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Author Topic: Weapons Cache explained  (Read 22507 times)
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EIRRMod Offline
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« on: December 18, 2011, 03:39:50 pm »

Hi guys, here is a writeup about the Weapons Cache, and the logic behind its implementation.

The problem as it exists before WC:



The current pool/resource system has been structured in such a way that you can specialize one aspect of your company to systematically eliminate an aspect of an opposing company, and then with the remaining resources you possess, you can hard counter the remains of that opposing company.

This is exactly why spamming is so powerful. The current lack of restrictions on company composition keeps "one trick ponies" from being created, when really that is all a company should be if you decide to specialize in such a powerful build.

This problem is twofold and is a fundamental problem with the way we are allowed to structure our companies that not only are we allowed to specialize then cover up the weaknesses in any particular build (Myst is great at this) but upgrade pricing has to be done in such a way to promote usage and viability of any upgrade you may choose and for some upgrades, the results of these systems are diametrically opposed to each other.

Once the price of an upgrade hits an "event horizon" it will cease to be used in any meaningful numbers, even if the pricing does eliminate the spam.

This is why every single asset in this game has 2 restrictive parameters (resource and pool). To create a balancing act between restrictions and viability. Before the weapons cache, we were trying to balance upgrades with only one restrictive mechanic, the munitions pool, which wont work because with some price adjustments, you either destroy the consensus of viability for that upgrade, or you open a window for it's exploitation, a specialization that can be easily enough, covered by the rest of your company.

Exploitation and specialization cover-up only exists for a few upgrades however. Assault, Fausts, ASMwarfare, Goliaths, support spam, even things like BAR spam, or schreck spam can fall into these categories.

You cannot properly restrict spam, when 4/5 of the company creation has 2 regulations and 1/5 doesnt.



The hypothetical situation that we cant balance with 1 restrictive parameter:



The weapons cache being a hidden munitions tax is exactly what is intended to promote an environment of balanced upgrade usage.

Take the panzerfaust for example. The bugger is still a problem at 30 MU 2 uses. We want the thing to be 60MU but we cannot feasibly price the faust that high, it would never see the light of day again because the cost will no longer represent the effect it has as a secondary AT option.

By increasing the price of the faust to 60MU, you effectively control the spam of the upgrade, but it is too high to make as an individual AT investment, and if every upgrade does not appease the premise, the upgrade will not be bought.

Lets say that Schrecks were priced at 100MU a pop, that is a good price for an individual investment for an AT weapon. If you buy 6 schrecks, you spend the equivilant munitions as 10 panzerfausts at 60muni. Both numbers are largely the desired numbers that should be invested in either AT asset for a company, but no one will ever spend 600 munitions on fausts because that is unfeasible as a main AT asset for the price when you only get 10.

For 600 munitions, you should at least get 20 fausts, but 20 fausts correlates to 40 uses in game, which is broken.

On top of these 20 fausts, you have another 600 munitions to spend on ATGs, MGs, mortars, other upgrades, when 20 fausts is all you should ever need for AT

So we have a pickle here, we need to make players only take 10 fausts while only charging 30 munitions. It wont happen, we cant expect players to stop buying upgrades "just before" the amount they buy becomes an overpowered number. Something needs to take the place of that extra 30 munitions cost, while at the same time, limiting the rest of their company so they cannot cover up the weaknesses of their specialization.



Why the weapons cache is designed to address every upgrade and why people are pissed about it :



The players that we deem to be very good and are also so adamantly opposed to the weapon cache system are absolute masters at specializing their company in one direction and gearing the rest of their company to either counter or kill what is left of the enemy.

These players are the type that use all assault companies, faust spam, BAR spam, Schreck storm spam, Ostwind spam the list goes on and they find that their old companies are mostly invalid because they cannot exploit the fact that upgrades only had one restrictive value. (munitions)

These players also destroy balanced companies very easily and they all include the spam of upgrades no less. (if it's anything else, then that is the "cover-up portion of their army, or units with built-in weapons)

The WC theory is that if they specialize their company too much, they will lack the resources and pool to cover the gaps in their companies and if you make a balanced company, then you can use all of your resources and be within the pool limitations. Ultimately with the proper balancing of the cache numbers, balanced companies will have a chance vs. specialized companies because the specialized companies buy themselves into a weakness they cant cover up, ultimately leading to an even playing field. 

