Ashes Founders: Substrate talk

Greetings!

We've been burning the midnight and well frankly the to 5am in the morning oil getting the Substrate ready for the beta.  Having a blast doing it.

I thought I'd share with you some thoughts on where it is and pick your brains on some ideas.

Some basics:

  • Substrate units tend to require energy to do their thing
  • Substrate have a unit that provides nearby unit boosts of energy
  • Substrate units have no armor (which is proving quite difficult to balance). Instead, they have shields which regenerate.

The Tier 1 units

  1. Reaper.  This is a mid-range beam weapon unit. It comes in a squad of 4 and they tend to focus fire on a single target until it's dead. Its primary weapon requires 25 energy. When it's fully charged, it's pretty tough. When it's depleted, it's defenseless (or at least, has a very slow rate of fire since energy recharges at 1 unit per second).
  2. Martyr.  This is a short-ranged unit that you see as Neutrals. The shoot little balls of pain. They don't do a lot of damage but their weapon requires no energy.
  3. Capacitor. It's unarmed but it provides energy to nearby units. Very heavily shielded.
  4. Sky Cleanser. Anti-Air unit with modest ground attack.

The Tier 2 units:

  1. Avenger.  Fires an endless stream of death until it runs out of energy. It will take out a tone of T1s if it can. If it runs out of energy its secondary guns don't leave it entirely defenseless.
  2. Mauler.  This is an awesome unit, possibly too awesome. It has a medium range armor piercing 3 beam weapon that carves through Tier 2 and Tier 3 units provided it has energy to fire it.  Its secondary weapons are similar in quality to what is on the Zeus (not bad but not great).
  3. Destructor. This unit can only attack buildings. It fires streams of nano-decompositors which get onto buildings and begin disintegrating them.  
  4. Drone Hive.  This is basically a carrier.  It's good for area control but is relatively vulnerable without allies.  On the other hand, unlike the Avenger and Mauler, it requires no energy.
  5. Unit 5.  Right now, it's a fast, unarmed unit.  It was originally going to be a heavy scout but we've decided it's redundant.  So feel free to chime in on what you'd like.

The Air Units:

  1. Searcher.  This is a lightly armed scout unit. Probably the best harasser in the game since the Substrate can build it from their Assembly (they don't have a separate sky factory).  
  2. Dominator.  This is a fairly good (though not as good as the Fury) air superiority unit.  However, it has a decent ground attack that you can use to really punish someone who hasn't built up some defenses. (it won't take out factories but it can definitely take out engineers and extractors).
  3. Punisher. Not nearly as good as the Hades in terms of AOE but instead it sends out sniper type shots from the sky doing serious damage to particular enemies.

The Tier 3 units:

  1. Controller.  This is a big bulbus aircraft carrier that sends out ~100 attack drones at its enemies.  It punishes players who aren't scouting as if you run into an area it is settled in, it'll wipe out that army. However, it's very vulnerable to ranged attacks.
  2. Savager.  This is an awesome Assault unit.  It is very vulnerable to little units (unlike the Controller) but it will plow through tier 2 units and is decent against b uildings.
  3. Devastator.  This is the anti-T3 T3, It has a scary central weapon that focuses in on an enemy T3 and will, given enough time, obliterate it.  Its other weapons are fairly decent but its primary purpose is to take out other T3s.

So the Substrate have one more unit than the Post-Humans to choose from.  The obvious difference is the building destroying unit which the PHC lacks.  On the other hand, the Substrate are much weaker on mobile artillery (unless you count the Destructor which destroys buildings from afar).  Instead, it has to content with its excellent air to ground air tech.

In some respects, they are easier to get going with than the PHC.  Their shields recharge automatically and their defenses are, imo, substantially better. 

However, they have a couple serious weaknesses that good players can exploit.  First, their shields are susceptible to EMP which will wipe out their shields which is most of their "protection".  Secondly, because their T1 units come out in bigger squads they use more logistics.

We are trying to stay away from the idea of having Unit 5 be a shield recharging unit - as tempting as that is (and in fact, we have the code for it already, we just don't have the unit we want to give it to yet).

