OpenXcom Forum

Modding => OpenXcom Extended => OXCE Suggestions DONE => Topic started by: skyhawk on December 04, 2019, 01:17:00 am

Title: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: skyhawk on December 04, 2019, 01:17:00 am
In vanilla TFTD [And there's an equivalent in EU/UFO I believe] there's a late-game weapon type called the PWT. It requires ammunition that is very expensive in Zrbite.

There's a craft PWT launcher, which likewise requires very Zrbite expensive projectiles.

Then there's a base defense facility, which costs no exotics to build [You've already addressed this], but can also fire at incoming hostiles without a care in the world, because its ammunition is free.

This suggestion will not have any impact at all on vanilla, but allow modders to easily correct this situation:

facilities.rul
  Add two attributes
    ammunitionType: default none
    ammunitionCount: default 0
    [optional] noAmmoMessage: default 'NO AMMO'? # This would allow per-facility type no ammo strings

The logic is very straightforward. During a base defense, this facility cannot fire if the required ammunition is not present [Print a message like 'NO AMMO']. If the facility does fire, subtract the ammunition from stores.

OPTIONAL - Allow reduced damage with incomplete ammo loads. For example - the facility has a defense strength of 1000 and an ammo count of 4 [4 torpedo launchers]. If there's only two torpedoes in stock, the facility will fire for a strength of [(1000/4) * 2]. Some way of communicating to the player that ammunition was insufficient would be a good idea, but I'm not sure the best way to handle that.

This will also require tweaking the UFOPedia to show the required quantity and type of ammunition.
Title: Re: [Suggestion] Base Defense Facility Ammunition
Post by: davide on December 08, 2019, 08:26:58 am
+1

there is this thread about them

https://openxcom.org/forum/index.php/topic,3513.msg42822.html#msg42822 (https://openxcom.org/forum/index.php/topic,3513.msg42822.html#msg42822)
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: Meridian on October 31, 2020, 11:54:08 pm
Added.

Code: [Select]
facilities:
  - type: STR_MISSILE_DEFENSES
    defense: 500
    hitRatio: 50
    ammoNeeded: 2                       # default 1
    ammoItem: STR_AVALANCHE_MISSILES    # default empty
    fireSound: 5
    hitSound: 10

Code: [Select]
  STR_NO_AMMO: "NO AMMO!"

No partial loads.
No custom messages per facility.

Ufopedia will show the info under the "INFO" button (a.k.a. Stats for Nerds).
Or you can just update the description.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: skyhawk on November 01, 2020, 12:19:48 am
Unexpected Necromancy!

Thanks Meridian.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: TBeholder on December 13, 2022, 08:40:52 pm
Code: [Select]
facilities:
  - type: STR_MISSILE_DEFENSES
    defense: 500
    hitRatio: 50
    ammoNeeded: 2                       # default 1
    ammoItem: STR_AVALANCHE_MISSILES    # default empty
. . .
No partial loads.
No custom messages per facility.
Why not (shots) × (ammo per shot)?
So e.g. for improved pseudo-vanilla: have 9× (as on the map) Avalanches inflicting their nominal 100 damage each, balanced by adjusting Hit ratio as needed.
If done this way, the facility will probably need to add “storage” space adequate for its ammunition… but why not?
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: krautbernd on December 14, 2022, 08:35:28 pm
What would this actually accomplish or how would this improve the game in ways that aren't already possible? Base defense facilities already have a hitRatio, and you can simply create a separate item you want to use as ammunition. You can also modify facilities to add storage space.

That aside, it's quite unlikely that the missiles used would be Avalanches in the first place, given that they are air-based missiles. So I don't really see what the point of this would be.

Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: TBeholder on December 15, 2022, 06:22:14 pm
What would this actually accomplish or how would this improve the game in ways that aren't already possible?
Different distributions for damage.
That aside, it's quite unlikely that the missiles used would be Avalanches in the first place, given that they are air-based missiles.
Well, yeah. If SAM batteries (as surface “craft” ambushing enemies in engagement range) will be implemented, however, they may use the same ammunition.
In case of Fusion Ball it might be one and the same, why not.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: krautbernd on December 16, 2022, 06:49:57 pm
Different distributions for damage.

You're describing how you envision the mechanic should work, not what it actually accomplsihes or adds to the game.

"Different distributions of damage" is already possible with different base defense facilities, given tha they can have different hit propabilities and different hit power. You can also already add storage to any base facility.

What does this actually add, in terms of gameplay?

As far as I can tell it only makes a mechanic with no player engagement and a basically binary outcome (UFO is destroyed/UFO is not destroyed) longer and more tedious, if it's not skipped outright.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: Juku121 on December 16, 2022, 07:24:35 pm
While I'm not all that enthused about the proposal itself, the last post is not particularly well considered.

Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: krautbernd on December 16, 2022, 09:27:56 pm
Please demonsrate how 50d5 (sum of 50 uniform distributions from 1 to 5) is "already possible with different base defense facilities". Or even something remotely similar without giving half the base over to defence facilities.
Point is that we already have different base defense facilities with different hit probablilities and damage power. What influence on the outcome do 50 seperate shots have that a single shot does not?

Answer is none, because either UFO get's destroyed or it doesn't. The only difference is how long it takes for the defense to play out. Given that base defenses are fully automatic (unless you count disabling them), defense taking longer isn't a positive let alone meaningful addition to the game. The only reason this even came up is because the facility is modelled as having nine rockets instead of one.

What it adds is modders' options, as always. Once these filter down to the players, it's exactly that, the ability to build 'shotgun' base facilities vs 'super cannon' defences. Whether these are useful or a worthwhile addition to the game will depend on the implementation.
"Modders option" can be (and basically is) used to justify pretty much any request. That alone isn't a good enough reason to implement something. Again, what difference does any of this make in terms of gameplay, and does it add meaningful player interaction?

Answer is - as above - no, it does not. Because it does not influence anything beside presentation, i.e. base defense screen takes longer to play out. That is literally the only difference.

Base defences are not necessarily binary, 'lessAliensDuringBaseDefense' exists.
Which is why I wrote "basically binary outcome". I fucking knew I should have been more specific because of course somebody would use this to sidetrack the issue.

The outcome for the base defense screen is binary. Either the UFO get's destroyed or it doesn't.

Citing lessAliensDuringBaseDefense as justification is quite pointless, because the mechanic works just fine with existing defenses - given that they either hit the UFO or they don't. Again, the only actual difference is how long it takes the base defense screen to play out.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: Juku121 on December 16, 2022, 10:40:14 pm
So, are you going to answer my first question or not?

What influence on the outcome do 50 seperate shots have that a single shot does not?
The same kind of influence a shotgun with 12 pellets has on the tactical game. Could be none if the modder fesses up, could be interesting for (base) weapon variety if not.

Do UFO armour and shields apply to base defences? If so, a 200d5 weapon (something like one of the modern short-range active defence systems which do work kinda like giant shotguns) would be murder on unarmoured UFOs and useless against anything with some armour. Since base size is quite limited, that might make for some interesting tradeoffs... given the modder sets all this up right. Just plonked into the game it's of course quite useless.

Because it does not influence anything beside presentation, i.e. base defense screen takes longer to play out. That is literally the only difference.
Not necessarily. Nobody is saying the 9 or 50 or whatever missiles each need their own line in the defence screen. Shotgun pellets do not fire individually, now do they?

Which is why I wrote "basically binary outcome". I fucking knew I should have been more specific because of course somebody would use this to sidetrack the issue.
No sidetracking, just you being plain wrong. With 'lessAliensDuringBaseDefense' there is a continuum of possible outcomes (UFO is destroyed, UFO survives and assaults the base with 1 alien, ... , UFO lands unmolested and all the aliens come out to play), different for each type of attacking craft (which is a sadly underused feature).

Why exactly is it so hard for you to understand that vanilla base defences are no longer the only game in town in OXCE?


Citing lessAliensDuringBaseDefense as justification is quite pointless, because the mechanic works just fine with existing defenses - given that they either hit the UFO or they don't.
Yes, but that is not the context where it was used. You said "...basically binary outcome (UFO is destroyed/UFO is not destroyed)". In that context, 'lessAliensDuringBaseDefense' is an entirely valid counter. Nobody was arguing that 'lessAliensDuringBaseDefense' somehow introduces grazes, crits or other non-binary ways to model single hits, rather that it makes the entire outcome non-binary. Which it does. It's the whole point of this feature.

"Modders option" can be (and basically is) used to justify pretty much any request. That alone isn't a good enough reason to implement something.
Yes, which is why I'm personally not particularly enthusiastic about this proposal. What I'm doing here is pointing out that you're wrong and arguing in bad faith on top of that.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: krautbernd on December 17, 2022, 02:57:02 am
The same kind of influence a shotgun with 12 pellets has on the tactical game.
Stop being obtuse, this is specifically not about the battlescape.

Do UFO armour and shields apply to base defences? If so...
And if it doesn't all of this is irrelevant. Why bring up a moot point? Have you actually tested this or are you just speculating?

FYI I did, and as far as I can tell the mechanic is currently bugged.

Not necessarily. Nobody is saying the 9 or 50 or whatever missiles each need their own line in the defence screen. Shotgun pellets do not fire individually, now do they?
The 'do', actually (https://openxcom.org/forum/index.php/topic,4834.0.html). But, again, this harks back to you equating this to battlescape behaviour, which this simply isn't - on multiple levels. How would this even work in regards to the information presented to the player, either on the base defence or the base information screen?

This seems like a very complicated way to accomplish pretty much nothing, and would probably require a major rewrite of the code for how base defenses work.

