Game Design, Programming and running a one-man games business…

Campaign Repair update

When I started designing the campaign, I put in code for repairs to ships, where you could repair individual pieces of damage. An attack on a ship might damage a module, doing 25% damage to it. You could repair just that specific piece of damage, if you so chose.

The idea was that rather than just clicking ‘repair this ship, 1,240 CR’ you could spend less, if funds were tight, and just repair critical modules. I wrote a ton of code to generate slightly silly technobabble descriptions of each piece of damage. All of this is in the campaign and working.

In practice, when testing the campaign I find myself invariably repairing the whole ship, or if funds are tight, just leaving it to the next turn when funds are available. The fancy repair interface is a bit overdone and over-engineered. However, I see no good reason to remove it entirely, it’s kinda fun, and allows micro-managing for those who want to, so it’s staying in.

Something that did change today is the cost of repairs halved. Previously it was the same as construction. If a module cost 400CR and took 25% damage, it cost 100CR to fix. Now it’s 50CR. Why the change?

Well in practice, repairs are reasonably rare. It takes time for ships to retreat, especially cruisers, and in battle, by the time you realise your fleet is screwed, the chances of all of them managing to turn 180 degrees and warp out are quite low. You often lose half the fleet during the retreat, unless you make an instant judgement at the first sign of the enenmy, and call an instant withdrawal. Combined with this, there is is the issue of repair yards. Not every system has them, so the damaged ships need to make a few warp jumps back to the nearest connected repair yard, before they get fixed up. By the time you do this, you might as well build new ships.

So….. Repairs will be cheaper than new build. I think it balances out better this way, and it makes sense in gameplay terms anyway. The real frustration should be logistics, and having retreated and thus given up territory, rather than resenting the cost of repairs. I’m aiming for a ‘company of heroes’ style mechanic, where its sensible to retreat and fight another day, if outgunned.

Ransomware cheap DLC

I was looking at a certain games portals ‘new releases’ list recently and saw tons of tiny bits of DLC for under 3 dollars. Very cheap. I assume that this stuff makes money, or at least breaks even.

It got me thinking about the possibility of similar priced DLC for GSB. I’m not especially keen to do any more fully fledged expansion packs. I did three, and you’d be surprised how much work is involved in adding new weapon types and modules. The game is hugely involved now. The weapons for the order took ages to balance. The swarm was easier, but they still took a while.

Right now, I’m 100% dedicated to the GSB campaign game, which is horribly complex to code (yet pretty simple to play, it’s not galciv or anything like it). As a result, I’m not about to make any new module types or other gameplay-affecting stuff.

But then… is there a market for just new ships hulls? Either more hulls for the existing races, or maybe another new race, but one with no specific new tech. Just new visual shiny basically. Would people be interested? To do a whole new race costs a lot in artist time (and some cliff-time for the damage textures)., but if I could find a way to make it break-even, I’d do it. I love designing the ideas for new ships. It’s mostly artist work, so I can keep working on the campaign.

Has anyone ever run, partaken in, or seen a ransomware model working? The idea is that people pledge money (and actually hand it over, it’s not just a promise) to a third party. When that amount reaches $X, the product is produced, and released (presumably for free?) and the developer gets the money. Kind of like donations, but with a target.  If the limit isn’t reached, I assume the people get their money back. I hear people talk about this idea, but I’ve never seen it happen. have you?

Shield Support Balancing

GSB recently got a shield support beam. This was a groovy empire-frigate-only weapon which remotely boosted the shield power of friendly ships. It was criticised as being too powerful. Not surprisingly, people experimented with minimal cruiser fleets boosted by a huge swathe of support frigates using the beams for mutual reinforcement.

Surprisingly, this turns out to actually be super effective in comparison with filling those frigates with weapons and other useful stuff. I spent a while playing, and analyzing player challenges where it was claimed the SSB is just *too* good.

So I nerfed it badly to see what was needed to get the sweet spot for this new weapon. Serious nerfing of the transfer rate was tried. Then serious reductions in the amount that would be held in capacitors. Still, the SSB seemed awesome, in large numbers.

Then, eventually, I concluded that it was the mechanic, not the numbers that caused an imbalance. The SSB was being used regardless of the state of the target ship. It could be under intense plasma fire, and be ECM jammed, and still shake offf all attacks thanks to 6 or 8 SSBs boosting its shields. I wanted a single SSB to be worth having, but at any reasonable level, the combination of 8 then became a super-defence.

So my currejnt thinking (under testing now) is to nerf the SSB by reducing two key stats (beam rate to 20, recharge rate to 20), and also introducing three restrictions:

  1. The SSB can not be used to reinforce ships if the target ship is currently ECM jammed.
  2. Only a single SSB can be utilised on a target ship at any one point in time (although they could take turns).
  3. The SSB can only be targeted on cruisers.

I think this is the solution, but feedback is much sought. After all, I stupidly thought it as balanced already :D Ideas?

Server Downtime

The GSB server, and my website will be down at some point tomorrow for about 30 minutes as physical server moves take place. You can still play GSB then, but not download or upload challenges, rate them or anything similar. The forums will also be offline for that period.

Unavoidable really, unelss you use fancy cloud stuff, and although amazon and google are gerat, I like hosting companies that answer the phone when things go bad. Google aren’t big on that.

Campaign AI stuff

I am working on the various chunks of code that determine the strength of AI opponents in the GSB campaign game (currently being developed). The game takes existing challenge fleets, as well as other players campaign-fleets to use as the enemy, in massively-singleplayer style. However, it needs to select an appropriate fleet, in terms of strength, to fight against you, either as a defending fleet when you attack, or an attack on one of your systems.

The simplest method is just to assign a fleet size value to each planet, and let that be the strength there. Simple, but dumb, because nothing prevents the player sitting back and building up a larger fleet. A refinement would be to gradually ramp up a scalar for the enemy fleet sizes over the game, but that would mean it could spiral into insane difficulty, and doesn’t allow for different skill levels.

A system I’m working on is a ‘reactive-arms-race’ style approach. The nearby enemy worlds have their fixed starting values of fleet strength. When battle is joined, the Ai will start to build up larger fleets in nearby systems when it loses, and not bother if it wins. There will be some lag here, to represent building times.

The idea is that once you think you have a slight fleet-size advantage, you need to get all expansionist and start conquering, before the enemy realsies how mighty your fleets are, and builds it’s own countermeasures. If you just sit back and build up, the enemy will be doing the same. I may introduce an additional ‘anti-turtling’ scalar that starts ramping the enemy fleets up even faster if you have gone a long period without expanding your empire.

All this takes ages to code and test, and you never notice it’s effects on the surface. It is important to get this stuff right though (more important than adding more shiny or features) because it’s what drives long term playability.