The Substrate play much more sci-fi than the PHC.  The PHC units feel familiar.  The Substrate are substantially more advanced. It's all energy weapons and energy protection. No rockets. No ballistics (beyond shooting canisters filled with drones). No bullets.

 

20,879 views 19 replies
Reply #1 Top

First of all, I really liked the screenshots posted the other day... the Substrate units looked really nice there...

About the balance and how Substrate will play, no idea what to say other than give me that faction and let me test play it...

Sounds like they are stronger and weaker in certain aspects, since Air does not need an extra building, does this mean they can be build quicker/earlier than air from PHC?

Anyhow, cannot wait to test this all out. :)

Happy New Year!

P.S.: Will it be morally bad if I will betray the post humans and switch to the AI? :) 

Reply #2 Top

They sound very cool and very tough to deal with. It would be interesting if you did a similar write up of the PHC to get an equal perspective on the two sides from the same author. 

From reading this I hope the PHC get a few buffs, or that the T3 upgrades help them out more.

Can't wait for Beta, it's gonna bring the game alive having to face more than 1 faction in battle.

Edit: I would like to add that I am available and am willing to relocate to the States should you need more QA help on this game or others in your studio. I make a good cup of tea also :).

Reply #3 Top

right now PHC have to go logisitics, then logisitics, and then logisitics so EMP is great but you need to do something about quanta otherwise global abilities sit there without any spare quanta.  Relays take a long time and the quanta is very slow to come until you have a bunch so early game, all quanta end up being used on logisitics.

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Reply #4 Top

So far they look cool on paper, but cant really say anything without trying them.

 

Reply #5 Top

Quoting chemie99, reply 3

right now PHC have to go logisitics, then logisitics, and then logisitics so EMP is great but you need to do something about quanta otherwise global abilities sit there without any spare quanta.  Relays take a long time and the quanta is very slow to come until you have a bunch so early game, all quanta end up being used on logisitics.

you need t build more than new quantum relay. You should basically always be building them.

Reply #6 Top

Quoting Frogboy, reply 5

you need t build more than new quantum relay. You should basically always be building them.

As soon as I get radioactives I start building Relays, not long after that I'll add another engineer and have two Relays building throughout the game. I also make grabbing radioactive nodes a priority, and I suspect everyone does. The early to mid game is still all about the logistics. Apart from making each logistics upgrade jump greater you could first try increasing the size of the initial/default logistics level.

Reply #7 Top

Greetings!

We've been burning the midnight and well frankly the to 5am in the morning oil getting the Substrate ready for the beta.  Having a blast doing it.

I thought I'd share with you some thoughts on where it is and pick your brains on some ideas.

Some basics:

  • Substrate units tend to require energy to do their thing

By Doing their thing I assume you mean that they will have greater DPS/defensive capabilities at the cost of requiring energy regen from the nearby units?

  • Substrate have a unit that provides nearby unit boosts of energy

I like this idea, it seems like it could provide for interesting tactical options, wherby when attacking a substrate player you try to focus down their energy giving units while the substrate player has to be careful about how they position units.  This made me think of a possible future addition to the UI whereby you can give certain units in an army various positions (front, mid, rear)  this would allow for this positioning (the advantage to front positioning would be great DPS for your up close units) while still not requiring intense micro on a small scale.

  • Substrate units have no armor (which is proving quite difficult to balance). Instead, they have shields which regenerate.

This sounds kind of like the protoss but due to balance issues I have a feeling that eventually just like in starcraft they still might need some armor underneath the shielding.

The Tier 1 units

  1. Reaper.  This is a mid-range beam weapon unit. It comes in a squad of 4 and they tend to focus fire on a single target until it's dead. Its primary weapon requires 25 energy. When it's fully charged, it's pretty tough. When it's depleted, it's defenseless (or at least, has a very slow rate of fire since energy recharges at 1 unit per second)

 This sounds like a mix of a reaper and oracle from starcraft.  It sounds like an interesting harrasment unit however I would like to try it personally before giving any ideas.