No sidetracking, just you being plain wrong. With 'lessAliensDuringBaseDefense' there is a continuum of possible outcomes
The outcome of the base defense screen is literally either "UFO IS DESTROYED" or " ".

Yes my man, that is a binary outcome. Hint: Binary means two.

There is no "continuum of possible outcomes". The outcome is either "base defense mission happens" or "base defense mission does not happen", and lessAliensDuringBaseDefense has zero impact on this. Nor does the proposed 'idea' impact how lessAliensDuringBaseDefense works.

Why exactly is it so hard for you to understand that vanilla base defences are no longer the only game in town in OXCE?
What you are referring to here has nothing to do with what is being proposed.

You're literally complaining about an "underused" feature that has nothing to do with the changes to base defences OP is requesting, not to mention that you haven't even bothered to check if your proposed "justification" for all of this actually works.

Yes, but that is not the context where it was used. You said "...basically binary outcome (UFO is destroyed/UFO is not destroyed)". In that context, 'lessAliensDuringBaseDefense' is an entirely valid counter.
It's not, see above.

The outcome remains binary and would not be made any less binary by the inclusion of what is being proposed here. Hence me asking the question what this actually accomplishes and how it would improve the game. Everything you have been trying to bring up in defense is independant of the mechanic being proposed here and it would not add anything meaningful to the game that isn't already possible.

Case in point:

[...]would be murder on unarmoured UFOs and useless against anything with some armour. Since base size is quite limited, that might make for some interesting tradeoffs...

a) you might want to actually try this out yourself before using theorycrafting to push an idea which might not actually work as envisioned (see above)
b) no point in only overkilling unarmored UFOs if your defense can instead kill all UFOs
c) taking a) and b) into account, "interesting tradeoffs" would already be possible
d) still needs to be balanced against crafts&craft weapons which also points back to b)

Again, I see nothing that would justify the time being spent on rewriting base defense mechanics for this because it overcomplicates a mechanic that basically works just fine and which adds no player engangement.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: TBeholder on December 17, 2022, 06:39:56 pm
Oh! Another idea. In terms of freedom of movement, dog fight, bomb run and attempt to break through defenses to land are different. It would make sense to give UFO different evasion values. Interaction with defenses due to airstrike or troop delivery happens only as a part of specific missions, and as such alien mission profile itself determines which one it is; but dogfight that happens on approach is still a dogfight. Thus, maximum of two distinct situations per UFO.
So, why not avoidBonusDefenses separate from avoidBonus, to be defined for spawned UFO (or even for mission itself, to be applied at the final approach)?
You're describing how you envision the mechanic should work, not what it actually accomplsihes or adds to the game.
Very unlucky salvo is still 0, but it’s very rare. Very lucky salvo is a lot more damage, but it’s also very rare. That’s what it accomplishes. Different distribution.
Quote
"Different distributions of damage" is already possible with different base defense facilities,
One roll per facility is not the same, for purpose of meaningful choices.
Quote
As far as I can tell it only makes a mechanic with no player engagement and a basically binary outcome (UFO is destroyed/UFO is not destroyed) longer and more tedious, if it's not skipped outright.
Er… Why would it be longer? They still have opportunities only for 1 + #(grav shields) salvo each.

  • What it adds is modders' options, as always. Once these filter down to the players, it's exactly that, the ability to build 'shotgun' base facilities vs 'super cannon' defences. Whether these are useful or a worthwhile addition to the game will depend on the implementation.
  • Base defences are not necessarily binary, 'lessAliensDuringBaseDefense' exists. As does the ability to use smaller UFOs for base assaults, meaning different attackers can have different odds vs the same defenses.
Indeed. And together these two can add up to strategical choices. In that optimums for "reliably weaken a Terror Ship landing party to a limping skeleton crew, but do not outright (we need that loot)”, “best chance to destroy a Battleship” and “best chance to destroy a base-killing missile” (for example) with the same limited resources (costs / space or time to set up on a fresh base) could be very different. Thus different choices for base designs, depending on placement (is it right next to an alien base? in air support range of an existing base?) and threats present at this stage of the game.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: krautbernd on December 17, 2022, 07:25:28 pm
Oh! Another idea. In terms of freedom of movement[...]
My man, does this have anything to do with the actual topic? Might it not be ab better idea to move those suggestion to a separate thread instead of highjacking this one?

Very unlucky salvo is still 0, but it’s very rare. Very lucky salvo is a lot more damage, but it’s also very rare. That’s what it accomplishes. Different distribution.
Again, you're describing how you envision the mechanic should work, not what it actually accomplishes or adds to the game. What would be the point of this that can not be achieved with existing mechanics? As far as I can tell the only difference here is "very occasionally cause more damage using one facility instead of two". I honestly don't see why that is worth the trouble of implementing it.

One roll per facility is not the same, for purpose of meaningful choices.
Why not? What isn't "meaningful" about the way defense facilities currently work?

