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Tom_Holsinger -> Parting Thoughts (12/7/2009 7:58:10 PM)

Parting Thoughts

These are my final recommendations for Armada 2526. My reaction to the micromanagement required for the population transport system is mostly personal to me. This issue is material to the extent it reveals greater issues with the game, and the cause is a common and obvious one for these types of games:

Galloping Feature-itis Threw Off the Balance of the Four X’s.

Ntronium’s innovative and otherwise excellent implementation of wormhole discovery and use technologies extended the early game phases of eXploration, eXpansion and eXploitation into the eXtermination phase, but Ntronium omitted necessary game-balancing design tradeoffs to avoid conflicts between these 4 X’s. The game has other such problems. Population transport micromanagement happens to make it impossible for me to play my style of game at the impossible difficulty level. While I expect that a not-insignificant number of players find population transport (even with automated repeats) irritatingly cumbersome, I’d be surprised if more than a few dislike it as much as I do.

My speculation as to how this tradeoff omission occurred is, however, well-informed based on my considerable fan experience helping develop the three Master of Orion games. Ntronium, which is basically Bob Smith in Thailand well outside the game industry, lacked the resources for effective reflection on such tradeoffs during the design phase. In particular it lacked an outside producer at that time who could provide constructive criticism in making Bob defend and sharpen his ideas before mistakes got too embedded in the game design. Microprose and Atari did a good job in helping Steve Barcia, Ken Burd and Quicksilver Software in that regard for MOO1, MOO2 and MOO3. Game producers really do add value to the product, and the earlier they get involved, the better.

You guys may think MOO3 was a disaster, but you have no idea how much trouble Atari’s producers headed off before the game was released. It was unplayable.

Getting back to Armada 2526, these are the things I believe most need changing, or enhancing, in order by priority.

1) I still believe eliminating the unrest penalty for humans is the single most important change. Humans are the public face of Armada 2526 for almost all new players, who will decide whether to continue playing the game based on their fun/frustration experience as the human empires in the introductory scenarios. I also strongly recommend here that the humans be given the largest possible bonus in assimilating conquered races. This would minimize the dangerous frustration of new players with unrest in playing the humans, foster the existing conception of almost all players (i.e., Americans & British Commonwealth customers) about the assimilative abilities of their culture, and make the humans a fun conquest-oriented race to play.

2) My second-highest priority remains getting Bureaucracy out of the popularity/unrest system, and making it a stand-alone feature which directly affects player finances. Players simply should not be penalized for success in expanding their empires. I would prefer that Bureaucracy only affect the costs of ship & military construction plus ship & military maintenance (as opposed to Structure cost & maintenance), but that might be too big a change for an early patch. Just having it reduce revenue is an acceptable short-term solution.

3) My third-rated priority remains reduction of the maintenance expenses of Structures, and elimination of the cost penalties for construction of Structures on poor planets. The reason is that almost all players will already have experience playing turn-based space 4x games and use play-styles based on those other games. That starts with expanding as fast as possible (new colonies are almost always a good thing), and developing new colonies as fast as possible (increase population and fill the planets with as many buildings as the population can operate). Such play-styles are fatal in Armada. New players should IMO be given an easier transition to Armada’s quite different system. Ship maintenance expenses are more important to Armada’s economic model so I’d sharply reduce Structure maintenance expenses. If any planets should have higher Structure construction & maintenance expenses, it should be those with unfavorable environments.

4) My first enhancement request of Naval Bases/reserve ships looks even better in hindsight. IMO it would revolutionize game-play and give Armada some much-needed publicity. I’d make the reductions in ship maintenance expenses moddable. Having major differences in ship maintenance expense between peacetime and wartime will really educate new players about the importance of maintenance expenses.

5) The economic model needs major fiddling to make empire revenues increase much faster than overall maintenance expenses as technology advances and empires grow in size. This is necessary so players can build more new ships using the newly developed technology. It is frustrating to research the tech for nifty new ships but not have the money to build any, and frustrating players is fatal in marketing. Give the players the money to buy the new toys the game system makes available, and not just a few. Playtest each empire in the 12 Races scenario, at each difficulty level, to make certain they can build & maintain significant fleets (40-50 active warships, not counting transports & arks) by turn 150.

6) The game interface needs work to reduce player frustration. There have been lots of suggestions.

7) Turtle-defense players will bankrupt themselves building missile bases and orbitals, and then give up on the game, given that it puts no limit on the number of those which they may build on a given planet. Building impregnable defenses lets them express a personal security issue which is very important to them. This is why every other turn-based space 4x game I know of has put hard-coded limits on the number of local defenses which can be built. I recommend you do so the same for Armada 2526. Also consider my having my recommended new Planetary Defense Center Structure reduce the maintenance expenses of missile bases, orbitals, etc., the same way Naval Base Structures would reduce ship maintenance expenses.

8) The otherwise excellent wormhole system extending the eXploration, eXpansion and eXploitation phases into the eXtermination phase makes significant changes in colony management desirable so it is less distracting. The use of transport ships to move population to new colonies is THE leading consumer of time in colony management, outweighing all other matters. I’ve read the responses & comments to my I Can’t Stand It Anymore thread and believe the best solution is to drop population transport as such, and go with an abstracted Emigration/Immigration system based loosely on Structures, somewhat as follows:

An Emigration Structure on a colony exports its population, in some fashion, into an abstracted population transport system. An Immigration Structure directs an empire’s emigrants to colonies with these Immigration Structures. All colonies with less than five million people have a built-in Immigration Structure, just as they all have (or should have) an Industrial Structure. How many population points are exported each turn by Emigration structures, and how many imported by Immigration Structures, should be moddable. Note that the excess population problem some colonies have can be dealt with by Emigration Structures – the excess population is shuttled off-planet into limbo. I’d assume that they’re in some sort of deep-space hibernation. When a new colony is founded, it could be filled up fairly quickly if there are enough potential colonists in Emigration storage.

And of course it takes some abstracted time for the hibernating colonists to be moved around. U.S. Army General Leslie McNair, commander of U.S. Ground Forces in World War Two, said that his manpower projections were ruined by the unexpectedly horrendous transportation overhead requirements, aka a “filling the pipeline” problem. McNair’s description of it was hilarious: “That invisible horde of people always coming and going, but never quite arriving.”

