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I was halfway through a post on another thread about balance between big and small ships when I came to an interesting realization that might have been obvious to some of you, but wasn't to me, and that is the connection between use of fighters in battle and AI.
There's a lot going on here, so bear with me. I'll start by listing some assumptions I'm making about what players desire the game to look like, then I'll talk about what the *perceived* obstacles from Starmade resembling that game and what the *actual* obstacles are, as I see it, because it's not completely intuitive. This is going to be long. Sorry.
Assumption One: Players desire mixed-size fleet battles
What I mean by this is that an ideal battle in might look like something out of the Homeworld series or Battlestar Galactica: groups of spaceships of different sizes fight each other, with different ships of different relative size and power level. A larger spaceship is, all things being equal, a more effective spaceship than a smaller spaceship for most purposes. However, if the larger spaceship was better in all cases, why would there even be smaller ships?
So: What people want is there to be a reason for having small ships, but also for large ships to be fewer in number and more dangerous than small ships.
Assumption Two: Players desire mixed-role fleet battles
AKA "All things should not be equal"
In the above assumption, I stated that "all things being equal" a larger ship should beat a smaller ship. However, from what I have noticed in discussions, people's general goal is that large ships are vulnerable to smaller bombers (ie, highly-specialized small ships) not to, say, small scout ships or small harvesters or even small space superiority fighters. So what people want is the option to allow specialization in their spaceships at some cost. For example, in order for a small ship to be able to do credible damage to a large ship, it must sacrifice speed, durability, or weapons that can plausibly hit fast-moving small targets.
So: People want smaller ships that are purpose-built to damage larger ships to be able to do so, even though that would result in a less-versatile or well-rounded spaceship (such as a bomber or ion cannon frigate from Homeworld).
Assumption Three: Players want larger ships to be more difficult to obtain than smaller ships
One big problem in the game as it stands is that there is no real bar to having a larger ship except that it takes more patience to build. It is trivially easy on most servers to acquire the credits or blocks needed to crank out a titan early on if you know what you are doing. In most people's ideal game, as far as I can tell, the increased strength and versatility of a large spaceship is in part countered by the increased difficuly in obtaining such a ship and the increased cost in losing it. This means that it would be risky to field your titan if you know you can't replace it (and if you can afford to replace it, why don't you cut out the middleman and buy another? Which puts you right back to square one--if you lose one, you can't replace it). It also means that if you can take out an opposing faction's capital ship, you have achieved a significant victory and can pat yourself on the back.
So: People want more powerful ships to be balanced by higher cost, and for there to be economic tradeoffs (for 1 destroyer I could get 10 bombers, for example)
Assumption Four: Players want their own individual actions to be meaningful
AKA "Everyone wants to be the hero"
There's a reason that, most of the time if two players work together, most of the time each one flies their own ship rather than having one player be in the core and another in a computer. Everyone wants their own, personal actions to be critical to the outcome of the battle, and not feel like one more grunt in a war that is too big for them to understand or influence. This is also why most players like to fly in the largest ship they can get their hands on: because they want to be the one who makes the difference.
HOWEVER, this comes with a very large caveat: I only mean that most of the time, most people want to be the the guy flying the big, powerful ship. I personally have a lot of fun controlling a turret on a larger ship flown by a buddy. But, even then, I always pick the biggest turret on the ship and let the BOBBY AI handle the point defense. Cooperative flight of larger ships should be taken into account in the final vision of the game.
Conclusion One: A Functional AI is necessary to allow for swarms of fighters
One issue when people discuss balance is they compare one ship to one other ship. "This titan can generate shields faster than that fighter can do damage! Shields are OP." And that's true--fighters, even damage-specialized ones, currently cannot plausibly harm capital ships.
But maybe they shouldn't be able to by themselves. In most people's imaginations, it is a swarm of bombers that takes down a dreadnaught, not a single bomber challenging the titan and winning. The combined mass of a titan and a horde of bombers have comparable DPS presently, and would be a really interesting battle to take part in, but, presently, it can't happen. The reason for this is that you would need a group of dozens or hundreds of players able to sign in at the same time, in the same faction, and each willing to only fly a measly bomber and not show up to the party in their biggest ship they personally own.
So, in my opinion, the factor fundamentally limiting the usefulness of fighters is not so much math currently (except perhaps some easily-tweakable numbers here and there) but the lack of finding hundreds of pilots willing to be redshirts in someone else's story.