Er… Why would it be longer?
Are you honestly asking why 50 damage rolls per facility on the base defence screen take longer to go through than a single damage roll per facility?

Indeed. And together these two can add up to strategical choices[...]
I already pointed out why that is fallacious thinking, not withstanding that you can already do all of the above using existing mechanics.

You can already "reliably weaken a terror ship", "ensure your best chance to destroy a battleship" and "best chance to destroy a base-killing missile" (hint: something that is going to destroy a battleship will likely also destroy a misisle) based on different stats for defences and UFOs.

And your reasoning is outright contradictory here:

Why would you chose to "weaken a terror ship" in the first place if you're after the loot? Loot is directly proportional to spawned aliens.

How would this even be "reliable" when you are - if anything - more likely to either destroy or fail to sufficiently weaken said terror ship and risk losing your base? What happens when you're not attacked by said terror ship but by a bigger UFO?

Your proposed use-cases don't really add up, let alone do they require your proposed mechanic.

The only way any of this would remotely make sense would be if you were attacked by multiple UFOs/missiles at the same time, which might overwhelm your defences. But you are only ever attacked by one UFO at a time. The whole point of defences is to work *reliably* and to protect your base. Why would you ever go for less than the maximum protection possible, given that you can manually "allow" a UFO to land if you want/need base defence missions?

There is no actual "trade-off" here that you can't already implement with existing mechanics.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: Juku121 on December 18, 2022, 12:30:08 pm
Stop being obtuse, this is specifically not about the battlescape.
...
But, again, this harks back to you equating this to battlescape behaviour, which this simply isn't - on multiple levels.
You seem to have something against analogies, huh? The points I was responding to were 'different damage distributions' and 'takes longer'. These have a direct analogues on the battlescape, ones that aren't in any way controversial that I know. There is exactly zero inherent reason why these could not be ported over to other parts of the game. There may be specific reasons, but you've raised these objections as if they were self-evident and universal, and they are not.

And if it doesn't all of this is irrelevant. Why bring up a moot point? Have you actually tested this or are you just speculating?
You asked what this would add to the game. I manufactured a scenario that would be a somewhat interesting addition using this feature. If it needs other code to do so, well, it's a mark against implementing it but not an argument for not considering it at all. Which is what you've been doing with your previous arguments. 'Too much work for too little gain' I entirely agree with.

The 'do', actually.
Not in any sense that would meaningfully prolong the firing animation, the direct analogue of 'takes longer to play out'.

Are you honestly asking why 50 damage rolls per facility on the base defence screen take longer to go through than a single damage roll per facility?
Yes. Because the software needing another ms to do its work is irrelevant to the user.

How would this even work in regards to the information presented to the player, either on the base defence or the base information screen?
Base defences can just add the total value, same as any other defence facility regardless of hit chance. Defence screen: same as auto-shot in the Pedia? Mock-up in the attachments.

The outcome of the base defense screen is literally either "UFO IS DESTROYED" or " ".
Oh, now we're arguing about the base defence screen, as if it's something quite on its own and not tied to anything else at all?

Yes my man, that is a binary outcome.
You can draw arbitrary lines onto anything that's not binary and call it 'essentially binary'. Doesn't make it so.

Battlescape is also a "Either you win or you lose" 'binary' outcome. Doesn't mean there's not a whole lot of nuance in how.

There is no "continuum of possible outcomes".
Yes, there is. I literally spelled it out for you. Your inability to see things in context is your problem.

The outcome is either "base defense mission happens" or "base defense mission does not happen", and lessAliensDuringBaseDefense has zero impact on this.
No, the actual end result is 'base is defended' or 'base is overrun', and both 'lessAliensDuringBaseDefense' and if the latter is on, then the actual proceedings in the base defense screen have a massive impact on that.

Nor does the proposed 'idea' impact how lessAliensDuringBaseDefense works.
Not in a technical sense. Very much in the 'how do you defend your base with both facilities and troops' sense.

What you are referring to here has nothing to do with what is being proposed.

You're literally complaining about an "underused" feature that has nothing to do with the changes to base defences OP is requesting, not to mention that you haven't even bothered to check if your proposed "justification" for all of this actually works.

Everything you have been trying to bring up in defense is independant of the mechanic being proposed here and it would not add anything meaningful to the game that isn't already possible.
This is a proposal. If it needs more code and proposals to be meaningful, it's something to discuss, not to dismiss.

And if you bothered to actually read what I wrote, using that underused feature is essential to making my made-up scenario work. No multiple shot defences (the proposal) + different retaliation UFOS (the underused feature) + armour on said UFOs + armour working during defences (probably an additional proposal) means the scenario makes no sense.

FYI, I did not propose it as working. I specifically said "If so...".

a) you might want to actually try this out yourself before using theorycrafting to push an idea which might not actually work
This is a suggestion. It's entirely about theorycrafting new possibilities. I don't know why you think it's some sort of 'gotcha'.

