Day 3 Recap
+/-The gameplay is visibly unaltered by the Dome to Defense change by players who choose to just arty/spam and turtle. This is both good and bad....good in the sense that the game looks unaltered when compared to the current build, but bad in the sense that I can't tell if the tech has made a difference (because they're not building the tech center >.>). Most players seem to still enjoy/are still accustomed to spamming static defenses and turtling rather than using high tech.
+Soviets look great with this edit. Teching to T2 is a viable option to stop base pushing, but fast teching all the way to T3 is not OP. Playtest16 in the replay pack attached to this post is a good example of what happens when I try to fast tech to T3 with no static D and army.
Feedback
-Game is now too reliant on map control
I don't know what to say about this, since all the players are now accustomed to having a static defense queued up to deflect any attack. Personally, I think this is a noob's crutch (along with spamming pillboxes all over your base to stop counter attacks), especially when the game goes past the 4:30 mark. It's already a running joke that better players spam more pillboxes, and I believe that moving the Dome to Defense will be conducive to better game play by disallowing people to so easily deflect flanks, raids, and counter attacks.
- Allied pillbox spamming stll OP
The edit has reduced the total number of pillboxes on the map, but the opportunity cost of the pillboxes is still much lower than higher tech, which still leads to basepushing being moderately overpowered. This is consistently seen over the course of ~15 playtest games with $400 pillboxes in the Dome to Defense edit.
I think I've compiled sufficient evidence of Dome-to-Defense being a good change, so I am now going to incorporate the $600/$800 pillbox change to make the opportunity cost of pillboxes the same as flame towers. So now, a radar dome is worth 3 pillboxes, not 4. This will also stem the allied base pushing, which in turn, is a nerf to the MCV as an offensive unit. Game speed will probably slow down as a result, from past experiences from previous playtest maps, but my hope is that fast tech will force players to attack, and not to turtle.
I hope that I've now presented sufficient evidence proving that Defense-to-Dome is a good change. For the next phase of playtesting, I will
compare Defense to Dome + $600/800 pillboxes versus only $600/800 pillboxes. If this phase of playtesting proves to work in favor of Dome-to-Defense, then I will ask for the community's opinions on prices and build times.
Please do not suggest changing cost and build times of units/buildings with a name other than "pillbox" until I conclude this phase of the testing.
-Diversity of Maps
All the testing has been done on Warwind, and I would like to keep it that way for now. But since testing the changes on different maps must be done eventually in order to assure that the balance is not affected by different maps, I've made Dome to defense + $600/800 pillboxes to several different 1v1 maps that are ready for playtesting.
SMIFFGIG wrote: abcdefg30 wrote: Doomsday wrote:
I have not played RA2 and I would assume there are others too. I don't understand what this means. Could you please elaborate more?
RA2 was the first Command & Conquer introducing the multiple build queues (buildings, defenses, infantry, vehicles) we also use in OpenRA today. TS still had only two queues (the "classic" building/defenses and infantry/vehicles queue).
So I think he suggests we still keep buildings and defenses in different queues, but only allow one building/defense to be build at once.
^this
As well as also hopefully helping address the issues in this thread, it would also bring the gameplay closer in line with RA1 anyway. (would need gameplay testing, but hopefully for the better too)
Edit:
zinc wrote:
Anyway this seems like a similar suggestion, in practice, to my own of moving the base defence turrets etc over to the main tab. If I understand you correctly anyway.
Yes it seems the end result would be the same, except I propose keeping them in separate tabs

For logistical reasons, I will not test this right now, mainly because there aren't enough good players willing to help me test my own edit, let alone test out 5 other different edits.
On a game theory level, moving static to the production tab will drastically increase the opportunity cost of static defense -- this is good. But, the consequences of doing so will be increasing the opportunity cost of tech, eco, and production as a result. This may seem innoculous, but by increasing the opportunity cost of everything else, we've made getting tech even more difficult to get to. Most likely, this will do one of two things: 1) it will make each game longer and more painful, or 2) no one will tech, since its opportunity cost is even higher than before. To reiterate, I don't have the manpower to test this out right now, and since I suspect a poor result from putting everything into 1 tab, I will choose to test this out later.
-Lack of team games
A repeated complaint was that I was limiting fast tech by forcing SD to be built before Dome, which would have an impact on team games So, I've moved the SD to the defense tab as well, and made the WF a prerequisite for the Radar dome on a few 2v2 maps. I'm worried about allowing WF> Dome + Ref, and WF > SD + Ref, but I guess we'll see what this does to the game. Plus, it'll help me expand the testing to the newer players who dislike 1v1s.
-Give Tech its own separate tab (3rd tab for MCV)
Making tech have 0 opportunity cost is an interesting change, but I have no idea how to do this, not enough people to test this with, and this would take a decent amount of time and convincing to get the Dev's to help me make a 3rd production tab.
-Changing the cost of Tech and the HP of barracks
Reducing the price of the Radar dome/tech centers by $200 will make the opportunity cost of static D to radar approximately 2.5 to 1. This may be a change that I will test out in the future, but the priority right now is to show that Dome to defense, in conjunction with a pillbox price increase, will curb the power of mass MCVS. Fine tuning the costs of other buildings and adjusting the prerequisites can be saved for another time. Reducing the HP of barracks, again, is something that can be addressed after we see if my new edit works.
TL;DR,
There is sufficient evidence proving that moving tech to defense gives static defense an opportunity cost. Based on Soviet playtesting, an opportunity cost of 3 static defense buildings to 1 radar dome seems to be a good ratio. The next series of playtests will have $600 pillboxes and Dome to Defense edit (to match the $600 price of flame turrets).
The goal of phase two will be to see if the opportunity cost of static defense is more important, or if the numerical price of the pillbox is more important.
edit: i've also decided to add a zip file of my playtest edits in the hopes that you guys will help playtest and let me know what you think