This problem is nullified if a practical ship-controlling AI is implemented. If you, from a carrier, are able to give commands to a large group of bombers (attack that titan, attack that turret, return to the carrier, etc.) then we get the swarms of strikecraft we all want without having to play the game as an extra. Until we have AI, we'll still be dealing with trying to balance unrealistic, 1 on 1 scenarios.
Conclusion Two: Carrier-based respawn points are necessary to allow for PC-controlled fighters
"But Yetimania," you say, "I want to be a fighter jocky in space! I want to fly a fighter and shoot down those bombers, or be the pilot behind the critical bombing run that cripples the capital ship's main turret!" Of course you do. So do I. Just as its unrealistic to expect dozens of people to want to do this in any battle, its also unrealistic to expect everyone to want to be in control of a slow, clumsy, juggernaut.
You should be able to expect the ability to fly a fighter in a large ship engagement. And you should be able to expect the ability to be effective. But you shouldn't expect to survive it.
In Star Wars, a bunch of X-wings destroy the Death Star. It's awesome. Everyone wants to be Luke Skywalker.
Nobody wants to be one of the nameless pilots killed along the way. If you can be taken out of a battle because a point defense turret so much as glances at you, you're not going to have fun. The solution to this is to allow PlexUndeathinators to be placed on spaceships, giving people the option to have two respawn points set: one on a ship, one on a planet/starbase. If the ship is still intact, you respawn on the ship (and can hop into another fighter and fly back into the fray). If the ship is destroyed, you respawn instead back at home, not floating in an endless void.
Respawning fighter pilots allows people to have fun piloting a fighter for the whole battle, and not just until some turret takes you out. And if you're on the carrier and there's no fighters left onboard, a)your opponents have achieved a meaningful victory in annhilating their enemy's fighter screen, and b)you can hop into a crew position on the carrier, like a turret or weapons computer, and still take part in the battle, just not necessarily in your favourite way.
Conclusion Three: A functional economy is necessary to fully balance larger spaceships
Because why show up with a cap ship and ten fighters when you can show up with eleven cap ships? In Homeworld, Battlestar Galactica, Star Wars, and any other sci-fi series you can name, you can sure bet that barring any economic or logistic restraints whatsoever, they'd make every spaceship a Battlecruiser, Battlestar, or Star Destroyer, respectively. The tradeoff should be between one large ship and many small ships (or something in between), not between many small ships and many large ships or one small ship and one large ship.
There's a lot going on here, so bear with me. I'll start by listing some assumptions I'm making about what players desire the game to look like, then I'll talk about what the *perceived* obstacles from Starmade resembling that game and what the *actual* obstacles are, as I see it, because it's not completely intuitive. This is going to be long. Sorry.
Assumption One: Players desire mixed-size fleet battles
What I mean by this is that an ideal battle in might look like something out of the Homeworld series or Battlestar Galactica: groups of spaceships of different sizes fight each other, with different ships of different relative size and power level. A larger spaceship is, all things being equal, a more effective spaceship than a smaller spaceship for most purposes. However, if the larger spaceship was better in all cases, why would there even be smaller ships?
So: What people want is there to be a reason for having small ships, but also for large ships to be fewer in number and more dangerous than small ships.
Assumption Two: Players desire mixed-role fleet battles
AKA "All things should not be equal"
In the above assumption, I stated that "all things being equal" a larger ship should beat a smaller ship. However, from what I have noticed in discussions, people's general goal is that large ships are vulnerable to smaller bombers (ie, highly-specialized small ships) not to, say, small scout ships or small harvesters or even small space superiority fighters. So what people want is the option to allow specialization in their spaceships at some cost. For example, in order for a small ship to be able to do credible damage to a large ship, it must sacrifice speed, durability, or weapons that can plausibly hit fast-moving small targets.
So: People want smaller ships that are purpose-built to damage larger ships to be able to do so, even though that would result in a less-versatile or well-rounded spaceship (such as a bomber or ion cannon frigate from Homeworld).
Assumption Three: Players want larger ships to be more difficult to obtain than smaller ships
One big problem in the game as it stands is that there is no real bar to having a larger ship except that it takes more patience to build. It is trivially easy on most servers to acquire the credits or blocks needed to crank out a titan early on if you know what you are doing. In most people's ideal game, as far as I can tell, the increased strength and versatility of a large spaceship is in part countered by the increased difficuly in obtaining such a ship and the increased cost in losing it. This means that it would be risky to field your titan if you know you can't replace it (and if you can afford to replace it, why don't you cut out the middleman and buy another? Which puts you right back to square one--if you lose one, you can't replace it). It also means that if you can take out an opposing faction's capital ship, you have achieved a significant victory and can pat yourself on the back.