...no point in only overkilling unarmored UFOs if your defense can instead kill all UFOs
But it might not. Facility slots are extremely limited. If one facility (over)killed all weak retaliation UFOs, and that's all you'd have to worry about for a few years or for new bases, that could be a massive space/time/money saver.

Why would you ever go for less than the maximum protection possible, given that you can manually "allow" a UFO to land if you want/need base defence missions?
Base slot tax.

c) taking a) and b) into account, "interesting tradeoffs" would already be possible

The tradeoff right now is 'do I have base defences at all?' and optimising a Battleship-proof scheme with your available tech. Quite close to being 'binary', in fact. :P

The 'CIWS&light retaliators' scenario would add 'what kind of defences do I want'. Heavy-duty for anything without dedicated troops; only light defences for your strike bases to stave off the tedium of fighting it out on the Battlescape against the 153rd Large Scout trying to take out X-Com HQ without eating the space for the Large Workshop, etc; CIWS first for outposts, etc.

It'd be a not trivial amount of work, both on the code and modding side, of course.

I already pointed out why that is fallacious thinking, not withstanding that you can already do all of the above using existing mechanics.
So, where's my example of a 50d5 base defence setup? Or, more specifically, an example of a single base facility that will 99% kill all Scouts and will do absolutely nothing to anything Medium or above, even if you cover your entire base with them? Another example that will 99% destroy a Battleship yet won't touch any high-evasion scouts and missiles?

Remember, 'all of the above' includes "the ability to build 'shotgun' base facilities vs 'super cannon' defences".

d) still needs to be balanced against crafts&craft weapons
Yes. It'd be difficult and probably not worth all the work. But if someone really wanted to, they could make it work.

Which is why Meridian tends to take such suggestions with a modder raring to go and a specific use case in hand, and I fully agree with that.

Again, I see nothing that would justify the time being spent on rewriting base defense mechanics...
Neither do I. I have not been arguing for the suggestion, rather against your reasoning for it.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: krautbernd on December 18, 2022, 01:03:42 pm
While I applaud your initiative, have you actually fixed the underlaying issue which prevents this from being even remotely useful?
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: Juku121 on December 21, 2022, 01:08:07 pm
You mean the underlying issue of the whole base defence minigame being rather barebones, poorly integrated into the rest of the game, thus needing a redesign and more engine-level support? No, obviously not.

If you mean a specific feature, do tell. I personally don't think there's any singular new feature that will make base defence 'work' on the spot.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: TBeholder on December 22, 2022, 09:39:48 pm
does this have anything to do with the actual topic? Might it not be ab better idea to move those suggestion to a separate thread instead of highjacking this one?
It’s purely about interactions of UFO with defenses, so about as much as the salvo proposal. And it’s a matter of how to make the most use of the salvo mechanics. Range of hit probabilities vs. range of dodge values.
Why not? What isn't "meaningful" about the way defense facilities currently work?
Even in vanilla some of starting weapons remain useful after you get laser, and laser weapons are not completely useless when you have plasma.
OXCE capabilities expand parameters, so e.g. CQC accuracy can ensure close-range weapons retain their niche even though long-range weapons exist (X-Com Files uses it extensively, for one).
But “Flyswatter -> Flyswatter +1 -> Flyswatter +2 -> Flyswatter +5” with each next step strictly better in every way (except cost) does not offer a meaningful choice. It’s just a single path of “upgrade once you can”.
This also makes balance trickier. Either low-grade defenses are so weak they are useful only in huge clusters (like in vanilla), or there would be only marginal benefit from most upgrades.
Are you honestly asking why 50 damage rolls per facility on the base defence screen take longer to go through than a single damage roll per facility?
Those rolls are not high-end simulation of rocket surgery. On their own, dozens of random rolls plus simple damage calculation won’t take human-observable time even in a spreadsheet.
Time it takes to “go through” them is purely a matter of chosen interface features. I assume that using interface adequate to the mechanics (“Firing! … 3/9 hit!”, for a trivial example) is obvious, why would it be a problem?
I already pointed out why that is fallacious thinking, not withstanding that you can already do all of the above using existing mechanics.
I’m yet to see either.
You can already "reliably weaken a terror ship", "ensure your best chance to destroy a battleship" and "best chance to destroy a base-killing missile" (hint: something that is going to destroy a battleship will likely also destroy a misisle) based on different stats for defences and UFOs.
Really? What choices would fit either of these goals? “Build more of the best defense you have” vs “Build more of the best defense you have” vs “Build more of the best defense you have”?  ;D
Also, you seem to conflate "hit” and “destroy”. Do you assume lack of trade-offs between hitting probability and damage? That one can be done even now.
My point is exactly getting rid of single path of upgrade in 4 steps, and having to adapt countermeasures to risks and resources instead.
How would this even be "reliable" when you are - if anything - more likely to either destroy or fail to sufficiently weaken said terror ship and risk losing your base? What happens when you're not attacked by said terror ship but by a bigger UFO?
My point exactly: it looks like a matter of risk management. In the specific situation. Which happens in context of other risk/reward modifying decisions, like building a base within easy reach of an older base’s interceptors or quick-building a base next to the enemy base.
There is no actual "trade-off" here that you can't already implement with existing mechanics.
You repeat this bizarre claim in several forms.
Do you understand the difference between 1 roll of 10..100 (with flat distribution) and 10 rolls of 1..10? And how the choice of former vs latter may be optimal for different goals? Because that’s my entire point.