Good luck.

Edit - it is easy to program a feature that planets can be blockaded when ships of empires you lack non-agression pacts with are in orbit. The effects of blockade can of course vary, but at the very least I'd halt all population growth, both local and via population transport/immigration under any available system. No population growth is no population growth.




ShotmanMaslo -> RE: Parting Thoughts (12/7/2009 9:02:29 PM)


quote:

ORIGINAL: Tom_Holsinger

Parting Thoughts

These are my final recommendations for Armada 2526. My reaction to the micromanagement required for population transport system is mostly personal to me. This issue is material to the extent it reveals greater issues with the game, and the cause is a common and obvious one for these types of games:

Galloping Feature-itis Threw Off the Balance of the Four X’s.


Ntronium’s innovative and otherwise excellent implementation of wormhole discovery and use technologies extended the early game phases of eXploration, eXpansion and eXploitation into the eXtermination phase, but Ntronium omitted necessary game-balancing design tradeoffs to avoid conflicts between these 4 X’s. The game has other such problems. Population transport micromanagement happens to make it impossible for me to play the game I want to play it at the impossible difficulty level. While I expect that a not-insignificant number of players find it irritatingly cumbersome, I’d be surprised if more than a few dislike it as much as I do.

My speculation as to how this tradeoff omission occurred is, however, well-informed based on my considerable fan experience helping develop the three Master of Orion games. Ntronium, which is basically Bob Smith in Thailand well outside the game industry, lacked the resources for effective reflection on such tradeoffs during the design phase. In particular it lacked an outside producer at that time who could provide constructive criticism in making Bob defend and sharpen his ideas before mistakes got too embedded in the game design. Microprose and Atari did a good job in helping Steve Barcia, Ken Burd and Quicksilver Software in that regard for MOO1, MOO2 and MOO3. Game producers really do add value to the product, and the earlier they get involved, the better.

You guys may think MOO3 was a disaster, but you have no idea how much trouble Atari’s producers headed off before the game was released. It was unplayable.

Getting back to Armada 2526, these are the things I believe most need changing, or enhancing, in order by priority.

1) I still believe eliminating the unrest penalty for humans is the single most important change. Humans are the public face of Armada 2526 for almost all new players, who will decide whether to continue playing the game based on their fun/frustration experience as the human empires in the introductory scenarios. I also strongly recommend here that the humans be given the largest possible bonus in assimilating conquered races. This would minimize the dangerous frustration of new players with unrest in playing the humans, foster the existing conception of almost all players (i.e., Americans & British Commonwealth customers) about the assimilative abilities of their culture, and make the humans a fun conquest-oriented race to play.

2) My second-highest priority remains getting Bureaucracy out of the popularity/unrest system, and making it a stand-alone feature which directly affects player finances. Players simply should not be penalized for success in expanding their empires. I would prefer that Bureaucracy only affect the costs of ship & military construction plus ship & military maintenance (as opposed to Structure cost & maintenance), but that might be too big a change for an early patch. Just having it reduce revenue is an acceptable short-term solution.

3) My third-rated priority remains reduction of the maintenance expenses of Structures, and elimination of the cost penalties for construction of Structures on poor planets. The reason is that almost all players will already have experience playing turn-based space 4x games and use play-styles based on those other games. That starts with expanding as fast as possible (new colonies are almost always a good thing), and developing new colonies as fast as possible (increase population and fill the planets with as many buildings as the population can operate). Such play-styles are fatal in Armada. New players should IMO be given an easier transition to Armada’s quite different system. Ship maintenance expenses are more important to Armada’s economic model so I’d sharply reduce Structure maintenance expenses. If any planets should have higher Structure construction & maintenance expenses, it should be those with unfavorable environments.

4) My first enhancement request of Naval Bases/reserve ships looks even better in hindsight. IMO it would revolutionize game-play and give Armada some much-needed publicity. I’d make the reductions in ship maintenance expenses moddable. Having major differences in ship maintenance expense between peacetime and wartime will really educate new players about the importance of maintenance expenses.

5) The economic model needs major fiddling to make empire revenues increase much faster than overall maintenance expenses as technology advances and empires grow in size. This is necessary so players can build more new ships using the newly developed technology. It is frustrating to research the tech for nifty new ships but not have the money to build any, and frustrating players is fatal in marketing. Give the players the money to buy the new toys the game system makes available, and not just a few. Playtest each race at each difficulty level to make certain they can build & maintain significant fleets (50+ active warships, not counting transports & arks) by turn 150.

6) The game interface needs work to reduce player frustration. There have been lots of suggestions.

7) Turtle-defense players will bankrupt themselves building missile bases and orbitals, and then give up on the game, given that it puts no limit on the number of those which they may build on a given planet. Building impregnable defenses lets them express a personal security issue which is very important to them. This is why every other turn-based space 4x game I know of has put hard-coded limits on the number of local defenses which can be built. I recommend you do so the same for Armada 2526. Also consider my having my recommended new Planetary Defense Center Structure reduce the maintenance expenses of missile bases, orbitals, etc., the same way Naval Base Structures would reduce ship maintenance expenses.

8) The otherwise excellent wormhole system extending the eXploration, eXpansion and eXploitation phases into the eXtermination phase makes significant changes in colony management desirable so it is less distracting. The use of transport ships to move population to new colonies is THE leading consumer of time in colony management, outweighing all other matters. I’ve read the responses & comments to my I Can’t Stand It Anymore thread and believe the best solution is to drop population transport as such, and go with an abstracted Emigration/Immigration system based loosely on Structures, somewhat as follows:

An Emigration Structure on a colony exports its population, in some fashion, into an abstracted population transport system. An Immigration Structure directs an empire’s emigrants to colonies with these Immigration Structures. All colonies with less than five million people have a built-in Immigration Structure, just as they all have (or should have) an Industrial Structure. How many population points are exported each turn by Emigration structures, and how many imported by Immigration Structures, should be moddable. Note that the excess population problem some colonies have can be dealt with by Emigration Structures – the excess population is shuttled off-planet into limbo. I’d assume that they’re in some sort of deep-space hibernation. When a new colony is founded, it could be filled up fairly quickly if there are enough potential colonists in Emigration storage.