This is only effective when Every upgrade is included because if they are not included you will allow any player to "cover up" the deficient portions of their companies. The weapons cache pool ceases to be effective at this point.

An example of this:
Anyone can deal with 10 assault grenediers. You just bring out vehicles or tanks to counter.

10 assault grenade usages is not that expensive and when you also buy 10 schrecks to cover up the specialization, then spamming 10 assault grenades becomes an issue cause you feasibly have no counter.

With ideally priced Cache points, you should be able to comfortably buy one or the other, but not both. If you wanted both, then you would only kit out 5 Grenediers instead of 10.

If you were able to kit out 10, then you would have no munitions or pool to kit out vehicles or tanks, thus exposing a weakness to your specialization.



Why people are having trouble using all their munitions



A more correct correlation between the overlap of the WC pool and the munitions pool is the Vehicle/Tank pool and the Fuel pool.

On my infantry company, it is nearly impossible for me to spend all of my fuel. I may want to, and probably can had I less or more consoldiated MP costing units, but I still usually have that fuel left over because there are 2 restrictive values in place and because I am specializing infantry above all else.

With the Weapons cache in place, poeple are finding the same phenomenon in their Munitions pool, that they cant possibly spend it all in the combination that they would like.

Well just like the fuel pool, if you wanted to spend it all you could, you just need to move some things around and work within the frame work. If you cant spend all your munitions then you are going outside the parameters of what is considered "acceptable amount of upgrade usage" or your are just too specailized.





Conclusion:


There are many players that agree that running a balanced company of any kind in EIRR gets punished.

The weapon cache does not seek to make everyone run a balanced company, but to make those that do specialize their companies (we established that specialized companies destroy balanced companies more often than not) buy themselves into an exploitable weakness.

With proper cache prices, balanced companies should not be effected, that is the goal.

By making the WC only address a handful of abilities which only a handful of players will be subject to, you do not address the overall problem of specialized company dominance within this mod.

We want to make every upgrade viable and balanced, but not all upgrades are created equal. In an environment where they are not, just like the asymetrical balance of all the army units, they must all be restricted by the same parameters to be properly restricted at all within the scope of a company's power.


It is no coincidence that all the bullshit builds in EIRR contain something that is now restricted by the weapons cache. It is a design flaw by not addressing everything you can possibly buy with the pool system, I hope you can understand that.

I know with proper cache points, we can really make EIRR an environment where balanced companies thrive and where specialized companies are still fun but not as dominant.


It's simply a matter of having your cake and eating it too.
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Mister Schmidt Offline
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« Reply #1 on: December 18, 2011, 03:41:50 pm »

tl;dr
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EIRRMod Offline
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« Reply #2 on: December 18, 2011, 03:42:13 pm »

Also, credit to Groundfire for the writeup.
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EIRRMod Offline
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« Reply #3 on: December 18, 2011, 03:42:38 pm »

tl;dr
Np.  No bitching about the system from you then ;P
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Mister Schmidt Offline
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« Reply #4 on: December 18, 2011, 03:46:20 pm »

Kidding Tongue

I haven't said a word about the cache in all honesty, it hasn't affected me at all
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EIRRMod Offline
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« Reply #5 on: December 18, 2011, 03:50:21 pm »

Kidding Tongue

I haven't said a word about the cache in all honesty, it hasn't affected me at all
If you do get a moment, have a read about it.  Its not just an issue with the lack of WC or its implementation in the writeup, its also about the underlying issue that brought its incarnation.
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Smokaz Offline
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« Reply #6 on: December 18, 2011, 03:52:47 pm »

Well Groundfire writing it up and you presenting it hardly makes any more reasonable. Or the arguments more compelling. We here have:

- Demonizing of how some "good players" spam and thats the reason they win games
- Just arbitrary extreme pricing of faust explaining why we need weapons cache (60 munitions? the example would be a lot less convincing if it for instance was mentioned current vet giving +1 faust use at vet 2 and perhaps the price only was 50 instead of 60) ((people would still get them))
- This tut-tut about spam companies beating balanced ones. Yes, they should if the dev team has assigned a too low price to a upgrade which player X gets as many as possible of


This "specialization" you are talking about is people actually preparing their company for the fact that 99% of all games are MEETING engagemetns.

