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Default attack vs. buildings; balance between Capture and Attack


wowgetoffyourcellphone
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https://gitea.wildfiregames.com/0ad/0ad/issues/7599#issuecomment-112460

Design discussion branched from here^

 

Some of my thoughts on the subject:

Things I think will help overall:

  • #7608 looks interesting.
  • I'm thinking there could be another status bar below the capture bar for "Assimilation." There could be a "warm up" time called Assimilation where it takes a certain number of minutes for the usage of that captured building to become available. You've captured it, it's been denied to the enemy, and you've claimed its territory, but now you gotta wait a little while before you can actually use it. And similar to #7608, you can't delete it either unless you've Assimilated it. All of this wouldn't require any input from the player, so it's decently simple.
  • As suggested by @real_tabasco_sauce Adding some toggle or option to choose default behavior for your units: Capture or Attack. If it's an in-game toggle, we could call it a "Policy," or else it can just be an Options menu item. I think in-game toggle is sexier, but Options menu item might be simpler (?). If an in-game toggle, you wouldn't have to swap in and out of the Options menu if you wanted to change the policy mid-game.
  • I think (un-garrisoned) buildings should take longer to capture in general, and buildings easier to destroy with melee weapons. Maybe revisit the base capture points of different building types and the health/HP or armor values of various buildings. Just rebalance capturing vs. attacking.
  • I don't think a fully-garrisoned building should be impossible to capture. We could revisit the GarrisonRegenRate values to prevent this. Higher base capture points, but lower GarrisonRegenRates seem desirable to me.

My ideal game is still Attack by default, but if some solutions were implemented to make capturing better and attacking more viable, then I could live with Capture by default, especially if there was a toggle. :)

 

If we make buildings more vulnerable to non-siege units, then we can compensate with a building health tech tree at the Civic Center: Craftsmen (common) -> Architects (common) -> Monumental Architecture (for "urban" civs).

And if we make buildings less vulnerable to capturing (increased base capture points), we can add a couple capture techs to compensate: Military Cult (common; at the Temple) -> Plunderers (for "barbarian" civs; at the Temple), Siege Ladders (common; at the Fortress).

 

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It would be interesting if attacking buildings was a bit more worthwhile/effective. In any case, the default should be set by an option.

7 minutes ago, wowgetoffyourcellphone said:

If we make buildings more vulnerable to non-siege units, then we can compensate with a building health tech tree at the Civic Center: Craftsmen (common) -> Architects (common) -> Monumental Architecture (for "urban" civs).

And if we make buildings less vulnerable to capturing (increased base capture points), we can add a couple capture techs to compensate: Military Cult (common; at the Temple) -> Plunderers (for "barbarian" civs; at the Temple), Siege Ladders (common; at the Fortress).

I would avoid adding too many techs for this kind of thing. In this case, utilizing phase ups would be good (ie for HP).

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1 minute ago, wowgetoffyourcellphone said:

In my opinion, packing effects into the Phase up techs is super uninteresting. It's not like 0 A.D.'s tech tree is massive. 

yeah, but its good to put uninteresting effects into phase ups. For example building arrow damage increases with each age, but if that were instead 2 technologies, there would be a ton of tower techs.

The CC is getting rather full of techs recently.

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I think making it so buildings can only be deleted if they are connected to your town could work, but does anyone think this would be frustrating? I think it might be. Imagine you have captured a house only to realize it has no value, and now you have to wait untill it is the enemy's building to start poking it down.

We can make destroying buildings more relevant without this change. I'd like to cook something up to address this in the community mod.

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Everything doesn't need a tech. I personally find the tech tree to be getting too large and filled with a bunch of uninteresting things. This would be another uninteresting tech. 

18 minutes ago, real_tabasco_sauce said:

I think making it so buildings can only be deleted if they are connected to your town could work, but does anyone think this would be frustrating?

This would make it so you can't capture a building in an enemy building and destroy it (i.e., no temporary tower, barrack, or temple). This means there would basically never be a reason to ever capture a building in enemy territory. This seems like an obvious downgrade. 

Also, it this an edge case rule that no one will remember, which makes it frustrating. 

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1 hour ago, chrstgtr said:

This would make it so you can't capture a building in an enemy building and destroy it

The entire point is to blunt the capture->delete meta. 