And of course it takes some abstracted time for the hibernating colonists to be moved around. U.S. Army General Leslie McNair, commander of U.S. Ground Forces in World War Two, said that his manpower projections were ruined by the unexpectedly horrendous transportation overhead requirements, aka a “filling the pipeline” problem. McNair’s description of it was hilarious: “That invisible horde of people always coming and going, but never quite arriving.”

Good luck.


I agree with almost everything except for two points:

1. Artificial limits on number of defensive structures. Artificial limits are NEVER a good thing. Higher maintenance cost of defensive structures would do the same job to keep heavy defenders at bay, and doesnt feel so "artificial".

2. Population transport system. I think mine is better. :) Because you can actually intercept and destroy AI transports (good side of current system), but MM is heavily reduced. Best of both worlds. :)




Stardog -> RE: Parting Thoughts (12/7/2009 9:28:28 PM)

Here! Here! Mr Holsinger

I second all the above ! + 2 things

1)A Expanded Tech Tree -WEAPONS RESEARCH with no real stuff! No Auto-cannons ,No Hellfire Missiles ,No Phaser Beams ect!

2)Ship design as in = Let me put what weapons I want into my ships.
If Ship design can't be done >>>>>>Then RACE specific ships!
& Some WEAPONS specific to each RACE!!!


After turn 225 I gave up and went back to Modded MOO 3!

Good Luck!

SD




Aroddo -> RE: Parting Thoughts (12/7/2009 10:00:52 PM)

quote:

You guys may think MOO3 was a disaster, but you have no idea how much trouble Atari’s producers headed off before the game was released. It was unplayable.


#1
You sound like a human supremacist. And besides, you're wrong. Wrong in the sense that a bad human race makes the whole game suddenly bad - something you bitch about in every third thread or so. I always check the alien races and use the humans as yardstick. I have no problems playing aliens. I agree that humans have it difficult, but damn - you can make it work. And the aliens are there, too.

#2
If I remember correctly then it was YOU who hoped pre-release that there was some heavy-foot-of-government thing inside because otherwise armada would make it too easy for big empires or so. Now you got it and it's suddenly a bad thing. And while I kinda like the way bureaucracy throws stones in your expansionist way, I would at the very least like some gameplay mechanisms that would let me react to these circumstances. Like giving independence to colonies to get them off your back.

#3
I think that's solely your problem. You want to make colony management so easy that even the wallstreet banksters couldn't fukc up that economy. Yeah, seeing your monetary resources dwindle in the light of reckless spending is not good. And you are supposed to decide where to spend money and where not and not spend like there's no tomorrow.

#4
I like the idea of "mothballing" unused ships, too, but there should be a drawback. Just stationing your ships at a conveniently built naval base to save money is just another way to make it easier for those too lazy to worry about maintaining a good development plan.
But if it would e.g. cost time to reactivate a mothballed vessel (the bigger the ship, the longer it takes) then it would create a very interesting strategic decision: "Can you really afford to mothball your fleet in the current political situation?"
Mothballed ships can be destroyedm of course. Quite easily.

#5
You always have money problems ... I see a trend. I'd tackle the more-tech-than-money by increasing the cost of tech. I tend to reach the end of one research field too soon and I indeed can't enjoy the latest tech long enough before it becomes irrelevant by the next one.

#6
Yeah. More spreadsheets! Just kidding.

#7
Turtle tactics don't work in space. You need to SPACE TURTLE!
You can't just defend everything, so turtlers have to adapt. Walls and pitfalls don't work here.

#8
I wished there would be civilian trade and "inland trade", possibly represented by civilian ships zipping around the systems. And planets with nearby wormholes would have access to more potential markets, those increasing trade income and making wormholes even economically desirable.
But the transport solution right now is great! But like ShotmanMaslo said, a combination of the current one and an additional layer of automatization for the large empires would be the best solution.


And I don't think MoO3 was a disaster. It was a festering pile of ****.

Sorry, I know you were involved in that game, but boy - you did **** that up royally.
If MoO3 wasn't part of the ORion series, then it would just have been a not very interesting game. But that junk was in no way a sequal to MoO2.




Wade1000 -> RE: Parting Thoughts (12/7/2009 10:29:07 PM)

I second everything Shotmanmaslo says. Artificial limits are bad. Colonies that can be set as automated immigration or emmigration with automated population transports that can be attacked is good.

I disagree with Stardog's number 2. Race specific ships and weapons are artificial limits. I don't appreciate those aspects in games. If a race is able to research a certain technology then others should be able also.




Tom_Holsinger -> RE: Parting Thoughts (12/7/2009 11:01:56 PM)

The turtle player issue is really a marketing question.  I don't know how anything done or not done in that regard might really affect this game.  Ken Burd, designer of MOO2, plus Atari's MOO3 producer and Bill Fisher, President of Quicksilver Software, told me the turtle player market was important enough to merit hard-coded limits on planetary defenses in MOO2 & MOO3.

Absent the turtle players, though, I can see how it would be nice, if a patch adds Naval Base Structures to reduce ship maintenance, for a Planetary Defense Center Structure to be added as well which comparably reduces the mainteance costs of missile bases, troops & orbitals.  I can definitely see situations arising every few games or so in which control of a chokepoint system becomes critical, at which point normal players would want to load up on local defenses.  It might also be fun, as a player, to run into AI empires that do this.




ezzler -> RE: Parting Thoughts (12/8/2009 12:02:11 AM)

I pretty much agree with Tom.
Getting very frustrated with this game.
Now that I am bankrupt and waiting for unrest to end and AI turns are running at 5-6 minutes I am starting to give up.Pressing end turn 10 times an hour isn't much fun.

Why doesn't moving a large fleet to a planet do anything for unrest? Manual says it does but 50 ships orbiting do nothing.

I bought a vista working MOO2 for £4.99 recently.
Just saying is all.




Aurelian -> RE: Parting Thoughts (12/8/2009 12:40:11 AM)

quote:

ORIGINAL: Aroddo

quote:

You guys may think MOO3 was a disaster, but you have no idea how much trouble Atari’s producers headed off before the game was released. It was unplayable.


