, perhaps a node that is in contention, or perhaps a node that the enemy least suspects. Option 2 is to counter attack utilizing some other local advantage to try to steal the initiative away.
 
Now, is Turinium a resource that uniquely provides the possessor with initiative? Of course not, pretty much any resource can provide that. The point is, Turinium does provide the possessor with initiative, and that makes it a strategic resource.
 
I will not debate you on what the top tier strategy will ALWAYS be. I don't have any experience in top tier strategies to be able to tell what those strategies are before a top tier even exists. I can just say that conceptually you are looking at a rush vs. boom battle, and I'm not convinced that the rush always wins. And I refuse to take your word for it that it will. If I'm wrong, then so be it.
 
Now, with all that said, I would not be opposed to enhancing Turinium with other mechanics that offer advantages beyond initiative. Perhaps it could be the source of research points. Research often involves setting up simulations, performing complex computations, and analyzing data, so Turinium could actually "produce" research.
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