  1. Martyr.  This is a short-ranged unit that you see as Neutrals. The shoot little balls of pain. They don't do a lot of damage but their weapon requires no energy.

Not too much to say, seems like a unit that you can mass in order to try and overwhelm an opponent early on but won't be so effective later as you have units with much better capabilities at the cost of energy.  I can see this being a good quick responder as it doesn't require the capacitor nearby.

  1. Capacitor. It's unarmed but it provides energy to nearby units. Very heavily shielded.

I would suggest giving capacitors various options, slow/medium/fast with shield being strong/normal/weak to compensate.  This would allow you to use capacitor in some fast reacting armies at the cost of lower defense.  In order to prevent switching the modes right as the battle starts maybe make it so when you switch modes they have to cycle their shields and regen them.

 

  1. Sky Cleanser. Anti-Air unit with modest ground attack.

Not much to say here, an AA unit is needed.

The Tier 2 units:

  1. Avenger.  Fires an endless stream of death until it runs out of energy. It will take out a tone of T1s if it can. If it runs out of energy its secondary guns don't leave it entirely defenseless.

This seems like a straight up upgrade to the reaper with more DPS and secondary guns? I would possibly change one or the other to make them more distinct in their purpose in the army.

  1. Mauler.  This is an awesome unit, possibly too awesome. It has a medium range armor piercing 3 beam weapon that carves through Tier 2 and Tier 3 units provided it has energy to fire it.  Its secondary weapons are similar in quality to what is on the Zeus (not bad but not great).

This sounds pretty cool, however I would like to see a T2 unit that instead of getting a straight DPS boost from energy gets more of a defensive boost instead.   Energy is a pretty cool concept however I would like to see alot more variation in the way in which it is used vs just "keep your capacitors near for a massive DPS boost"

  1. Destructor. This unit can only attack buildings. It fires streams of nano-decompositors which get onto buildings and begin disintegrating them.  

This is the kind of cool energy using unit I like, it has a cool purpose and pretty unique.

  1. Drone Hive.  This is basically a carrier.  It's good for area control but is relatively vulnerable without allies.  On the other hand, unlike the Avenger and Mauler, it requires no energy.

Oh god do I love carrier esque units..  Probably my favorite starcraft unit of all time.  I think it would be kind of neat if the Drones could serve a secondary purpose like supporting air units with a small stream of energy.  Also, not a fan of the name as all the other unit have kind of neat names wheras the drone hive is basically named what it is.  Perhaps just Hive?

  1. Unit 5.  Right now, it's a fast, unarmed unit.  It was originally going to be a heavy scout but we've decided it's redundant.  So feel free to chime in on what you'd like.

Here I would like to see something like the spider tank from TA/the jump ability of reapers from starcraft, a light harrasment vehicle that isn't necessarily super fast but can scale terrain that is otherwise unscalable.  As everything hovers I have no idea what it would look like though.

 

Since there is no separate air factory this could also be a good spot for a unit that is ground based but can use energy to transform into a flying gunship mode.

The Air Units:

  1. Searcher.  This is a lightly armed scout unit. Probably the best harasser in the game since the Substrate can build it from their Assembly (they don't have a separate sky factory).  

Anti ground only or anti ground/anti air?  

  1. Dominator.  This is a fairly good (though not as good as the Fury) air superiority unit.  However, it has a decent ground attack that you can use to really punish someone who hasn't built up some defenses. (it won't take out factories but it can definitely take out engineers and extractors).

 Hmm, this seems like it would be a better harrasser than the searcher if it can take out engineers and extractors easily and I'm assuming that it has a faster move speed due to being an air superiority type unit which by its nature must be able to respond quickly to incoming air attacks.

  1. Punisher. Not nearly as good as the Hades in terms of AOE but instead it sends out sniper type shots from the sky doing serious damage to particular enemies.

I like this, I would like to see it doing pretty substantial damage but at an energy cost which can be supplied by the drone hive.