#1
You sound like a human supremacist. And besides, you're wrong. Wrong in the sense that a bad human race makes the whole game suddenly bad - something you bitch about in every third thread or so. I always check the alien races and use the humans as yardstick. I have no problems playing aliens. I agree that humans have it difficult, but damn - you can make it work. And the aliens are there, too.

#2
If I remember correctly then it was YOU who hoped pre-release that there was some heavy-foot-of-government thing inside because otherwise armada would make it too easy for big empires or so. Now you got it and it's suddenly a bad thing. And while I kinda like the way bureaucracy throws stones in your expansionist way, I would at the very least like some gameplay mechanisms that would let me react to these circumstances. Like giving independence to colonies to get them off your back.

#3
I think that's solely your problem. You want to make colony management so easy that even the wallstreet banksters couldn't fukc up that economy. Yeah, seeing your monetary resources dwindle in the light of reckless spending is not good. And you are supposed to decide where to spend money and where not and not spend like there's no tomorrow.

#4
I like the idea of "mothballing" unused ships, too, but there should be a drawback. Just stationing your ships at a conveniently built naval base to save money is just another way to make it easier for those too lazy to worry about maintaining a good development plan.
But if it would e.g. cost time to reactivate a mothballed vessel (the bigger the ship, the longer it takes) then it would create a very interesting strategic decision: "Can you really afford to mothball your fleet in the current political situation?"
Mothballed ships can be destroyedm of course. Quite easily.

#5
You always have money problems ... I see a trend. I'd tackle the more-tech-than-money by increasing the cost of tech. I tend to reach the end of one research field too soon and I indeed can't enjoy the latest tech long enough before it becomes irrelevant by the next one.

#6
Yeah. More spreadsheets! Just kidding.

#7
Turtle tactics don't work in space. You need to SPACE TURTLE!
You can't just defend everything, so turtlers have to adapt. Walls and pitfalls don't work here.

#8
I wished there would be civilian trade and "inland trade", possibly represented by civilian ships zipping around the systems. And planets with nearby wormholes would have access to more potential markets, those increasing trade income and making wormholes even economically desirable.
But the transport solution right now is great! But like ShotmanMaslo said, a combination of the current one and an additional layer of automatization for the large empires would be the best solution.


And I don't think MoO3 was a disaster. It was a festering pile of ****.

Sorry, I know you were involved in that game, but boy - you did **** that up royally.
If MoO3 wasn't part of the ORion series, then it would just have been a not very interesting game. But that junk was in no way a sequal to MoO2.



Couldn't agree more. And it is a little tiresome of the almost constant "I was involved in......" I swear, some people expected Moo2.5 or Moo3.6

I bought it because it isn't like Moo. Which is a good thing.




Rosseau -> RE: Parting Thoughts (12/8/2009 1:16:40 AM)

No big surprise here, but you can mod the game to address many of these issues, such as unrest, lack of cash, human race frailty, etc. There are race-specific ships (corvettes, destroyers, etc.) You can also easily make ships race specific and re-design them as you like and then go back to playing. I do agree that population redeployment can be a bear--and I have not played as many turns as some of you yet.

Not every design decision was perfect here, but the game does seem to have us engaged...




laika -> RE: Parting Thoughts (12/8/2009 12:36:15 PM)

Well, when i read all these threads we have 2 kind of different thoughts about Armada 2526. I like it how it is. Moo3 was crap and takes to mutch time for real fun. I want to have fun on small and medium maps and not only on very big maps that takes me weeks to complete. I dont have any problems yet with playing the humans in the 12 races senario. I only have 8 great systems and still i,m not overwelmed by other races. The point to this all is not to colonise every system you attacked and you need to sell bad systems. Deplomacy with other races is a key for doing a good job in this game as far as i can see now.
Arrodo had made alot of great tips and these worked well for me.
As told before Tom, all your suggestions will make this game more like Moo3 with alot of micromanagement, alot of building stuff and alot of turtle tactics to expand you empire. I did that before in some other 4x space games and it was boring. Whats the point of colonising all the systems and build up lots of defences and fleets to overrun the enemy. The bureaucracy in this game makes it possible to win this game even when you have a small but balanced empire. Not like building as hell to overrun the enemy. Other then that is that Matrix told before that this is a kind of tactical game.
And you can alway,s mod this game like rosseau telling us.

Its a godsend that such small companies can create these great games. I,m always surpriced how comapanies like Lucasarts and EA can create such crap with the budgets they can use.




Tom_Holsinger -> RE: Parting Thoughts (12/8/2009 7:26:36 PM)

Fixing Population Transport

This is a follow-up with more detail on my proposed fix after I’ve thought it over.

We need a means for population transport to operate in the background so it won’t distract player attention during the eXtermination phase.  It has to work automatically.

People have pointed out that they want some means of avoiding loss of population on rich worlds, or average ones with the lucrative asteroid and comet mines, which pretty much means use of a Structure to identify worlds that contribute to population transport.  That would automatically exclude worlds that lack such a Structure, with small new colonies being among those.  An Emigration Structure is clearly the best means of automatically exporting population.

And it is easy to decide how much population an Emigration Structure exports per turn – all of the natural population increase on colonies with them.  It might be desirable to give players an option to export a bit more than that, say natural population increase plus one point per turn, or to have an Emigration Structure automatically export the natural population increase each turn plus one point, but that would require some limitation to avoid running colonies down to zero population. Here we might simply use the existing mechanism for turning off the function of Structures when there is insufficient population to operate them, with code that says the very first Structure turned off when there is insufficient population is an Emigration Structure if one is present on the colony.  This issue is resolvable, and there are many ways to do it.

A means is required for determining which race’s population Emigrates on any given turn when more than one race inhabits a colony with an Emigration Structure.  There are many ways this could be done which I have not given much attention to.

There is also a need to direct population transport to particular worlds, and a Structure would be suitable here too, though that raises a problem concerning new colonies.  I would get around that with code that treats all worlds with five or less population points as though they have an invisible Immigration Structure.  I’d make Immigration Structures cheap to build and maintain, but with a building time of five turns so it takes a new colony a while to get its first Immigrants, and limit them to worlds with more than five million population.

Next we have issues about “filling the pipeline”, aka creating some delay in transit between population Emigrating from one colony before they show up as Immigrants at another colony, and determining how many of which race in the “pipeline” show up as Immigrants at any given colony.

