Okay, time for some serious minded discussion on these littlie horrors.
The more I look at titans and their interactions the more I feel their low tech requirements, excessive scaling with levels, and keeping of those levels is totally intentional. The basic point seems to be to make them available early so that they’re always a valid strategy, even in short MP games. Lovely idea. In theory.
When combined with the fairly hefty scaling and retainment of levels and XP it means that the titan also scales well into the late game with a lot of techs up. In effect it’s capable of going from this early/mid game asset to a late game asset all by itself. Again, lovely idea. And again, in theory.
In the most basic sense it’s a lot like a starbase, starts out weak, and then with research and the investment of a lot of resources it comes out really strong. Except that the titan doesn’t need resources, only XP.
It all falls apart however quite quickly. Titans don’t scale linearly. The simple fact that they require so much less XP for their lower levels means these come much faster. Also people will tend to focus on just a few abilities first, then any others later. This means those specific abilities scale sharply early on to full power. And abilities generally (for various indirect reasons), grow non-linearly in power.
Yet the solution is far from as simple as upping the XP per level requirements or fiddling with abilities and the like. Even if we raised the XP required where still not going to get a balanced solution. Too many game modes, too many gamplay styles, and too many unique circumstances produced by a whole range of circumstances can create sharp variances in the total XP per minute per player, and those same variances can also result for one reason or another in one ship, maybe your titan, seeing a greater than expected share of the available XP. I like to play slow games, using a fairly low level AI to start off with, and then winding it up after a while when I’m established, gives me the slow start I like, and plenty of action later on to boot. Even in that situation on 4 player maps I can happily have roughly 40-50K XP earned amongst my ships by the time I’ve got a moderate portion of my higher tier research done. I’m sure in the rare MP game that goes on that long the more aggressive early segments would produce several times as much total XP earned. Even before people start gaming the system that’s going to make it nearly impossible to balance. If the titan averages even a few percent more XP than average it’s going to pick up significant level advantages.
The idea is sound on the most basic level, but there’s no way to make it work out in any kind of balanced fashion. The timeframe differences between when a titan appears and when your able to start seriously accessing late game techs is just too long, there are too many potential variables in there to make the titans levelling anything like predictable.
The only real direct solution I can see is to make each level require research before you can earn XP towards it. If the devs really want a cheap solution to this, my suggestion is that rather than writing all new code to do it, they use a slightly messy workaround with existing code. Namely create new versions of the “ExperienceConstantGainRate” and “ExperienceConstantGainLevelCap” modifiers that apply only to titans. Then make the titan XP per level values really high, say 500K per level. Then use these new unique modifiers to make the titans gain a large amount of XP up to a steadily increased level cap.
Distribute the researches over levels 5 to 8 in the tech tree and the titan can then be made to scale with all other tech aspects. No matter the surrounding circumstances it’s never going to be pulling ahead of everyone’s tech level.
The only other option I can think of that MIGHT work is to make all the upgrades, (including abilities), cost resources. But I’m not sure that’s even possible, and even if it is, I’m not sure that would go over very well with anyone.
Thoughts everyone?
Weird, your experience with Titans seem to differ a lot with mine. From my experience it is indeed more costly to counter a Titan than building one, but pushing out a few extra capships and using the right escorts does actually end them quite reliably. Hoshikos and Corsevs help a lot, LRMs are only reliable once they have upgraded rockets. Players rushing for Titans tend to neglect other researches, especially economic ones. A Rebel player might have unlocked a few fleet supply levels and free pirate backup in the same amount of time, Loyalists may have gained their first few defending boni giving them the ability to outproduce the Titan and overwhelm it when it comes into your gravwell (A starbase with remote construction helps, too). A player is more likely to be forced into a defensive position in the beginning when facing a Titan, but repair bays and hangars make quite a nice (and cheap) backup for a defending fleet (given you use their effective range as advantage and don't place them right under the Titan's nose).
Btw, rebel Titans can be taken from both sides to make it harder to effectively use the main cannon for it's special abilites while loyalist Titans are weak when being attacked from one flank only. I'm not entirely sure if this is a bug or an oversight like some people suggest, but I find it quite fitting as a weakspot.
