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RenOS

something is wrong

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joined 2023 January 06 09:29:25 UTC

				

User ID: 2051

RenOS

something is wrong

1 follower   follows 0 users   joined 2023 January 06 09:29:25 UTC

					

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User ID: 2051

I don't really mind it too much in itself. It's a question of frequency and presentation; It's annoying and stupid that it has become the default, especially so if it's not justified through fantastic elements. But it seemed relevant to the OP.

I think the only way to get persistent trade surpluses is when one country is saving in the other's currency (earning or buying their currency, and then just sitting on it).

From what I understand, Import/Export is specifically goods and services exchanged for money, so it does not include many financial instruments, such as direct investment into a foreign country or leaving your money at a foreign bank. So a country can run a long-term trade deficit indefinitely as long as it can re-capture the difference this way. Which is especially easy if you just-so happen to be the financial headquarter of the world. But yes, many countries saving in US currency is also an option.

I agree that, if anything, this implies a trade deficit is good for you.

I don't want to be mean, but there are far, far harder games than the DS series. DS is normie-hard; It's the maximum amount of hardness that you can afford while keeping most of the casual audience, and as oats says, it has multiple design decisions that allow you to get past content you consider to difficult (online co-op, single-use items, simple rushing, cheese/OP gear, or in the worst case, plain ol' grinding). Especially in co-op it's arguably quite easy.

Interestingly I have heard this is not quite as obvious as commonly assumed. While the majority may do exactly what is assumed, allegedly there is a substantial minority group that doesn't like it and thus has other practices (mostly oral).

As long as FDP, Linke + Others stay below 5% each while still adding up to almost 20% it might be enough.

I'm curious, why do you hold CoH2 in such esteem? Me and my friend group used to play both CoH1 and 2, but the main reason we switched was just that 2 had higher player numbers at the time (which is typical for newer games). At least it wasn't worse in gameplay, but imo it also wasn't better, either.

I've started playing it before our newborn came (hadn't had the chance to play it again), but my biggest problem was the immersion break on missions when suddenly dozens of mooks show up and die one after another while Arthur's crew just cuts through them like hot butter. The rest of the game is made so realistic and immersive, why did the choose to make these fighting scenes so over-the-top ridiculous like most other action games? I don't mind it as much for other action games because there it's just the way the entire world works, but for RDR2 it just seems so bizarrely out-of-place.

On XCOM 2 (well, Long War, but for both XCOM I never really played anything else), I found the opposite, if played well the stealth mechanic is extremely substantial (though I preferred the first XCOM). But I also used a whole bunch of mods, including one that made timers freeze until stealth is broken (bc that just seemed stupid except for very few exceptions).

They do now? Nice, didn't know that.

Thanks a lot for the recs. Irontower indeed seems quite interesting.

Is Indie really better in that respect? I'm currently playing Outward and enjoying the gameplay, but in terms of setting it has quite a few insufferably woke moments. Before, it was Battletech, which is also very woke. It just seems to be in the water supply at the moment.

As advice, one thing that is not explicitly banned but somewhat frowned upon and which makes people suspect a troll is writing a top-level post and then not engaging at all with the comments. You can't answer everything, but most regular people would at least be reactive for a short while after writing the OP.

I was talking about Peter who assigned something ridiculous, though now he claims he was just trolling with that one.

Yes, I agree, DCC is slowly getting a bit formulaic & morphing into a standard "rebellion against the evil empire" story, but it has subverted my expectations before, so let's see.

Sure, I have personal friends who have chosen exactly this path. And I'd maintain that unless you're elite enough to go to oxbridge or similar, you're better off going to another country altogether. The apartments/houses are lower quality while also being more expensive than comparable places on the mainland, parental money/day care subsidies suck in the UK while income isn't as high as the US to make up for it, and the areas are also generally more decayed.

We've been sick all week, and now our daycare is closed due to sickness. It's everyone, everywhere during this time.

I'm very far from a soldier, but these kind of lopsided exchanges don't really work if soldiers actually get captured in large numbers. So at least for me, it would make me feel uneasy - in the only case were I'm actually likely to be captured (when many soldiers in general are captured), I'm extremely unlikely to be traded. On top, having to face more opponents seems pretty bad, too? But I'm admittedly a more abstract thinker in many ways.