The Tier 3 units:

  1. Controller.  This is a big bulbus aircraft carrier that sends out ~100 attack drones at its enemies.  It punishes players who aren't scouting as if you run into an area it is settled in, it'll wipe out that army. However, it's very vulnerable to ranged attacks.

Is this like a slightly longer range/much stronger drone hive?  If so, I would like an ability added to it where it can deploy its drones remotely around one of your buildings to serve as a sort of mobile defensive unit.  This would give it a little something extra which I think would be cool.  I also think it would be neat for the drones to have to recharge by docking with the controller after firing for a bit in order to encourage more thought as to when to deploy them.  Also I think that it is important for this unit to have very different looking drones than the Drone hive for distinctiveness on the battlefield.

  1. Savager.  This is an awesome Assault unit.  It is very vulnerable to little units (unlike the Controller) but it will plow through tier 2 units and is decent against buildings.

Sounds like a good standard T3 unit.  I would like to see it have some small amount of AA as well.

  1. Devastator.  This is the anti-T3 T3, It has a scary central weapon that focuses in on an enemy T3 and will, given enough time, obliterate it.  Its other weapons are fairly decent but its primary purpose is to take out other T3s.

Awesome, I imagine this as a ship built around a giant gun which is always fun.  For balance/strategy I think it would be cool that as the central weapon is charging/firing/and for a couple second after the energy requirements would drain the shields making it an easier target if not properly defended and/or supplied with additional energy.

So far none of the T3 units require any energy it seems?  Maybe have a toggle where this one can switch between using/supplying energy in order to become a fearsome destroyer of T3 or a good way to keep your units juiced up late game.  Not sure if this is the right unit for this but I would like to see energy become a critical component of all tiers. 

So the Substrate have one more unit than the Post-Humans to choose from.  The obvious difference is the building destroying unit which the PHC lacks.  On the other hand, the Substrate are much weaker on mobile artillery (unless you count the Destructor which destroys buildings from afar).  Instead, it has to content with its excellent air to ground air tech.

In some respects, they are easier to get going with than the PHC.  Their shields recharge automatically and their defenses are, imo, substantially better. 

However, they have a couple serious weaknesses that good players can exploit.  First, their shields are susceptible to EMP which will wipe out their shields which is most of their "protection".  Secondly, because their T1 units come out in bigger squads they use more logistics.

We are trying to stay away from the idea of having Unit 5 be a shield recharging unit - as tempting as that is (and in fact, we have the code for it already, we just don't have the unit we want to give it to yet).

The Substrate play much more sci-fi than the PHC.  The PHC units feel familiar.  The Substrate are substantially more advanced. It's all energy weapons and energy protection. No rockets. No ballistics (beyond shooting canisters filled with drones). No bullets.

Reply #8 Top

Quoting Ticktoc, reply 6


Quoting Frogboy,

you need t build more than new quantum relay. You should basically always be building them.



As soon as I get radioactives I start building Relays, not long after that I'll add another engineer and have two Relays building throughout the game. I also make grabbing radioactive nodes a priority, and I suspect everyone does. The early to mid game is still all about the logistics. Apart from making each logistics upgrade jump greater you could first try increasing the size of the initial/default logistics level.

So far I have found this to be the case too. That is if your strategy is to spam units, which I think may be the optimal strategy by far in 0.71 Versus the AI. When the next patch comes out I'm hoping to explore the viability of building fewer units and more defenses, which would free up early quanta for other abilities. I'm still not convinced defending your regions with buildings is viable.

Reply #9 Top

In a prior post you mentioned that your work with the substrate may lead you to some changes to the PHC. Can you give us a view into what that might entail?

As for the fifth T2 unit, how about a suicide unit that explodes with AOE damage? Or some other kind of AOE suicidal effect.

Reply #10 Top

Quoting Ticktoc, reply 6


Quoting Frogboy,

you need t build more than new quantum relay. You should basically always be building them.



As soon as I get radioactives I start building Relays, not long after that I'll add another engineer and have two Relays building throughout the game. I also make grabbing radioactive nodes a priority, and I suspect everyone does. The early to mid game is still all about the logistics. Apart from making each logistics upgrade jump greater you could first try increasing the size of the initial/default logistics level.

ditto.  Third or 4th engineer is tasked with relays the entire game.  I rarely have the resources to get two going.

