View Revisions: Issue #21279

Summary 0021279: What Is metal?
Revision Jun 6, 2019 10:36 am by MatthewYCR
Description https://docs.google.com/document/d/108hBRHf3viOgyIS-Wp6l9bBMWPqsjkS1uUjNKrv-2CM/

This is a Direct response to this document

So I thought I'd straighten what my thoughts are on each resource of the game, especially metal in AI war.

The player has 3 main resources in the game, but each of those resources represents a different aspect of game, It's actually impossible to remove any of these resources without completely changing the entire premise of the game, removing any of these resources directly merely hands over control of that resource to another entirely different region of the game. I can give direct examples for each. But first, lets establish those 3 resources. 2 are straightforward, the last is a conglomeration.

Metal
Energy
Tech - This represents the player's access to all ships in the game, researching mark 2 increases your tech, getting a new flagship would come under tech, etc.

And what each of these resources represent

Metal - Time
Energy - Choice
Tech - Potential

So what IS metal. Well, metal represents how much "time" the player has stockpiled. Metal is used to repair and build ships. Consider the result of the player losing all his ships in an attack.

Now the AI is sending a wave after the attack.

The player at this point can rebuild his entire fleet... for all his metal. If the player didn't have a reserve of metal, he could still rebuild his fleet, it would take longer and might not make it in time.

Essentually you could also say that the metal the player has stockpiled, is essentually a backup fleet of troops waiting to be deployed.

So what happens if we removed metal?

The "Time" Aspect would not disappear, instead it would move the strain onto "build time". How long does it take me to get my fleet back? If the answer is that the AI would destroy you before you can rebuild your fleet. Then the strain moves directly onto the player's fleet. Forcing them to either

A. Retreat early, prevent losses from occuring so it takes less time to rebuild the fleet
B. Send less ships, as it lowers the rebuild time, since there's less ships to rebuild.

Remove Build time (ships now respawn instantly from the flagship), then the time aspect moves to "how long does it take for my flagship to fly back". You can keep doing this, until AI war no longer even looks like AI war anymore.

Point of the matter is. Metal isn't influenced by energy or tech, it's a resource that's fairly... base and unique. Its probably the resource that functions most like other RTS's, but unlike others, there's no confusion. (Wc3 Gold and Lumber are similar resources functionally)

My personal opinion on Metal is, it gives a lot of freedom to the player, well, at least in AI war 1.
~ As long as Metal is increasing, the player's position is not deteriorating, he's getting an advantage by the second, so sitting idly by, letting time pass, thinking about his next move.
   You don't get punished as long as metal is increasing.
~ If metal is maxed, then the AI's position is improving. The player is now officially burning resources and not doing anything. If he isn't doing anything AT THIS POINT, then he's
   wasting his time, letting the AI get better. There's always a reason to do nothing, until this happens, In this way, AI war 1 is kind to new players.
~ Mercenaries are a neutral grey zone - So expensive that player isn't really improving. AI progression increases by as much as the player normally gets out of this
   (don't forget, we're using AI war 1 logic here)

Whilst this is the main point, I thought i'd go over the others

I wanted to go over energy first, but I realised I couldn't do that without going over Tech First

What is Tech?

Tech Limits the actions the player can take to a cap. When one asks, is X possible, it normally depends on the player's tech. No matter how much time the player has, the player's starting force cannot beat the AI Home System. This is due to the clever limitations in the game. Metal can only get you so far.

In most games, 'Metal' would also double as 'potential'. As the largest possible army in most games purely depends on your resource production.

Not in AI war. In AI war, these 2 don't represent the same thing at all. Time is important, but when time required = infinity. you can't progress. A lot of the game's premise and actions are based on maxing out your potential, and using it effectively. "The game of chess" we all love. However, it always takes time to reach your potential if your game is an RTS. So in some way, shape or form, metal is always funding our potential.

Deep.

So, Finally, What is Energy?

Energy is Choice. All decision related to energy are based upon what the player would rather have.

Does the player use mark 1 ships, or attempt a tower push to defeat the enemy, he can't afford both
Does the player compromise his defences to max out his potential (Eco Command)
Does the player sacrifice time itself to increase his potential (Energy converter)

It's all about what the player values most at any one time, its not generated over time, like metal, and its ever changing, sometimes you need defence, sometimes you need offence. Vastly different from Tech, which never goes backwards.

So I personally think the game benefits from all 3 things.