At times. The 1973 Arab Oil Embargo was pretty bad!

That's literally half a century ago. To me it honestly seems like the muslim world has by now more or less accepted the Israel-Western alliance and hasn't had appetite to punish us for it in a long, long while, and the 1973 Oil Embargo (emphasis on 1973) is just evidence in favour from my PoV. I have to admit, I'm increasingly unsure how much point there is in this argument, since we seem to interpret the same evidence very differently and our intuitions and expectations about alternative worlds are our main disagreement, and I don't see how either can convince the other here, it's not like we can just run a simulation of different scenarios.

But what are the second-order impacts of this? If other countries know that we'll sacrifice them en masse for our own interests, why would they ally with us? Is Taiwan sleeping soundly, knowing they're also 'not a treaty ally but we like them' and seeing Ukraine getting turned into the Somme? We don't even recognize that they're a country! And what are the Russians going to do in retaliation? Send assistance to our other enemies? Stir up trouble? Coup various nations in Africa? Once the war is over, a lot of Russians are going to remain very angry with us for getting their countrymen killed with our weapons. Putin will likely be replaced with a real hardliner when he dies.

I don't think Ukraine losing completely is a foregone conclusion, I was pointing out that even granting your assumptions the current war is better for us than the alternative where Ukraine gets curbstomped and de-facto incorporated because we do nothing. Likewise "I'd rather die than be drafted into the Russian Army" is a rather common sentiment for Ukrainians. I don't trust Russian stats either, there is endless stories on their side as well about questionable draftings. We can also prop up Ukraine economically more or less indefinitely, Russia has no such backing. The counteroffensive was too optimistic and much more manpower-intensive than Ukraine can afford, but I think Ukraine has still a decent chance to grind everything into a stalemate. On the issue of retaliation, I have absolutely no confidence in Putin not doing those things anyway. Again, I see a bigger chance in trying to drain him of resources than in just hoping that if we give him Ukraine on a silver plate he'll be nice.

Given that we spent the last few years building up the Ukrainian military, it would be embarrassing to give up on them. But it would be far more embarrassing to lose if we make a major effort, which we have now made. It's the difference between looking impotent and proclaiming one's impotence to the whole world. Ideally, we should've done nothing to start with, then there would be no risk of looking weak, since we never declared an interest in Ukraine. Russia demolishing Georgia didn't make us look weak, we never really tried to strengthen Georgia militarily. But now that we've pursued this loathsome path, it is hard to leave. It becomes more and more tempting to keep doubling down in a desperate hope for victory. Likewise, the Russians will keep intensifying their efforts. They've spent significant amounts of blood on this, they are becoming less and less willing to give up, their demands will increase.

Nope, it just doesn't work. Georgia is far away enough and small enough that even most Europeans genuinely don't care about it, but Ukraine is literally next door for pretty much the entire Eastern Europe, and even for Germans it's uncomfortably close to home. For us, Georgia is a "I didn't even know it's technically Europe" country, Ukraine is a "my grandma's carer is from there and I've always liked her" country. I'm pretty sure Scandinavians, especially Finns, would also care no matter what. It's mostly southwest Europe + France + UK that could possibly not care. Even if the US had never supported Ukraine, large parts of Europe would at the very least rage impotently and probably try to send aid (and remember the occasion). In your alternative world, the west would look impotent and divided, more than in this world. Even worse, it gives Europeans yet another excuse to just not help out if Taiwan ever should get attacked and try to strike a deal with China instead.

Like what? Sure, there are often disputes between countries. Yet they have oil that the West needs. We have technology they need. There are good reasons for us to get along. But if we are totally committed to supporting a state that's hated by the Arab population, that will make allying with Arab states much more complicated and risky.

And we're still getting the oil even in this world where we aid Israel. As you said there's plenty of disputes, do you want me to supply a list? There's plenty of conflicts around (not) punishing blasphemy against The Prophet, around housing "terrorists", some other land disputes... As a counter-example France vs Germany paper over their serious disputes for the most part and many of them have been de-facto forgotten, because they have free movement between them, share most values nowadays anyway and overall cooperate on many issues. On the other hand it's the anti-west hardliners that dictate the tone in the middle east because their culture is already slanted that way and the large value difference causes a lack of sympathy. There is always two different effects to letting a any power do what it wants; On one side, if there's mutual sympathy they may be grateful. On the other side, without mutual sympathy they will interpret the lack of resistance as weakness. With the middle eastern powers I have much less confidence in the first than the latter.