So: People want more powerful ships to be balanced by higher cost, and for there to be economic tradeoffs (for 1 destroyer I could get 10 bombers, for example)
Assumption Four: Players want their own individual actions to be meaningful
AKA "Everyone wants to be the hero"
There's a reason that, most of the time if two players work together, most of the time each one flies their own ship rather than having one player be in the core and another in a computer. Everyone wants their own, personal actions to be critical to the outcome of the battle, and not feel like one more grunt in a war that is too big for them to understand or influence. This is also why most players like to fly in the largest ship they can get their hands on: because they want to be the one who makes the difference.
HOWEVER, this comes with a very large caveat: I only mean that most of the time, most people want to be the the guy flying the big, powerful ship. I personally have a lot of fun controlling a turret on a larger ship flown by a buddy. But, even then, I always pick the biggest turret on the ship and let the BOBBY AI handle the point defense. Cooperative flight of larger ships should be taken into account in the final vision of the game.
Conclusion One: A Functional AI is necessary to allow for swarms of fighters
One issue when people discuss balance is they compare one ship to one other ship. "This titan can generate shields faster than that fighter can do damage! Shields are OP." And that's true--fighters, even damage-specialized ones, currently cannot plausibly harm capital ships.
But maybe they shouldn't be able to by themselves. In most people's imaginations, it is a swarm of bombers that takes down a dreadnaught, not a single bomber challenging the titan and winning. The combined mass of a titan and a horde of bombers have comparable DPS presently, and would be a really interesting battle to take part in, but, presently, it can't happen. The reason for this is that you would need a group of dozens or hundreds of players able to sign in at the same time, in the same faction, and each willing to only fly a measly bomber and not show up to the party in their biggest ship they personally own.
So, in my opinion, the factor fundamentally limiting the usefulness of fighters is not so much math currently (except perhaps some easily-tweakable numbers here and there) but the lack of finding hundreds of pilots willing to be redshirts in someone else's story.
This problem is nullified if a practical ship-controlling AI is implemented. If you, from a carrier, are able to give commands to a large group of bombers (attack that titan, attack that turret, return to the carrier, etc.) then we get the swarms of strikecraft we all want without having to play the game as an extra. Until we have AI, we'll still be dealing with trying to balance unrealistic, 1 on 1 scenarios.
Conclusion Two: Carrier-based respawn points are necessary to allow for PC-controlled fighters
"But Yetimania," you say, "I want to be a fighter jocky in space! I want to fly a fighter and shoot down those bombers, or be the pilot behind the critical bombing run that cripples the capital ship's main turret!" Of course you do. So do I. Just as its unrealistic to expect dozens of people to want to do this in any battle, its also unrealistic to expect everyone to want to be in control of a slow, clumsy, juggernaut.
You should be able to expect the ability to fly a fighter in a large ship engagement. And you should be able to expect the ability to be effective. But you shouldn't expect to survive it.
In Star Wars, a bunch of X-wings destroy the Death Star. It's awesome. Everyone wants to be Luke Skywalker.
Nobody wants to be one of the nameless pilots killed along the way. If you can be taken out of a battle because a point defense turret so much as glances at you, you're not going to have fun. The solution to this is to allow PlexUndeathinators to be placed on spaceships, giving people the option to have two respawn points set: one on a ship, one on a planet/starbase. If the ship is still intact, you respawn on the ship (and can hop into another fighter and fly back into the fray). If the ship is destroyed, you respawn instead back at home, not floating in an endless void.
Respawning fighter pilots allows people to have fun piloting a fighter for the whole battle, and not just until some turret takes you out. And if you're on the carrier and there's no fighters left onboard, a)your opponents have achieved a meaningful victory in annhilating their enemy's fighter screen, and b)you can hop into a crew position on the carrier, like a turret or weapons computer, and still take part in the battle, just not necessarily in your favourite way.
Conclusion Three: A functional economy is necessary to fully balance larger spaceships
Because why show up with a cap ship and ten fighters when you can show up with eleven cap ships? In Homeworld, Battlestar Galactica, Star Wars, and any other sci-fi series you can name, you can sure bet that barring any economic or logistic restraints whatsoever, they'd make every spaceship a Battlecruiser, Battlestar, or Star Destroyer, respectively. The tradeoff should be between one large ship and many small ships (or something in between), not between many small ships and many large ships or one small ship and one large ship.