If Energy Is removed - Choice = Potential, removing reactive decision making
Tech - Now we have a generic RTS, don't we?
Metal - Went over it already. Its impossible to remove Time. Time and Space are the base of everything, aren't they?
Revision Jun 6, 2019 10:27 am by MatthewYCR
Description https://docs.google.com/document/d/108hBRHf3viOgyIS-Wp6l9bBMWPqsjkS1uUjNKrv-2CM/

This is a Direct response to this document

So I thought I'd straighten what my thoughts are on each resource of the game, especially metal in AI war.

The player has 3 main resources in the game, but each of those resources represents a different aspect of game, It's actually impossible to remove any of these resources without completely changing the entire premise of the game, removing any of these resources directly merely hands over control of that resource to another entirely different region of the game. I can give direct examples for each. But first, lets establish those 3 resources. 2 are straightforward, the last is a conglomeration.

Metal
Energy
Tech - This represents the player's access to all ships in the game, researching mark 2 increases your tech, getting a new flagship would come under tech, etc.

And what each of these resources represent

Metal - Time
Energy - Choice
Tech - Potential

So what IS metal. Well, metal represents how much "time" the player has stockpiled. Metal is used to repair and build ships. Consider the result of the player losing all his ships in an attack.

Now the AI is sending a wave after the attack.

The player at this point can rebuild his entire fleet... for all his metal. If the player didn't have a reserve of metal, he could still rebuild his fleet, it would take longer and might not make it in time.

Essentually you could also say that the metal the player has stockpiled, is essentually a backup fleet of troops waiting to be deployed.

So what happens if we removed metal?

The "Time" Aspect would not disappear, instead it would move the strain onto "build time". How long does it take me to get my fleet back? If the answer is that the AI would destroy you before you can rebuild your fleet. Then the strain moves directly onto the player's fleet. Forcing them to either

A. Retreat early, prevent losses from occuring so it takes less time to rebuild the fleet
B. Send less ships, as it lowers the rebuild time, since there's less ships to rebuild.

Remove Build time (ships now respawn instantly from the flagship), then the time aspect moves to "how long does it take for my flagship to fly back". You can keep doing this, until AI war no longer even looks like AI war anymore.

Point of the matter is. Metal isn't influenced by energy or tech, it's a resource that's fairly... base and unique. Its probably the resource that functions most like other RTS's, but unlike others, there's no confusion. (Wc3 Gold and Lumber are similar resources functionally)

My personal opinion on Metal is, it gives a lot of freedom to the player, well, at least in AI war 1.
~ As long as Metal is increasing, the player's position is not deteriorating, he's getting an advantage by the second, so sitting idly by, letting time pass, thinking about his next move.
   You don't get punished as long as metal is increasing.
~ If metal is maxed, then the AI's position is improving. The player is now officially burning resources and not doing anything. If he isn't doing anything AT THIS POINT, then he's
   wasting his time, letting the AI get better. There's always a reason to do nothing, until this happens, In this way, AI war 1 is kind to new players.
~ Mercenaries are a neutral grey zone - So expensive that player isn't really improving. AI progressing increases by as much as the player normally gets out of this
   (don't forget, we're using AI war 1 logic here)

Whilst this is the main point, I thought i'd go over the others

I wanted to go over energy first, but I realised I couldn't do that without going over Tech First

What is Tech?

Tech Limits the actions the player can take to a cap. When one asks, is X possible, it normally depends on the player's tech. No matter how much time the player has, the player's starting force cannot beat the AI Home System. This is due to the clever limitations in the game. Metal can only get you so far.

In most games, 'Metal' would also double as 'potential'. As the largest possible army in most games purely depends on your resource production.

Not in AI war. In AI war, these 2 don't represent the same thing at all. Time is important, but when time required = infinity. you can't progress. A lot of the game's premise and actions are based on maxing out your potential, and using it effectively. "The game of chess" we all love. However, it always takes time to reach your potential if your game is an RTS. So in some way, shape or form, metal is always funding our potential.

Deep.

So, Finally, What is Energy?

Energy is Choice. All decision related to energy are based upon what the player would rather have.

Does the player use mark 1 ships, or attempt a tower push to defeat the enemy, he can't afford both
Does the player compromise his defences to max out his potential (Eco Command)
Does the player sacrifice time itself to increase his potential (Energy converter)

It's all about what the player values most at any one time, its not generated over time, like metal, and its ever changing, sometimes you need defence, sometimes you need offence. Vastly different from Tech, which never goes backwards.

So I personally think the game benefits from all 3 things.

If Energy Is removed - Choice = Potential, removing reactive decision making
Tech - Now we have a generic RTS, don't we?
Metal - Went over it already. Its impossible to remove Time. Time and Space are the base of everything, aren't they?