I feel sorry for the game all if you or the others of the dev team are convinced by this "writeup".

Quote
It is no coincidence that all the bullshit builds in EIRR contain something that is now restricted by the weapons cache

Trying to transfer problem of doctrines over to "spam". I hope people are realizing it, as they read.
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Smokaz Offline
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« Reply #7 on: December 18, 2011, 03:56:36 pm »

also lacks any explanation for why 20 fausts are overpowered, while 5 are not.
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EIRRMod Offline
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« Reply #8 on: December 18, 2011, 04:01:58 pm »

Well Groundfire writing it up and you presenting it hardly makes any more reasonable. Or the arguments more compelling.
Excuse me?

How is this even relevant at all?

It is a write-up, written by our PR lead, and posted by me.

Smokaz, can you attempt a little unbias?  You did leave the balance team quite some time ago, so I do believe trying to steer the mod in a direction could have been a lot easier done back then, rather than the now personal attacks you make on a system that is being tested.

You KNOW that when I picked up this mod, that I was going to shake things up with different mechanics and systems in place to make it a more 'noob' friendly mod, but also account for the 'leet players.  And this is what this system is, and you now have the understanding behind WHY we are trying it out.

Like ALL of the systems I put in place (remember the old pool system?)  If it doesnt work, its re-worked or removed.
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Smokaz Offline
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« Reply #9 on: December 18, 2011, 04:14:55 pm »

Well sorry for pointing out what I believe is a attempt at legitimizing something that doesn't have 1 leg to stand with on its own. Players certainly respect your opinion a lot more - look at schmidt bending over instantly - even if you just copy-pasted Groundfire's words. And I guess I hit home or you wouldn't stoop to my level? I'm glad I left cause I didnt want to become part of a circle jerk.

The supposed reasoning in this post is purely nonsense. Specialization beating balanced companies because of some invisible spam factor, NOT because a upgrade isn't too low priced and thus combined with doctrines saying: SPAM THIS! make people buy it en masse?

The whole thing is so wonderfully deprived of logic, that even in my reduced hungover state I can't find anything close to meaningful behind it.

This isn't a shakeup, it's a radioactive cure applied at the whole body of something  which is sick in his toes.
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AmPM Offline
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« Reply #10 on: December 18, 2011, 04:18:24 pm »

ummm...this resource system of WC fails. If a player takes 10 fausts and 8 lmgs, its neither spam nor overpowered, yet is punished by your pricing for both upgrades.

In this manner balanced companies stilk lose to specialized ones that take the most efficient units and upgrades.

Price things correctly and do your job balance team. If fausts are too powerful at 30 change them to cost 43, our any other price that makes it work. Amazingly you do not have to do multiples of 5 or 10.

I've already adjusted away from LMGs, I now spam MP40 volks with medkits, support weapons and armor. It's more efficient than trying to use grens.

Allies are fucked because they need their upgrades to compete.
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EIRRMod Offline
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« Reply #11 on: December 18, 2011, 04:31:36 pm »

And I guess I hit home or you wouldn't stoop to my level?
Wait what?

Quote
I'm glad I left cause I didnt want to become part of a circle jerk.
Again, confused, as the balance team is there to discuss balance issues not.... whatever it is you think they do lol

Quote
The supposed reasoning in this post is purely nonsense. Specialization beating balanced companies because of some invisible spam factor, NOT because a upgrade isn't too low priced and thus combined with doctrines saying: SPAM THIS! make people buy it en masse?

The whole thing is so wonderfully deprived of logic, that even in my reduced hungover state I can't find anything close to meaningful behind it.
Ok, its not the spam factor or whatever you're meaning here - but the fact a specialised company (not neccisarily spam) can focus in ONE area, say AI, overwhelmingly, using Mu based resources, but yet STILL re-coup this weakness using Fuel based units, with minor MU costing repairs (this is just an example).  Focused company, with not real weakness.  With a second restrictive costing pairing up with the original MU cost, you can now assign a COST in MU to an upgrade depending on its ingame worth (which, we have all along said is measured by its relative effectiveness ON FIELD, not company composition) - and a second restrictor which is used to restrict or control composition.