And that’s before armor is taken into account, which also affects optimization vs. different targets (since damage reduction applies to each hit separately).

You mean the underlying issue of the whole base defence minigame being rather barebones, poorly integrated into the rest of the game, thus needing a redesign and more engine-level support?
Greater variety in “UFO interacts with base” is good.
Now there’s another mission, allowing airstrike/nuke/insertion options; troop insertion could be modded further, perhaps into head-on attack troops vs. sneaky mind-controlling infiltrators.
And the defenses are theoretically 2-dimensional rather than 1-dimensional. But it’s still kind of flat. Hence my proposals:
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: krautbernd on December 23, 2022, 12:30:48 pm
You mean the underlying issue of the whole base defence minigame being rather barebones[...]

No my man, I do not. I am referring to this:

Quote
Quote
Do UFO armour and shields apply to base defences? If so...
And if it doesn't all of this is irrelevant. Why bring up a moot point? Have you actually tested this or are you just speculating?

Let me guess, you didn't actually check that our only actual usecase for this actually works?
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: Juku121 on December 23, 2022, 01:29:03 pm
No, because if they don't, it's a simple thing to amend the request to include making UFO armour and evasion part of the base defence calculations. I mean, I've been trying to get this very point across several times now, and you're still acting like it's some sort of 'gotcha'. ???

But in any case, 1) even that will not automatically make the base defense good without a whole lot of additional work on UFOs, retaliation missions and whatnot; and 2) even without all that the distributions of results for even 5d5 at 20% accuracy vs 1d50 at 10% accuracy are considerably different and, unlike what you claim, cannot be replicated with current mechanics unless you're willing to give a sizeable chunk of the base over to defences. And even then, it's only an approximation.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: krautbernd on December 26, 2022, 10:10:11 pm
Happy Holidays :)

No, because if they don't, it's a simple thing to amend the request to include making UFO armour and evasion part of the base defence calculations. I mean, I've been trying to get this very point across several times now, and you're still acting like it's some sort of 'gotcha'. ???

Because all I am seeing here is theorycrafting upon theorycrafting how this would supposedly "improve" the game without even checking if any of this would actually work out. Now you even have to argue that this would - somehow - make the automated base defences "better" without actually changing anything about how base defences work.

My man, the solution to the supposedly boring base defence mechanic is not to cram more base defences into a single facility - which is all this accomplishes. Every single argument being advanced here why this is "needed" falls apart the moment you actually look at the proposed use cases.

unlike what you claim, cannot be replicated with current mechanics unless you're willing to give a sizeable chunk of the base over to defences. And even then, it's only an approximation.

You still haven't been able to demonstrate why this mechanic is even needed. What difference in outcome can base defences firing 50 times instead of 4 or 8 times provide, when the result is binary?

None, actually. If anything it is counterproductive.

Your "examples" were:

"reliably soften up terror ship without destroying it"
"shoot down missiles"
"destroy battleship"

and that somehow this proposed mechanic would let you do something in regards to these examples that the existing mechanics do not. What and how exactely?

You can not "reliably" soften up a terror ship by applying more random damage. As I pointed out, you are likely to either destroy it or lose the base (why do you need to "soften" up the crew in the first place? How do you deal with larger UFOs?).

The other two cases don't show why the mechanic is needed either, since both rely on dealing max damage to the target. Something that can "reliably" destroy a battleship will reliably destroy anything else you're throwing at the player. Nothing about the mechanic enables you to give the player "a choice" that wasn't possible before. I mean maybe I am missing something here, but none of your proposed use cases show why the mechanic is needed.

Because the result of of the base defence screen is binary.

Nothing about the proposed mechanic changes that, nor does it actually make it "good".

The issue with base defences is not that they don't go *pewpew* enough. The issue is that there is no player engagement or interactivity.


[snip]

To cut some of these short without cluttering up the thread even further:

- No, it does not have anything to do with the original request, which was specifically about base defences using consumables, not about damage values or anything else along the lines of your new request.

- Trying to invoke vanilla and battlescape mechanics makes no sense and I already pointed that out. Neither does invoking "low-grade base defences. All your proposal does is cram more base defences into a single facility. It doesn't actually change anything about how base defence works. Can you actually come with a concrete use case that requires this mechanic or what it would actually accomplish?

- Point taken, if you make it concise enough in the UI it wouldn't necessarily take longer to display.