I’d create two abstract “areas” for population point in transit, one being a “ready pool” of population  ready for delivery via Immigration Structures, and the other being in a “delay pool”.  The latter would be a simple number of turns of delay after Emigration.  Say the delay setting is five turns – each population point that Emigrates would go through Delay Box Turn One, Delay Box Turn Two, Delay Box Turn Three, Delay Box Turn Four, and Delay Box Turn Five before entering the “ready pool”.

I would determine how many colonists Immigrate from the “ready pool” to colonies each turn by simply dividing the number of population points in the ready pool by the number of active Immigration Structures, with a limitation that any given world cannot accept more population points in any given turn that it already has colonists.  If a world has ten population points, it can absorb ten population points of immigrants.  If a world has only two population points, it has an invisible Immigration Structure and can absorb only two million immigrants that turn.  If there are fifteen population points in the ready pool and four worlds are accepting Immigrants (say two have Immigration Structures, one has five million people and one has two million), one world would receive five population points, two would receive four population points and the smallest one would receive two because it can only take two that turn.

As for which worlds get Immigrants from which race, I would have those be selected based on habitability.  Croyokon Immigrants would choose icy worlds first, etc.  Just how this is done can be worked out.

Blockades can be handled by simply prohibiting Emigration from colonies which have “hostile” ships in orbit (ships of empires that the colony empire lacks non-aggression or alliance treaties with), and prohibiting all population growth & Immigration on worlds which have hostile ships in orbit.

The major problem I see here is that implementing this will require considerable effort & time by Ntronium when there are much more important things for it to do.  The concepts & game mechanisms I propose should work fairly well.  Whether adding them would be cost-effective is another matter, and something reasonable people can disagree about.




SireChaos -> RE: Parting Thoughts (12/8/2009 7:48:39 PM)


quote:

ORIGINAL: Tom_Holsinger

Parting Thoughts

These are my final recommendations for Armada 2526. My reaction to the micromanagement required for the population transport system is mostly personal to me. This issue is material to the extent it reveals greater issues with the game, and the cause is a common and obvious one for these types of games:

Galloping Feature-itis Threw Off the Balance of the Four X’s.

Ntronium’s innovative and otherwise excellent implementation of wormhole discovery and use technologies extended the early game phases of eXploration, eXpansion and eXploitation into the eXtermination phase, but Ntronium omitted necessary game-balancing design tradeoffs to avoid conflicts between these 4 X’s. The game has other such problems. Population transport micromanagement happens to make it impossible for me to play my style of game at the impossible difficulty level. While I expect that a not-insignificant number of players find population transport (even with automated repeats) irritatingly cumbersome, I’d be surprised if more than a few dislike it as much as I do.

My speculation as to how this tradeoff omission occurred is, however, well-informed based on my considerable fan experience helping develop the three Master of Orion games. Ntronium, which is basically Bob Smith in Thailand well outside the game industry, lacked the resources for effective reflection on such tradeoffs during the design phase. In particular it lacked an outside producer at that time who could provide constructive criticism in making Bob defend and sharpen his ideas before mistakes got too embedded in the game design. Microprose and Atari did a good job in helping Steve Barcia, Ken Burd and Quicksilver Software in that regard for MOO1, MOO2 and MOO3. Game producers really do add value to the product, and the earlier they get involved, the better.

You guys may think MOO3 was a disaster, but you have no idea how much trouble Atari’s producers headed off before the game was released. It was unplayable.

Getting back to Armada 2526, these are the things I believe most need changing, or enhancing, in order by priority.

1) I still believe eliminating the unrest penalty for humans is the single most important change. Humans are the public face of Armada 2526 for almost all new players, who will decide whether to continue playing the game based on their fun/frustration experience as the human empires in the introductory scenarios. I also strongly recommend here that the humans be given the largest possible bonus in assimilating conquered races. This would minimize the dangerous frustration of new players with unrest in playing the humans, foster the existing conception of almost all players (i.e., Americans & British Commonwealth customers) about the assimilative abilities of their culture, and make the humans a fun conquest-oriented race to play.

2) My second-highest priority remains getting Bureaucracy out of the popularity/unrest system, and making it a stand-alone feature which directly affects player finances. Players simply should not be penalized for success in expanding their empires. I would prefer that Bureaucracy only affect the costs of ship & military construction plus ship & military maintenance (as opposed to Structure cost & maintenance), but that might be too big a change for an early patch. Just having it reduce revenue is an acceptable short-term solution.

3) My third-rated priority remains reduction of the maintenance expenses of Structures, and elimination of the cost penalties for construction of Structures on poor planets. The reason is that almost all players will already have experience playing turn-based space 4x games and use play-styles based on those other games. That starts with expanding as fast as possible (new colonies are almost always a good thing), and developing new colonies as fast as possible (increase population and fill the planets with as many buildings as the population can operate). Such play-styles are fatal in Armada. New players should IMO be given an easier transition to Armada’s quite different system. Ship maintenance expenses are more important to Armada’s economic model so I’d sharply reduce Structure maintenance expenses. If any planets should have higher Structure construction & maintenance expenses, it should be those with unfavorable environments.

4) My first enhancement request of Naval Bases/reserve ships looks even better in hindsight. IMO it would revolutionize game-play and give Armada some much-needed publicity. I’d make the reductions in ship maintenance expenses moddable. Having major differences in ship maintenance expense between peacetime and wartime will really educate new players about the importance of maintenance expenses.

5) The economic model needs major fiddling to make empire revenues increase much faster than overall maintenance expenses as technology advances and empires grow in size. This is necessary so players can build more new ships using the newly developed technology. It is frustrating to research the tech for nifty new ships but not have the money to build any, and frustrating players is fatal in marketing. Give the players the money to buy the new toys the game system makes available, and not just a few. Playtest each empire in the 12 Races scenario, at each difficulty level, to make certain they can build & maintain significant fleets (40-50 active warships, not counting transports & arks) by turn 150.

6) The game interface needs work to reduce player frustration. There have been lots of suggestions.