Quote
This isn't a shakeup, it's a radioactive cure applied at the whole body of something  which is sick in his toes.
Ok, made me laugh, but I disagree.

In short, its about having 2 side by side costings (like everything ELSE now has, with resources and a pool) for Upgrades (mainly).  One to control/measure strenth of unit/upgrade on field, and the other for company composition.
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Computer991 Offline
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« Reply #12 on: December 18, 2011, 04:34:46 pm »

The mod has over complicated a simple issue... When it comes to game design you should always keep in mind "Keep it Simple stupid".
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Smokaz Offline
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« Reply #13 on: December 18, 2011, 04:51:33 pm »

The thing is you cant compensate by buying lots of fuel based AT. You are truly specializing to the detriment of other capabilities even without weapon cache existing.

I'm going to try really hard to understand you here, and also explain my above point.

Say one guy - like the type of example you use here buys max bars - or max assault nades - or max 4 man kch.

His munitions is then going to limit his amount of ATGs - his shreks - or his RRs. If however the upgrade is way way underpriced - he can get a insane spam amount of it - and field "the coverup" units.

When this player then buys all m10s - or all geschutz - or all marders (fsj spam)

He actually opens himself up to another type of company. The marder and geschutz player cant fight off at guns with marders and geschutzwagens. The m10 company cant fight off paks and shreks.

There's actually a very good reason why people do not run companies without at guns and why assault grenade spam companies are weak to light vehicles if they dont have any paks. Their fuel based AT units (marder/geschutz/stug) aren't that good at taking out the balanced atg + tank units, and they lose this kind of engagement always.

however out of the examples, assault nade spam companies were the most overpowered of them all, because the upgrade was horribly underpriced
« Last Edit: December 18, 2011, 04:57:35 pm by Smokaz » Logged
Mister Schmidt Offline
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« Reply #14 on: December 18, 2011, 04:53:07 pm »

Where the hell did I bend over?

I didn't even read the post!
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EIRRMod Offline
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« Reply #15 on: December 18, 2011, 04:57:28 pm »

The thing is you cant compensate by buying lots of fuel based AT. You are truly specializing to the detriment of other capabilities even without weapon cache existing.

I'm going to try really hard to understand you here, and also explain my above point.

Say one guy - like the type of example you use here buys max bars - or max assault nades - or max 4 man kch.

His munitions is then going to limit his amount of ATGs - his shreks - or his RRs. If however the upgrade is way way underpriced - he can get a insane spam amount of it - and field "the coverup" units.

When this player then buys all m10s - or all geschutz - or all marders (fsj spam)

He actually opens himself up to another type of company. The marder and geschutz player cant fight off at guns with marders and geschutzwagens. The m10 company cant fight off paks and shreks.

There's actually a very good reason why people do not run companies without at guns and why assault grenade spam companies are weak to light vehicles if they dont have any paks. Their fuel based AT units (marder/geschutz/stug) aren't that good at taking out the balanced atg + tank units, and they lose this kind of engagement always.

however out of the examples, assault nade upgrades were the most overpowered of them all, because the upgrade was horribly underpriced
I agree with you here.

The part where I differ, slightly might I point out - is that on field strength, and in company strength (in numbers) may actually equate to higher than simple numbers (Such as 1 Panther, compared if we could, to 5 Panthers).  1 Panther priced perfectly on its strength is fine, yet 5 in company composition isnt.
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Smokaz Offline
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« Reply #16 on: December 18, 2011, 05:01:48 pm »

I fail to see the relevance, not least since Panthers are roughly amiably priced. You can get max three of them. And when you DO:  the same mechanic as my previous post outlines kicks in: all your FUEL is anti tank based. If that guy then happens to have stronger infantry than you then he will dominate in situation where you cannot send in a type of fuel based AI that can scare him off or defeat him.

He will be good in games where the enemy is relying on fuel based units weak to the panther, but he will be pathetic in games where rifles are charging down his panther and his MP/MUNI units cannot hold.

You see here what you are in fact doing? Having a epiphany here? You are compensating for player choices (what players buy), but these cannot be controlled to the extent where you can achieve anything worth all the hassle you create.