They're being blown to smithereens. Ukraine has already taken WW1-tier numbers of amputations, their casualties and death toll must be horrific, contra the rosy casualty reports from Western intelligence and media. After lying through Iraq and Afghanistan, I don't trust these people if they say things are going well. Ukraine infamously tried to draft a man with no hands six months back: https://www.economist.com/europe/2023/02/26/ukraine-finds-stepping-up-mobilisation-is-not-so-easy. You can see many videos of men running from draft officials, being dragged into cars. This is an army desperate for more manpower - presumably much of it has already been lost. We'll look weak and foolish once they lose. We'll be sending the message to China that if there are temporary reverses at the start of the war, all you need to do is buckle down, mobilize more men and fight on to victory.

Yes_chad.jpg. What did you expect of the war? After a takeover any able-bodied Ukraine is a potential russian conscript. At the risk of sounding maximally cynical, if we consider Ukraine losing a foregone conclusion, we ideally want to take in as many Ukrainian refugees as possible, and otherwise maximum casualties on both sides. In terms of the ammo and other military resources we send them, I don't think they're as valuable to us as you make them out to be; The west is mainly inhibited by a lack of will when it comes to war, not resources or economy. If we want to create them faster, we have a lot of slack to build up the respective industry. On the other hand, Russia is constrained in terms of economy, and they're also burning through a lot of resources (just as manpower). In addition, the war has greatly increased the willingness of Europe in particular to fight. Even left-leaning former pacifists I know are talking about how we need to spend more on the military nowadays, it's nuts. And this is Germany. If Russia starts to make serious gains again I wouldn't be surprised if Ukraine's direct neighbours, especially Poland, would start to send their own army after all, independent of what the rest of the west wants. Russia may win the Ukraine war after a drawn-out conflict, but they will have lost a lot of manpower and military stockpiles in the process while Europe will be in an increased state of military readiness.

Just think about the alternative: Since we send no aid, Ukraine crumbles relatively fast. Any attempts at guerilla warfare or resistance is met with the punishment of Ukrainian civilians. The Ukrainian military gets absorbed into the Russian military. Russia itself has minimal losses in terms of manpower and military stockpiles compared to our world. Europe has almost no time to build up any military and, due to the way propaganda works, the willingness to build the military up will be much lower. How is that world better than ours? If I were in Putin's - or Xi's - shoes, I'd see that as a clear sign that the west is weak and would immediately try to see how much more I can get away with.

Not the OP, but "none for the moment" is always a possible answer.

Re: Armor, shields and point defense, the way I'm thinking about it is drawn more from what I know about modern naval combat, and the idea is that no defense is particularly good. The best defense is not to get shot at. Failing that, the defenses are there to make the best of a bad situation, and they all come with significant drawbacks. Armor's too heavy, and I just made a big post about various options for making shields less First-Order-Optimal and more of a specialized, situational defense.

Tbh, while the Three-Body-Problem book series includes a lot of silliness, I think it's right that the most reasonable extrapolation of modern combat into future combat is an ever-widening gap in favour of offense, until almost all war is just shooting at all stars in the general vicinity of any signal you notice, with the purpose of blowing them up and eradicating all life in the system. So in a sense, I may even argue that I'm not just agreeing, I think you're not going far enough. But in games, realism is a tertiary concern for me; Imo, internal consistency is the most important (which admittedly some also call realism, which annoys me to no end) and balancing/variety of gameplay is the second most important.

My main issue is that if you want people to bother with defenses, you need to make them worth it. If armor is just too heavy people just won't run it, if shields build up heat and also depletes easily, people will preferably spend their heat budget on nothing but beam weapons. In the real world people bother even with sub-par armor because they only have one life, but in my experience it just doesn't really work in games. Even if you force them into running some defense, if it's strictly and significantly inferior to offense they will almost entirely ignore it, and for good reason - in which case most game design paradigms will tell you to forgo the mechanic and instead focus your efforts on the mechanics that matters. So if you want such a system, I'd recommend to not really bother with different defense designs, just give ships/components armour and health points and call it a day, spend your effort on weaponry, detection and its interception, hitting and dodging, there are enough other concepts. Most gameplay will then center around positioning as you say, since actual combat will usually be over in seconds.