7) Turtle-defense players will bankrupt themselves building missile bases and orbitals, and then give up on the game, given that it puts no limit on the number of those which they may build on a given planet. Building impregnable defenses lets them express a personal security issue which is very important to them. This is why every other turn-based space 4x game I know of has put hard-coded limits on the number of local defenses which can be built. I recommend you do so the same for Armada 2526. Also consider my having my recommended new Planetary Defense Center Structure reduce the maintenance expenses of missile bases, orbitals, etc., the same way Naval Base Structures would reduce ship maintenance expenses.

8) The otherwise excellent wormhole system extending the eXploration, eXpansion and eXploitation phases into the eXtermination phase makes significant changes in colony management desirable so it is less distracting. The use of transport ships to move population to new colonies is THE leading consumer of time in colony management, outweighing all other matters. I’ve read the responses & comments to my I Can’t Stand It Anymore thread and believe the best solution is to drop population transport as such, and go with an abstracted Emigration/Immigration system based loosely on Structures, somewhat as follows:

An Emigration Structure on a colony exports its population, in some fashion, into an abstracted population transport system. An Immigration Structure directs an empire’s emigrants to colonies with these Immigration Structures. All colonies with less than five million people have a built-in Immigration Structure, just as they all have (or should have) an Industrial Structure. How many population points are exported each turn by Emigration structures, and how many imported by Immigration Structures, should be moddable. Note that the excess population problem some colonies have can be dealt with by Emigration Structures – the excess population is shuttled off-planet into limbo. I’d assume that they’re in some sort of deep-space hibernation. When a new colony is founded, it could be filled up fairly quickly if there are enough potential colonists in Emigration storage.

And of course it takes some abstracted time for the hibernating colonists to be moved around. U.S. Army General Leslie McNair, commander of U.S. Ground Forces in World War Two, said that his manpower projections were ruined by the unexpectedly horrendous transportation overhead requirements, aka a “filling the pipeline” problem. McNair’s description of it was hilarious: “That invisible horde of people always coming and going, but never quite arriving.”

Good luck.

Edit - it is easy to program a feature that planets can be blockaded when ships of empires you lack non-agression pacts with are in orbit. The effects of blockade can of course vary, but at the very least I'd halt all population growth, both local and via population transport/immigration under any available system. No population growth is no population growth.


Get it into your head already that not every space-based strategy game has to be a MoO3 clone - or any kind of MoO clone, for that matter.

Also get it into your head that I - and most others here who played it - don´t give a damn about how bad MoO3 could have been. We give a damn only about the train wreck it actually was. Even now it is not playable - it is, at most, capable of letting the AI play against itself.

1) Nonsense - "inquisitive but unruly" is the single best characterization of Homo Sapiens that I´ve seen in computer games so far. It certainly beats the "master diplomats" characterization from MoO. The market of players who are too inflexible to adapt to a different characterization of humanity is smaller than you think, and "fostering existing conceptions" isn´t a goal for computer games, only for propaganda. And why should the game have yet another conquest-oriented race? It already has those; as it is, the humans are the closest thing to all-round talents that the game has, which is exactly what "the public face of Armada 2526" needs.

2) I know, you want Heavy Foot of Government. I got news for you: this isn´t, and probably wasn´t supposed to be, MoO3.

3) Every 4X game is different... why should Armada be the exception? When I play GalCiv 2, I need a different play style than when playing MoO2. When I play Sword of the Stars, I need a different play style then when I play Armada. And I like it that way. That´s the reason why I bought those four games, rather than just one of them.

4-7) Armada doesn´t need to support every play style with every race... or rather, not the only play style you seem to care about, which is building huge fleets and steamrolling the opponents. Armada is the first 4X game I´ve seen that has drastically different victory conditions for different races, to suit their different natures, and this is exactly the kind of innovation that helps Armada stand out from the competition, for example a game like, to pick a random example, MoO3, in which the differences between races during gameplay were largely cosmetic.

8) I agree that population transport isn´t optimal as it is, but I´d rather bring back something like the system from MoO1: you tell X population to move from Y to Z, and they do so, in a bunch of slow, unarmed transports that exist only for the duration of the travel. Perhaps this could be coupled with a sort of charter fee for hiring civilian transport ships to do this job, so transport has some cost associated with it.




Tom_Holsinger -> RE: Parting Thoughts (12/8/2009 8:47:29 PM)

SireChaos, someone else here, not me, said that playing the humans on easy was like playiing most of the other races on hard.  The reason for having an easy level of difficulty at all is defeated in such a situation, i.e., this game's introductory scenarios are self-defeating.  Worse, playing the humans given their degree of unrest is frustrating.  Frustated players who find it difficult to win at easy in the introductory scenarios will give up on the game and tend to bad-mouth it others.

The No. 1 most effective way to sink this game in the marketplace is to leave its unrest penalty for humans as is.

The No. 1 most effective way for my critics to sink their credibilty is to contend otherwise.




SireChaos -> RE: Parting Thoughts (12/8/2009 8:50:47 PM)


quote:

ORIGINAL: Tom_Holsinger

SireChaos, someone else here, not me, said that playing the humans on easy was like playiing most of the other races on hard.  The reason for having an easy level of difficulty at all is defeated in such a situation, i.e., this game's introductory scenarios are self-defeating.  Worse, playing the humans given their degree of unrest is frustrating.  Frustated players who find it difficult to win at easy in the introductory scenarios will give up on the game and tend to bad-mouth it others.

The No. 1 most effective way to sink this game in the marketplace is to leave its unrest penalty for humans as is.

The No. 1 most effective way for my critics to sink their credibilty is to contend otherwise.


Oh my, not the "I am right and everyone who disagrees is stupid" defense.

Please, go away. Play MoO3 - you know it´s the only game you´ll ever like.




Aroddo -> RE: Parting Thoughts (12/8/2009 9:12:29 PM)


quote:

ORIGINAL: Tom_Holsinger
The No. 1 most effective way for my critics to sink their credibilty is to contend otherwise.


Now, that was quoteworthy ...




Aurelian -> RE: Parting Thoughts (12/8/2009 9:44:43 PM)

The #1 most effective way to sink this game in the marketplace is for it to be a horrible game.

Like Moo 3.