- See either what? Your proposal wouldn't add anything new to the game, it only enables modders to cram more base defences into a single facility. I am still waiting for explanation regarding the "meaningful choices" any of this would entail that existing mechanics don't support.

- Either what? Reliably weakening an attacking UFO vs. reliably destroying it? Your proposal doesn't accomplish either, because dealing *random* damage is the opposite of reliable. On the other hand, the existing mechanics already let you do both. Again, you providing an actual concrete use case might be helpful here.

- If you wasn't aware that you can hit a UFO without destroying it I would hardly have pointed out that you can't reliably weaken a UFO using your proposed mechanic, see lessAliensDuringBaseDefense.

My point is exactly getting rid of single path of upgrade in 4 steps, and having to adapt countermeasures to risks and resources instead.
That argument doesn't make any sense. Nobody is forcing modders to adopt "a single path of upgrade in 4 steps". OXCE already enables you to mod attacking UFOs and base defences to your hearts content. Again, what does your idea actually accomplish that isn't already possible? Can you provide us with a concrete use-case? "Making low-grade defenses more useful" doesn't make any sense, because the actual mechanics don't change. All you are doing is turning "low-grade" into "mid-grade"or "high-grade" defenses.

My point exactly: it looks like a matter of risk management.
That is the exact opposite of the point being made here and invalidates the only use cases given so far. The operating word here was "reliably", which your proposal isn't.

Do you understand the difference between 1 roll of 10..100 (with flat distribution) and 10 rolls of 1..10? And how the choice of former vs latter may be optimal for different goals? Because that’s my entire point.
And what does any of this actually accomplish that existing mechanics can not? How do you envision this would change gameplay, given that none of the actual mechanics do?

And that’s before armor is taken into account
Only it isn't. Even if it were, it would be part of the existing defence mechanics and change nothing in regards to your proposal being pointless.

Again, I have yet see either of you come up with an actual concrete exmaple as to why any of this would be needed or what it would actually accomplish gameplay wise that isn't possible right now.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: Juku121 on December 27, 2022, 02:53:23 am
Because all I am seeing here is theorycrafting upon theorycrafting how this would supposedly "improve" the game without even checking if any of this would actually work out.
How exactly does one 'check out' a feature that the game does not have? Never mind one that requires you to build a moderately complex retaliation system more or less from the ground up. If one was inclined to build their own alien defence simulator, there'd be no need for an OXCE suggestion in the first place.

Not to mention the goal post shift from 'armour does not work so your proposal will not, either' to 'maybe it will but have you tested the proposed feature?'. Do suggestions have to come with pull requests and extensive player feedback now? :o

Now you even have to argue that this would - somehow - make the automated base defences "better" without actually changing anything about how base defences work.
...
Even if it were, it would be part of the existing defence mechanics and change nothing in regards to your proposal being pointless.
So 'use armour and evasion' will change absolutely nothing, it's already possible and your criticisms along these lines are completely without substance? A UFO with 9999 armour and 1 HP that's totally invulnerable to everything but the 10k defence facility will change nothing about retaliations? Are you even reading what you're arguing here?

My man, the solution to the supposedly boring base defence mechanic is not to cram more base defences into a single facility - which is all this accomplishes.
No, it isn't. Go back and actually try understanding the examples I - not TBeholder, me - have brought up, don't just state "This does nothing!" over and over again with zero backup like a broken record.

What difference in outcome can base defences firing 50 times instead of 4 or 8 times provide, when the result is binary?
Easier base defence mission post-firing. Thinner bands of probability for said alien crew reductions. Less facility slots (and/or money/time/base Tetris) spent on protecting against small base assault UFOs. More reliability of outcome vs better but more chancy outcomes. These have all been brought up multiple times now, and you just refuse to listen or engage and go back to "But it's binary! Binaryyyyy, I say!" :(

I mean, this is the exact same kind of argument as "What difference does it make if the hit chance is 1% or 99% when the result is binary? The 'hitRatio' field needs to be deprecated because it's useless and irrelevant. Make everything 50% and there will be no meaninful difference in gameplay!"

None, actually. If anything it is counterproductive.
So, no arguments and only a statement here, as usual.

Your "examples" were:
No, they were not. They were TBeholder's. If you want to dispute him, don't quote me.

"shoot down missiles"
...
Again, what does your idea actually accomplish that isn't already possible? Can you provide us with a concrete use-case?
...
And what does any of this actually accomplish that existing mechanics can not?
But at least I can answer that one while creating another example to answer the other questions. Suppose we have a 50-HP missile, a 200-HP Medium Scout (loaded with Chryssalids or whatever to make it somewhat threatening, and much less threatening with only 1-2 Chryssalids) and a 3000-HP Battleship. Unless you remove hit chance altogether and make defence undeterministic and boring, a single facility will only shoot down the missile some of the time (80% max for vanilla Fusion Balls). A 50(d5+1) 50% hit chance defence (nominal damage 4, actual damage 2-6, since AFAIR facilities also do 50-150% damage; correct me if I'm wrong about defences needing to do full damage to kill the UFO) will virtually always do about 80-180 damage, killing the missile and seriously weakening the Scout with a rare chance for a kill, but will need at least ~15 friends to have any sort of realistic chance at the Battleship. How do you replicate all of this with a single vanilla facility?