I'd disagree. PD cannons, whether chemical or railgun, have a basic problem: they use small guns with lower velocities and shorter effective ranges to engage projectiles closing at very high speed. Pushing the engagement distance out as far as possible is very beneficial, but the further out you go, the more you need to compensate for lack of effective accuracy against a moving target with sheer volume of fire. This means your PD guns are probably better off firing very inefficiently in pursuit of marginal increases in effectiveness, because there's no point preserving ammo if the ship gets cut in half by a torpedo. I'd say PD guns should absolutely be limited by ammo, heat, capacitors, whatever other mechanics seem appropriate; fire efficiency is not really something they can afford.

You probably know more about it than me, but I'm not sure this basic logic holds up in ultra-high (sight) range combat such as space combat. If you can see the projectiles coming for quite some time before impact, and they have very limited capability of swerving once they're at high speed, even relatively low velocity bullets may have a decent chance to hit them. If ~10-100 bullets are on average enough to hit a rocket and each bullet is so small that the rocket takes up 1k+ times as much space as a single bullet, PD will naturally have a very good fire efficiency even without prioritising it deliberately. Though if the projectile doesn't include an explosive component, such a PD will probably not have enough kinetic energy to actually do anything.

Sorry for the late response. I have some experience with modding games, though I tend towards mainly balancing & adding smaller new functionalities and not total overhauls like this.

I’m also not sure whether this is the advice you're looking for, but as a general design choice I think it you maximize rich gameplay by using rock-paper-scissor systems and limited use items that can negate advantages with a strong emphasis on combined arms, and that can be risky but possible to be circumvented with skill. My favorite example - not scifi - is anti-tank encampments that shoot any tank to scraps in seconds, but that have middling reloading times and atrocious turning speed and so can still be routed with 3+ fast tanks if you plan a good approach. But if the same anti-tank encampment is properly supported with scouting, that approach is unlikely to work. But the scouting can be circumvented by limited-use smoke bombs … and so on.

I'm normally against one of the weapon categories being the ultimate in any circumstance such as high tech beam weapon supremacy. But with a RPS/limited use counter item system in place, you can have some weapons at a premium while still keeping the other viable. And the key to that is obviously armor/shields/point defense. In my game, all three would work in general, but armor would be especially good against railguns, shields against beam weapons (for theses two it can be vice versa as well), and point defense obviously against missiles, and to such a degree that even if beam weapons are better pound-for-pound at late tech, shields would be so good against them that you more or less have to pack the other categories to get around them. Since thus both attack and defence are strongly related, I’ll further talk about both concurrently. I don't think it makes sense to talk about weapons without also mentioning the defenses they try to get around.

You already mentioned many possible ways for the guns to function differently, so I'll only add a little bit to that. Railguns should be exceptionally good at causing specific component damage but cause low hull/structural damage, missiles cause large-scale hull/structural damage, while beam weapons cause less than either but also cause heat damage. Railguns recoil means that need to be mounted in a fixed position and so have a limited cone of fire, Beam Weapon cones are primarily limited by the position and size of the ship they're mounted on and Missiles can move on their own so they can go wherever they want. Likewise, armor would be primarily like an extra healthbar that gets slowly used up during the fight, and so it is very strong against alpha strikes but increasingly useless in long engagements. Shields would regenerate fast enough against slow rates of fire to be significant but they can still be depleted, so they are average against either. Point defense are the most extreme, they don't get depleted at all (even if you include an ammo system, point defense ammo should use up so little space as to be effectively endless). But you need a full gun per single projectile in a salvo, so they are strong against drawn-out engagements but bad against alpha-strikes. This already has many other implications, such as shields being better on larger ships (because the regen is harder to nullify through focused fire) or beam weapons being better on smaller ships (as they can get >180° cones). Armor and PD could similarly have directionality. A dedicated pursuit ship with extreme forward speed, forward-facing weaponry and armor but helpless if intercepted at an angle can be quite interesting for example. In general directionality and weapon cones add lots of variety and potential for outplaying.