Tom_Holsinger -> RE: Parting Thoughts (12/8/2009 9:58:47 PM)

A week after MOO3's release, I asked Bill Fisher, president of Quicksilver Software, why the humans were the weakest race in the game.  He told me that they intentionally crippled the humans so players would have a challenge playing them.  This was appalling.  I knew from my experience with MOO1 and MOO2 that the humans were the race almost all players started with while they were learning the game.  This was when I realized just how irrecoverable a disaster MOO3 would be.

Armada's humans are allegedly its second weakest race - I haven't played any other races.  I know the humans' weakness in this game is unintentional, but there is a real good chance that it will have the same result it did in MOO3 if it isn't changed soon.  Armada is a fairly good game with major promise, but it has no marketing and so relies almost entirely on player first impressions for success.  Those first impressions will be based on playing the humans.




SireChaos -> RE: Parting Thoughts (12/8/2009 10:09:37 PM)


quote:

ORIGINAL: Tom_Holsinger

A week after MOO3's release, I asked Bill Fisher, president of Quicksilver Software, why the humans were the weakest race in the game.  He told me that they intentionally crippled the humans so players would have a challenge playing them.  This was appalling.  I knew from my experience with MOO1 and MOO2 that the humans were the race almost all players started with while they were learning the game.  This was when I realized just how irrecoverable a disaster MOO3 would be.

Armada's humans are allegedly its second weakest race - I haven't played any other races.  I know the humans' weakness in this game is unintentional, but there is a real good chance that it will have the same result it did in MOO3 if it isn't changed soon.  Armada is a fairly good game with major promise, but it has no marketing and so relies almost entirely on player first impressions for success.  Those first impressions will be based on playing the humans.


Humans were the weakest race in MoO3? I honestly have not noticed any difference between playing the different races, except that initially, the gas giant dwellers have somewhat bigger habitable planets.

And don´t try to blame it all on some perceived weakness of the human race... MoO3 had plenty of reasons for being a disaster which had nothing to do with balancing the races.




Tom_Holsinger -> RE: Parting Thoughts (12/8/2009 10:24:34 PM)

SireChaos,

Intentionally making the humans so weak was indicative of Quicksilver's judgment in game design.  It tended to show that the game was so rife with design flaws that it could not be salvaged with a patch.

Now you could make an argument that I am engaging in circular reasoning here, based on an assumption that sucky humans are a bad thing, but that is a widely held opinion in the turn-based space 4x game industry.  I certainly consider those who hold otherwise as having conclusively estabilshed their lack of judgment.




lancer -> RE: Parting Thoughts (12/8/2009 11:02:44 PM)

Goodaye,

I'd be inclined to ease up somewhat on hammering Tom here. Regardless of whether you agree with his viewpoints (I don't) he's coming up with a bunch of ideas.

Ideas, whether they back you personal vision of the game or not, are still ideas and they shed a lot of light on alternative approaches and game design.

While Tom probably isn't helping his cause with his 'look down from upon high' approach he's kicking out a lot of stuff that makes interesting reading.

I'd give him a break and encourage him to keep talking about the game. The developer clearly has his own vision of what the game should be so I don't think allowing contrary opinions - particularly ones that are well stated - is any great threat.

And, hey, the more ideas the better. Nobody has a monoply on all the good ones.

Cheers,
Lancer




SireChaos -> RE: Parting Thoughts (12/8/2009 11:12:29 PM)


quote:

ORIGINAL: Tom_Holsinger

SireChaos,

Intentionally making the humans so weak was indicative of Quicksilver's judgment in game design.  It tended to show that the game was so rife with design flaws that it could not be salvaged with a patch.


Since I have yet to see any indication that the humans were indeed weaker in MoO3, or that there were any marked differences between races at all, their decision to make humans weaker shows they can´t do what they try to do... so I guess you might say it indicates MoO3´s suckiness, just not the way you claim.

quote:

Now you could make an argument that I am engaging in circular reasoning here, based on an assumption that sucky humans are a bad thing, but that is a widely held opinion in the turn-based space 4x game industry.  I certainly consider those who hold otherwise as having conclusively estabilshed their lack of judgment.


Now, I´ve been playing turn-based space 4X games every since the original MoO, and I´ve never even once heard of your widely help opinion. So I certainly consider your opinions, which you refuse to show evidence for, as having conclusively established your boundless arrogance.

If, on the other hand, you showed that humans actually do suck, rather than them being different than in MoO and no longer being suited to your one and only true style of play - namely, spreading across the galaxy like the plague -, then I could take your complaints more seriously. All you have shown us here is that Armada is different from MoO3 (which is a good thing), that you consider your own judgement infinitely superior over anyone else´s, and that you are completely incapable of adjusting your style of play to the game you are playing, but instead demand that games be adjusted to you, no matter what all the other customers think.




Aroddo -> RE: Parting Thoughts (12/8/2009 11:17:53 PM)

quote:

ORIGINAL: Tom_Holsinger
Armada's humans are allegedly its second weakest race - I haven't played any other races.


...

i don't know what else to say ...




mllange -> RE: Parting Thoughts (12/8/2009 11:22:45 PM)

Nice comment, Lancer.

Looking at this game and forum from the outside looking in as I haven't purchased the game yet. I must say, however, that from my perspective Tom's thoughts, criticism and suggestions only make the game seem more interesting to me. I have owned and played all of the 4x games discussed in the thread and have my own opinions about what makes a 4x game work and where they tend to fall apart for me.

That said, there is enough room for more than two schools of thought. Anyone who is looking to make a contribution, adding contributions and ideas while keeping a civil tone with the criticism should be welcomed by all.

I'm on the edge, considering a purchase, and the clutter from those who insist on promoting their own agenda (i.e., praise MOO3, trash MOO3 ad nauseum) is not only distasteful, but discouraging. I'd hate to see the game and forum become bogged down in a turf war.

I'd love to see the game evolve both on the merits of the game and the vision of the designer with helpful input from the player community.




laika -> RE: Parting Thoughts (12/9/2009 12:41:39 AM)


quote:

ORIGINAL: nim8or

Nice comment, Lancer.

Looking at this game and forum from the outside looking in as I haven't purchased the game yet. I must say, however, that from my perspective Tom's thoughts, criticism and suggestions only make the game seem more interesting to me. I have owned and played all of the 4x games discussed in the thread and have my own opinions about what makes a 4x game work and where they tend to fall apart for me.