Reply #11 Top

Quoting eviator, reply 8


Quoting Ticktoc,






Quoting Frogboy,



you need t build more than new quantum relay. You should basically always be building them.



As soon as I get radioactives I start building Relays, not long after that I'll add another engineer and have two Relays building throughout the game. I also make grabbing radioactive nodes a priority, and I suspect everyone does. The early to mid game is still all about the logistics. Apart from making each logistics upgrade jump greater you could first try increasing the size of the initial/default logistics level.



So far I have found this to be the case too. That is if your strategy is to spam units, which I think may be the optimal strategy by far in 0.71 Versus the AI. When the next patch comes out I'm hoping to explore the viability of building fewer units and more defenses, which would free up early quanta for other abilities. I'm still not convinced defending your regions with buildings is viable.

Buildings take soooo long now I have stopped building drones, smarties etc.  Spam units seems better vs AI anyway.  2-3 min build times and the resource costs have not made defense buildings useful right now.

Reply #12 Top

Quoting chemie99, reply 11

Buildings take soooo long now I have stopped building drones, smarties etc.  Spam units seems better vs AI anyway.  2-3 min build times and the resource costs have not made defense buildings useful right now.

100% agreement level achieved. I was going to start a topic on balance emphasizing building cost and build time, as well as research/orbital cost/benefit, but decided against it because I think these number tweaks are things they can work on after getting the major game components in the game. I wouldn't want them to spend much time on balance while there is still much core work to be done.

Reply #13 Top

wow awesome Substrate info here i like them a lot, way more than PHC.

There are a few things i want to say.

  •     First is the Buildings in AOTS, they Suck so much right now, and i am not talking about Design or cosmetics, i am talking about their HP. they just don't last a second against a T2 Units (Stack 5-7 groups of T1's and they destroy early defenses and structures) i don't even want to talk about how 2-3 T3's together with just clean a whole base in a few seconds.
  •     Why to have units that only attack building? if building don't last and have such small HP? i don't really get it. When you create a unit to just destroy Buildings (structures) it means that buildings are really hard to destroy, but right now they are just bad. If you guys played the game you should know what I means
  • Defensive Structures takes a lot of time to build and are bad, so you need to rethink about that, build faster defenses or give them way more HP and attack power.
  • It wont be a bad Idea it make the UNIT 5 a normal Hover tank Unit like the rest, The special attack power of the UNIT 5 will be to send some nano machines to other enemy unit T2-T3 Units to freeze their subsystems, this enemy unit will stop moving and attacking, and the only way to get it back to move is to destroy That UNIT 5.
Reply #14 Top

Agreed that defensive structures either take too long and/or are too weak.

A little bit of the former may be mitigated when you can conveniently tell a bunch of engineers to work together to build some point defences but it is broken at the moment and takes far too much baby sitting to achieve.

Smarties don't take too long, but Drone bays and repair bays do take a very long time. If they were several times tougher the length of time to build might be closer to the mark. Or make them build much quicker and keep them as they are. I guess I would prefer them to be tougher rather than quick and disposable. Don't have to  keep rebuilding as often for one.

 

If you are sticking with the current model with the now discarded scout unit perhaps we could see the model to give us a better idea of what roles it might be appropriate for and guide our suggestions.

Reply #15 Top

I'm going to be putting up a new video hopefully tonight.

We are also goign to create a special VIP (subset of Founders) who will get stuff early so you can see what we're up to.

 

Reply #16 Top

Can't wait for the video.  I'm excited to see more of the substrate and can't wait to try them for myself!  And the VIP sounds interesting, any more info as to how participants are selected?

Reply #17 Top

Quoting Sargeras77, reply 16

I'm going to be putting up a new video hopefully tonight.

We are also goign to create a special VIP (subset of Founders) who will get stuff early so you can see what we're up to.

Nice! Thank you.

Reply #19 Top

The only thing i know about this faction its that i will play with them all the time ..