 

1 hour ago, chrstgtr said:

This means there would basically never be a reason to ever capture a building in enemy territory.

Gaining the benefit of that building isn't a reason to capture it? The only reason in your mind to capture a building is to delete it? Do you not see the problem here? :) 

 

1 hour ago, chrstgtr said:

Everything doesn't need a tech. I personally find the tech tree to be getting too large and filled with a bunch of uninteresting things. This would be another uninteresting tech. 

There are several techs in the base game that I find uninteresting or of only minor use, but I think building strength and capture strength are useful/interesting, especially if the capture->delete meta is changed. 

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You’re missing the entire point. 

41 minutes ago, wowgetoffyourcellphone said:

The entire point is to blunt the capture->delete meta. 

The point is to end the delete=capture first then delete meta. What I am describing is something totally different. It is where you purposely capture to gain a benefit. 

35 minutes ago, wowgetoffyourcellphone said:

Gaining the benefit of that building isn't a reason to capture it? The only reason in your mind to capture a building is to delete it? Do you not see the problem here? :) 

You’re still missing the point. If I am going to fight in an enemy base then it makes sense to capture a temple to heal my units and fight around that temple. Or to capture a tower. Or to capture a barrack to spam nearby troops. 

37 minutes ago, wowgetoffyourcellphone said:

There are several techs in the base game that I find uninteresting or of only minor use

Those should be deleted. 

38 minutes ago, wowgetoffyourcellphone said:

I think building strength and capture strength are useful/interesting, especially if the capture->delete meta is changed. 

Strong disagree. It will either be a tech that you always want, which means it is uninteresting. Or a tech you never want, which also means it is uninteresting. 

It will also be regressive with better players who are able to consistently push not needing the tech. While worse players who are regularly pushed on will need the tech. So the good players have cheap gameplay while the bad players have more expensive gameplay (on top of already being bad). 

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13 hours ago, wowgetoffyourcellphone said:

My ideal game is still Attack by default, but if some solutions were implemented to make capturing better and attacking more viable, then I could live with Capture by default, especially if there was a toggle.

The ideal would be to nerf the defense of civilian buildings.

And also the towers and give them 2 technologies to reinforce them, if you are interested in defense, spend them and invest.

If we compare this to Age of Empires or any other similar game, the technologies fall short, there are very few.

Buildings should be weak in the early stages.

In Starcraft the Zerg hatchery/hive levels up, It becomes stronger with each evolution.

13 hours ago, real_tabasco_sauce said:

It would be interesting if attacking buildings was a bit more worthwhile/effective. In any case, the default should be set by an option.

I would avoid adding too many techs for this kind of thing. In this case, utilizing phase ups would be good (ie for HP).

For defenses it would be good.

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13 hours ago, wowgetoffyourcellphone said:

warm up" time called Assimilation

For this to work, there must be something that ensures assimilation, and that is that the territory is at peace and has a strong central authority. That is, a CC or a building that provides security that could be a fortress.Also a temple or even another building that represents a culture could be an intellectual power like a library.

When there is a conquest it will depend on the culture and the force of arms, we know that many groups opposed the imperialism of other states.

The wars of the Judeans with the Seleukids for example or that of the Iranian peoples with the Seleukids.

It's an example, don't take it seriously, but keep it in mind.

https://en.m.wikipedia.org/wiki/Transculturation

 

Edited by Classic-Burger
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I like the concept of assimilation.   It should not be too penalising however, and one should not loose "ownership" of it during that period.  I am thinking capturing a tower in enemy territory. To make it a worthwhile effort, the assimilation period should be short, and maybe we should still have the ability to garrison troups in it to protect them, even if the tower does not fire any arrows during the assimilation time. At the same time, it is in ennemt territory, but I don't think it's ownership should change "organically" during the assimilation time.  Of course, if the previous owner send a team to recapture it during this time, that should be possible.

For the rest of the rebalancing, the capturing process should indeed be more onerous than the destruction, as the idea of capturing to destroy is a bit pointless. At least that should be the case with units with average to high "hack" attack.

Regarding expanding the tech trees, I think that's a good thing. More things to choose, how to spend the resource, etc. And I like the Delenda Est proposition where oen can choose between tech options, giving the option to evolve differently.

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