That said, there is enough room for more than two schools of thought. Anyone who is looking to make a contribution, adding contributions and ideas while keeping a civil tone with the criticism should be welcomed by all.

I'm on the edge, considering a purchase, and the clutter from those who insist on promoting their own agenda (i.e., praise MOO3, trash MOO3 ad nauseum) is not only distasteful, but discouraging. I'd hate to see the game and forum become bogged down in a turf war.

I'd love to see the game evolve both on the merits of the game and the vision of the designer with helpful input from the player community.


There is nothing wrong with Toms visions of 4x space games. Thats not my problem. It only becomes a problem when Tom talkes about Leaving Aramada and going to play MOO3 again when they don,t make the changes he wants. Well in my opinion he wants to dominate how we all need to play our games when talking about leaving. But one thing i learned in the past. Never change the core gameplay when a game is on the market. Yes solving bugs, tweaking and make expansions yes that not a problem ofcourse. But another core gameplay needs another or second Armada.
I alway,s upset when peeps talk about games and want changes for there own bussines for his/her gaming style. Thats also the reson why we have so many clones these day,s. This is something different you like or dislike.




Aurelian -> RE: Parting Thoughts (12/9/2009 1:19:42 AM)

quote:

ORIGINAL: laika

There is nothing wrong with Toms visions of 4x space games. Thats not my problem. It only becomes a problem when Tom talkes about Leaving Aramada and going to play MOO3 again when they don,t make the changes he wants. Well in my opinion he wants to dominate how we all need to play our games when talking about leaving. But one thing i learned in the past. Never change the core gameplay when a game is on the market. Yes solving bugs, tweaking and make expansions yes that not a problem ofcourse. But another core gameplay needs another or second Armada.
I alway,s upset when peeps talk about games and want changes for there own bussines for his/her gaming style. Thats also the reson why we have so many clones these day,s. This is something different you like or dislike.



Bingo!!! The arrogance "I was involved in..... I spoke to..... The No. 1 most effective way for my critics to sink their credibilty is to contend otherwise." ad nauseum is way over the line. Nor, in all the years of playing 4X games, have I heard any of the stated contentions.

I find A2526 to be a fresh take on what is becoming a stale genre. Now, I think SoTS is a better game, but that doesn't mean I want this one to be a clone. There is room enough on my hard drive for both. And I like that how I play one isn't going to work with the other.

And there is nothing wrong with presenting ideas. But there is with the method.







SireChaos -> RE: Parting Thoughts (12/9/2009 10:17:47 AM)


quote:

ORIGINAL: Aurelian

quote:

ORIGINAL: laika

There is nothing wrong with Toms visions of 4x space games. Thats not my problem. It only becomes a problem when Tom talkes about Leaving Aramada and going to play MOO3 again when they don,t make the changes he wants. Well in my opinion he wants to dominate how we all need to play our games when talking about leaving. But one thing i learned in the past. Never change the core gameplay when a game is on the market. Yes solving bugs, tweaking and make expansions yes that not a problem ofcourse. But another core gameplay needs another or second Armada.
I alway,s upset when peeps talk about games and want changes for there own bussines for his/her gaming style. Thats also the reson why we have so many clones these day,s. This is something different you like or dislike.



Bingo!!! The arrogance "I was involved in..... I spoke to..... The No. 1 most effective way for my critics to sink their credibilty is to contend otherwise." ad nauseum is way over the line. Nor, in all the years of playing 4X games, have I heard any of the stated contentions.

I find A2526 to be a fresh take on what is becoming a stale genre. Now, I think SoTS is a better game, but that doesn't mean I want this one to be a clone. There is room enough on my hard drive for both. And I like that how I play one isn't going to work with the other.

And there is nothing wrong with presenting ideas. But there is with the method.


Bingo, indeed!

There´s plenty of different play styles out there that can be catered to for fun and profit. This is not so much about strengths and weaknesses than about what a game tries to do, and how well it does that. SotS´ style is "interstellar warfare and spectacular space battles with minimal micromanagement", and it does that well. MoO3´s style is being everything at once, and it predictably fails. Armada presents quite asymmetric races with asymmetric victory conditions, with a focus on trying to provide a suitable race for most players´ styles rather than races which are, each in their own way, suited to playing the same style of game; sure, there are things that could be optimized, but it is already pretty good and can get a lot better without being reworked into another MoO3-type game.




Joram -> RE: Parting Thoughts (12/9/2009 1:43:37 PM)

Well, you can thank Tom's critique of this in actually inspiring me to finally get the game.  While I disagree with almost all of the points there are a couple I agree with already.  UI is a bit obtuse.  You can get used to and I already have but it is a bit of a barrier to get into the game.  For some reason I find the load/unload mechanism a bit frustrating.  I don't care for the research or diplomacy screens either.  I'm not sure if I like the whole transporting population around idea as well.  Seems to add needless micromanagement in my mind.  Will have to play bigger maps to see.

Just about everything else though I do like so far!




Gertjan -> RE: Parting Thoughts (12/9/2009 2:10:59 PM)

[My first post] Interesting and immature discussion at the same time. I am also thinking about buying the game. Unfortunately and strangely enough there are no reviews available yet. I might buy it if the reviewers take too long though.

A question to you experienced 4x gamers is, how does this game relate to Sword of the stars? I have only played that game in the beginning. But I remembered that the combat was quite tactical and I didn't fully understood what I was supposed to do to maximise my effectiveness. I hate when I get the feeling I have no control over combat. I like to play 4x space games in which you are more an admiral/emperor and you don't have to get into the details of ship designing and battles. Which game is best for me in this case? Should I play Armada 2526, SoTS, both or rather a different one? I'm open to suggestions!

Thanks a lot in advance!




Aurelian -> RE: Parting Thoughts (12/9/2009 2:55:58 PM)

SoTS has a demo IIRC.




Anguille -> RE: Parting Thoughts (12/9/2009 3:58:05 PM)

I still don't have my Armada game so i still can't comment on it's gameplay.

However, i can say again that MOO3 is a fantastic game since Bhruic patched it. Don't like it, no problemo but don't say it's a bad game cos you just don't know what you're talking about. [sm=00000613.gif]




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