Quote
The part where I differ, slightly might I point out - is that on field strength, and in company strength (in numbers) may actually equate to higher than simple numbers (Such as 1 Panther, compared if we could, to 5 Panthers).  1 Panther priced perfectly on its strength is fine, yet 5 in company composition isnt.

Another reference to mystic super spam secret value that somehow skews the picture. How is it doing this?

A exellent example that many players will know about, which perfectly shows the problem of "specializing" your company (making it OP, in the dev teams eyes?):

Scorched earth doctrine with moving ists and incendary rounds. This company has fuck all for buffed AT - and all its fuel can be put into super specialized ISTS and the hummel. HOWEVER.

However! When this company goes up against pershings or buffed at guns, it really struggles. 50mms and shreks (the only units you can buy) are not very good at fighting cost-effectively against pershing combined arms.

Who here has played a scorched earth company - and noticed how naked you are without panthers or marders?
« Last Edit: December 18, 2011, 05:07:10 pm by Smokaz » Logged
Spartan_Marine88 Offline
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« Reply #17 on: December 18, 2011, 05:09:48 pm »

I fail to see the relevance, not least since Panthers are roughly amiably priced. You can get max three of them. And when you DO:  the same mechanic as my previous post outlines kicks in: all your FUEL is anti tank based. If that guy then happens to have stronger infantry than you then he will dominate in situation where you cannot send in a type of fuel based AI that can scare him off or defeat him.

He will be good in games where the enemy is relying on fuel based units weak to the panther, but he will be pathetic in games where rifles are charging down his panther and his MP/MUNI units cannot hold.

agreed 100 percent.


Cost is every thing. To simplify for the cost and pop of a panther a player can reliably have a decent counter. Same with nearly any other unit in the game.

Even the sherman upgun was a moderately priced upgrade that made the sherman only slightly better to give it a reliable chance against p4's, at a insignificant splash reduction. Assault grenades on the other hand allow the cheapest axis infantry to easily negate if not eradicate the most expensive allied units, not to mention the near 100% eradication of any allied support


Adding a weapons cache not only adds a 6th cost (manpower, fuel, munitions, pop, pool and now weapons cache) to a unit which further increases the difficulty in balancing (where price increases or even hard caps WILL work better) it increases the learning curve and as it is makes the mod extremely confusing to new players and in the mess its currently in, can be a nightmare to actually create a company with the wall of bugs that have popped up, namely the pp cost that wont go away.
« Last Edit: December 18, 2011, 05:16:46 pm by Spartan_Marine88 » Logged

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Mister Schmidt Offline
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« Reply #18 on: December 18, 2011, 05:11:17 pm »

Who here has played a scorched earth company - and noticed how naked you are without panthers or marders?

Me.

it hurts
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EIRRMod Offline
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« Reply #19 on: December 18, 2011, 05:12:27 pm »

I fail to see the relevance, not least since Panthers are roughly amiably priced. You can get max three of them. And when you DO:  the same mechanic as my previous post outlines kicks in: all your FUEL is anti tank based. If that guy then happens to have stronger infantry than you then he will dominate in situation where you cannot send in a type of fuel based AI that can scare him off or defeat him.

He will be good in games where the enemy is relying on fuel based units weak to the panther, but he will be pathetic in games where rifles are charging down his panther and his MP/MUNI units cannot hold.

You see here what you are in fact doing? Having a epiphany here? You are compensating for player choices (what players buy), but these cannot be controlled to the extent where you can achieve anything worth all the hassle you create.

Another reference to mystic super spam secret value that somehow skews the picture. How is it doing this?

A exellent example that many players will know about, which perfectly shows the problem of "specializing" your company (making it OP, in the dev teams eyes?):

Scorched earth doctrine with moving ists and incendary rounds. This company has fuck all for buffed AT - and all its fuel can be put into super specialized ISTS and the hummel. HOWEVER.

However! When this company goes up against pershings or buffed at guns, it really struggles. 50mms and shreks (the only units you can buy) are not very good at fighting cost-effectively against pershing combined arms.

Who here has played a scorched earth company - and noticed how naked you are without panthers or marders?
Fair point actually Wink
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