So let's move on to heat. Heat should be a build-up bar that causes increasing damage at thresholds - mainly component damage at first, then organic staff if you model that, then eventually even structural damage. As you mentioned yourself, beam weapons should build up the most heat. Imo the same should go for shields; There is no reason for Armor to build up heat, and pd should build up less than beam weapons/shields. Every ship has a base dissipation and can set up cooling/radiating components, but these have diminishing returns as there should be only a limited number of good locations on any ship for such components.

So what gameplay would this add up to? Let's look at for example engagement length. A short engagement ship (let’s call that a Fighter) may be small, have lots of armor, and it can afford to run lots of beam weapons with minimal cooling (but should also run other weapons, especially missiles as they are naturally good at alpha strikes). It can have very high effective stats with very high manoeuvrability at the cost of not a lot of endurance and needing support/repair between fights. A long engagement ship (let’s call that a Patrol Ship) may be large with lots of shielding and pd with good cooling components, and primarily run railguns as offense on the broadside since it neither uses up ammo fast nor build up additional heat and a mix of support missiles and maybe some beam weapons on the backside (the former to support the broadside, the latter in case an enemy ship gets around). It can keep on going even through multiple fights at the cost of a weakness to dedicated alpha strikes, limited offensive capabilities and being generally more direction-dependent. You can also design an Hit-and-Run Anti-Fighter ship with Shields/PD + Beam Weapons/Missiles, but it would struggle with heat management, or design an Anti-Patrol Ship with Armor + Railgun, but that would have the opposite problem of not appropriately taking advantage of its heat pool (and thus having on-net worse stats overall).

At last, limited use items/actions. As mentioned, they should be mainly used to patch up weaknesses and should be designed for that purpose. For example, the Patrol Ship struggles with alpha strikes and may want to run some kind of smoke-like effect or a short-term shield overload that needs to be timed right. If the opponent just does an instant alpha strike that is easy, but any good opponent will try to start a "fake" alpha strike to get you to use up the ability and then attack in earnest. It's very important for these to be low investment and not too strong however, otherwise negating weaknesses becomes trivial.

So to recap all three elements I talked about add up to increasingly complex gameplay:

  1. Having all components be intrinsically different means that for any dedicated role, there is a unique mix that fulfils that role best
  2. The RPS system then ensures that none of the ships is strictly best, and furthermore opens up categories of Anti-X ships that are good at specifically beating specific categories while being bad at any other dedicated role
  3. The Limited-Use Actions/Items even the field in unfavored match-up, allow for more skill expression and thus reduce the common situation where fights are decided before they start - but since they are, well, limited, it’s still important to position yourself so that you only start fight where you have an advantage

Since you already were talking about the first - intrinsically different dynamics of the weapons - I guess I'm especially arguing in favor of 2. and 3. . You don’t even need a long list of weapon subcategories, and in fact I’d postpone that to later and instead concentrate on making the key trifecta solidly balanced. More variety of low-investment, low-effect Limited-Use items/actions can also be a good way of adding some complexity without screwing up the balance too much.

a system of asymetric information warfare

A pet idea of mine that I have literally never seen implemented in a game and that I still wish to implement at some point myself is the idea of location-based information and information propagation. For example in space warfare, if ships can travel at say 1/2x the speed of light and information travels at the speed of light, and you send out scouts towards an enemy that you suspect is coming towards you, then you can only "see" the opponents at 1/2x of the distance between you and where the scout found them, not the moment the scout finds them. And as you move yourself across the map, you will get more recent knowledge of some parts of the map while the knowledge of other parts gets increasingly outdated to the point that if you still have troops beyond just scouts there they're de-facto on their own and can't meaningfully be supported in time.

Though admittedly such a system makes the most sense in a (historic) 4x games, since I think the speed by which information travelled is a big part of why kingdoms tended to break down beyond a certain size and why capitals tend to be in certain places that is just entirely missing from contemporary 4x games.

Unconditional agree, half of my posts that landed in the AAQCs are part of a chain of me arguing with someone and read embarrassingly combative and/or pompous bc I got pissed at some point. If only I could sneakily revise them beforehand...

Thanks. No, this is one of those foreigner-guessing-the-written-from-the-sound things that always seems to go wrong in english.