It'd also be pretty weaksauce so presumably rather cheap and fast to erect.

You can not "reliably" soften up a terror ship by applying more random damage.

Your proposal doesn't accomplish either, because dealing *random* damage is the opposite of reliable.
Yes, you can, because the randomness is different. Are you even congisant of the difference between the Irvin-Hall distribution and the uniform distribution?

As I pointed out, you are likely to either destroy it or lose the base (why do you need to "soften" up the crew in the first place? How do you deal with larger UFOs?).
Only with vanilla defences. I don't know how it's still not getting through to you, but this change will indeed not do a lot for vanilla defences and will need a considerable amount of rework.

The 'softening up' is useful because you may not have enough troops and equipment to defend against 20 aliens, but you might be okay against 8. I imagine if one was using 'brutal AI', that difference could be night and day, even. Or maybe you don't have the patience for doing an involved mission the 193rd time in a row, but could still be bothered with a cakewalk.

Larger UFOs can be delayed to later stages of the game. Until then, the 'cheap but reliable' defences can be built quicker and will work more reliably against harassing assaults. When the big ones come knocking, it's time to upgrade. Or set up crack defence squads, or whatever.

The other two cases don't show why the mechanic is needed either, since both rely on dealing max damage to the target.
No, defending against evasive but low-HP missiles relies on doing 'max hits' on target. Battleships I'll grant you, but that was never my argument in the first place.

Something that can "reliably" destroy a battleship will reliably destroy anything else you're throwing at the player.
Not a 100-evasion missile, and certainly not with the same investment of resources.

Nothing about the mechanic enables you to give the player "a choice" that wasn't possible before. I mean maybe I am missing something here, but none of your proposed use cases show why the mechanic is needed.

Again, I have yet see either of you come up with an actual concrete exmaple as to why any of this would be needed or what it would actually accomplish gameplay wise that isn't possible right now.
No, it's not 'needed'. It'd be useful, maybe. With a modder dedicated to using it.

I also notice you've conveniently skipped providing any examples I've asked for, or even arguing about my proposed mock-up scenarios, only TBeholder's, while claiming they're not actual examples for... reasons.

Either what?
That thinking there are strategic choices in the ability to build weaker but more reliably damage-dealing defences and having weak assault UFOs vs the big guns and Battleships is 'fallacious'.

That having damaged a UFO with 'lessAliensDuringBaseDefense' on leading to a different defence mission is also 'fallacious thinking'.

That it's possible to build 'shotgun' defence facilities using current mechanics.

That it's possible to build missile-killing defences that leave battleships 100% intact using current mechanics.

I've yet to see any of that, either.

Because the result of of the base defence screen is binary.
And I have already told you the base defence screen in and of itself is meaningless. The end result (of base defence) is not binary in anything but the most vanilla examples.

Nothing about the proposed mechanic changes that, nor does it actually make it "good".
No, but it does not need to. The knock-on effects in both Geoscape base building and base defence missions (if 'lessAliensDuringBaseDefense' is active) have that potential.

The issue with base defences is not that they don't go *pewpew* enough. The issue is that there is no player engagement or interactivity.
It may or may not be the issue. I don't think it's necessary to add direct interactivity to make base defences interesting - which would need so much UI work that the whole thing'd be outside the scope of OXCE anyway - and making UFO stats usable in base defence + multi-shot defences + a modder interested enough in overhauling bas defence could make in interesting. I doubt all these ingredients will come together in reality, though.

Trying to invoke vanilla and battlescape mechanics makes no sense and I already pointed that out.
Still having trouble with analogies, I see?

The point of these was that the proposal vs vanilla is similar to other OXC(E) changes in other parts of the game that are not considered problematic, more the contrary. I mean, the outcome of any single shot is also binary, you either kill the alien or you do not. :P
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: Meridian on January 11, 2024, 11:54:48 pm
I guess nobody ever used this feature, eh?

Since the beginning, no ammo was spent when a shot missed.
Fixed today.
Title: Re: [DONE][Suggestion] Base Defense Facility Ammunition
Post by: Ethereal on January 12, 2024, 10:37:43 am
I guess nobody ever used this feature, eh?

Since the beginning, no ammo was spent when a shot missed.
Fixed today.

It’s just that the stationary defense function has not yet been highly refined. It does not take into account the "shieldCapacity" of the UFO (which should also include the "shieldDamageModifier" parameter for defensive structures), as well as "avoidBonus" and "armor". In addition, it is not certain that the "raceBonus" is taken into account. This is actually why such little things as ammunition consumption go unnoticed and seem unimportant.