(For reference: 5 Capships level 3 and one or two dozen Light frigates worked completely fine in my own gravity well against a Level 6 Rebel Titan and ten or so LRMs. In a fight against the same Titan half an hour later the same fleet plus two caps and a few Hoshikos finished the job in a neutral gravitywell, too. And while a lone starbase is minced meat against any Titan they are gold as backup for the fleet, docking booms and all. This is my experience against a Human player, but it also worked fine with the AI, safe for the AI being smart enough to run before the Titan died )
@Timmaigh: Thanks for that, you bassicly made the kind kind of reply i would but much more clearly put across .
@Toivoton: I agree they should be powerful. Of course they should, and i don't want a situation where late game they become overshadowed by everything else eithier. It's also not just gaming the system i'm concerned about. Maps vary in both layout and planetary composition. Combined that with specific player preferances and playstyles vis a vis fleet building vs research and you've got a recipe for massive variance in the aount of flet action going on the titan can potentiolly gain from. The XP gains are so variable game to game you can't fix things just with a higfher XP requieremnt. in some games it will work fine, but in many others it won't becuase there more combat and tus more XP up for grabs.
The only way to get XP working in a manner that keeps it below teching rates garunteed is XP values so extreme you bassclly need an our to get each level. I'm talking the equivelent of adding a 0 on the end of the current values as a minimum.
@Sareth01: I think i've repeatedly adresed the simple XP change argument repeatedly enough so i'm not going to repeat myself.
As for the abilities. Hate to tell you this but the TEC titans are the runts of the litter for AOE capabilities, (though the Loyalist advent is a bit roundabout with it's method). The others are quite a leap ahead power wise. ou do have a point however in that titans have far too much AOE capability at higher levels, letting them cut any kind of fleet besides a capital mass apart by themselves allmost regardles of upgrades. But the situation for a tech 8 fleet vs a level 10 titan is far and away ahead of the current situation that can easilly pit a level 10 titan against a sub tech 6 fleet. At least by tech 8 you should have the rescources to more easilly replace your losses from the econ upgrades and the econ to go mass capitals. There's an actual non-titan counter at that point however limited it may be.
to be honest i dont c a issue with the titans except maybe they lvl a bit fast buts thats it. They r not OP or anything in fact i watch my AI ally rip through a lvl 1 titan with like 15 hc and a cap or two and that was within in the first 30-40 mins so yes titan can be kill by just fleet. In a online game being feed someone probably could have that in 15-20 mins if not sooner. If any major chance to the titans i think it should be GoaFan77 idea he posted up like a week or so ago.
@ martox
Well martox, the key point you made is about the AI. Balance is easy using the AI. When you add the human intelligence, you have to balance a LOT differently. The game will be very fun for single players as it is(or with any of the above changes), the subtle changes won't be too noticable when playing any version of the AI because they don't capitalize on the game like players can. The AI won't practice XP starvation as a strategy vs a titan, and it may or may not even build the appropriate counter to a titan (lots of AM neutralizing ships, lots of DPS fleet).
Hence these discussions about in depth game balance.
thats my point THE AI KILLED THE TITAN and everyone keeps saying a human player is so much better than the ai so if the ai can do it im sure a human can easily do it
I haven't really played that much, but at least outside the highest difficulty level (playing on second highest), the AI just can't deal with one.
Case in point: My current game. I'm playing the loyalists against 2 second hardest AIs that are on my either side. I lost like 2 hours ago, but I figured that I may as well see how fast they kill me. Turns out they are having some trouble with it. They deal with my 2 guns/3 armor starbases really easily (suprisingly easily actually.. do you lose functionality from starbases and defences if you lose the required labs? I'm kinda having trouble holding on to those..) and because my titan can't be everywhere at once, my wells are permanately infested so I can't really get a fleet going..., but my titan just goes from well to well murdering everything in sight. For some odd reason the AI hasn't built a titan and it simply cannot kill mine (as in it stopped even getting its shields down after lvl 3 or something).
@KarlBar99: I disagree: If something is clearly optimal to do makes you play diffrently. Having to play diffrently is a much, much bigger problem then having your titan level in an unpredictable rate.
The current xp system makes the game turn into LoL with you also controlling the creeps (err.. that's what they are called right? The little NPC xp/gold packets?).
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