Retreat and game balance

So I was reading through the 200 threads complaining about the annoyance of ships running away, and I decided that the 200 threads weren't enough and that I needed to add my own.

So why are retreats in Sins so annoying?  I thought about other RTS when I considered this question.  In most RTS, when someone decides to escape from a battle, this usually means that the slower units are abandoned, while the medium and fast units stand a decent chance of getting away intact.  On the other hand, the opponent can decide to give chase for as long as he wants too, and until the routed party reaches the base or significant reinforcement, they also stand a decent chance of destroying the escaping force.  On the escaper's side, he must determine how much force to sacrifice as diversion to cover the retreat, while on the pursuer's side, he must determine how far to give chase and risk entry into enemy territory or even an ambush.  These considerations are both fluid: both commander can alter their course at any time, making it tactically interesting.

While this is the same in principle in Sins, there are a few factors that significantly alter how this works.

Firstly, apart from the scouts and the capitals, the ship speed in Sins are relatively uniform, and there is not a lot of different possibilities on how to retreat and how to give chase.  And since a fleet tend to retreat all at once, it also becomes risky not to pursue in full strength.  As such you either order all of them to run/chase or none.

Secondly, even when there are stragglers left behind, shield mitigation means that they have a disproportional survivability against heavy enemy fire.  This is contradictory to the common sense that retreating force is at their most vulnerable.

Thirdly, since repair and shield regeneration is continuous, the lull before and after phase jump extend both the pursuer's and the retreat's health.  Slight as it may be, this definitely help the retreat much more than it helps the pursuer.

Lastly, due to the planets and phase lanes, the battlefield in Sins heavily segmented.  What this means is that on a retreat, there are a number of natural bottlenecks.  Whenever a retreating party reaches a phase lane, the pursuer must either give up the chase or make a commitment to continue the chase.  If he choose to give chase, he's commiting to spending the antimatter, losing 20 seconds or much longer of control over his fleet, and risking entry into a planet he probably has no intel about -- a very substantial commitment indeed.

Taken all at once, these factors strongly discourages pursuit and tips the balance heavily in the retreat's favor, and I think this is what makes retreats so frustrating to the pursuers.

But -- ahem, I think I'm already getting off my own topic here -- the last point is worth more discussion.  The great majority of strategy games work either on a "field" system, where forces move freely on the map, as in most RTS, or a "node" system, where forces hop between points, as in Risk and first generation Total War series.  Both of these systems are pretty intuitive.  In a node system, if you move an army into enemy territory, you expect to be confronted by the full force stationed there, so sneaking pass an enemy entrenchment is impossible.  But on a field system, if you manage to sneak an army right pass the enemy, everyone think you're uber l33t and nobody argues about it.  The thing with Sins is that it's a hybrid; and a very confusing hybrid.  So when a whole fleet phases to your heavily fortified planet, and then phases out to another adjacent planet without suffering heavy damage -- a very possible scenario -- you think WTF, the game is imbalanced

So what's my point, you ask?  Well I'm not sure if I had one.  It was just interesting to think about.  I'm not arguing for any specific changes to the game balance, but I think the Sins Enhancement mod's 20degree phase angle is a move in the right direction.  It might also be nice to have the gravity wells enlarged and the phase lanes shortened thus emulating the "field" more.  Alternatively we could also shrink the gravity wells and make phase charge up significantly longer, thus emulating the "node", but that's less fun IMO.
8,033 views 15 replies
Reply #1 Top
Well in my opinion, the only thing that needs to be done is to increase the size of the area affected by the PJI to the entire gravity well and increase its power or allow multiples to stack. Definitly though the PJI needs to cover the whole gravity well with no exception. Also the range on turrets could be increased as well. I'm not talking damage here, just range.
Reply #2 Top
I agree - it's too much of a cat and mouse game in the lategame. Although this is fun, it gets kindof old. PJI definitely needs improvement - if it's a cat and mouse game, then the mousetrap needs to be better!
Reply #3 Top

Vasari:

Use your marauders (if you don't have at least one, shame and fail on you!) to speed up your forces.
Said forces should consist of Skarvoras enforcers and subverter cruisers. The Enforcer will slow whole groups of enemys down, and massivly at that, while the subverter can actualy stop frigs and cruisers from jumping away.

If youre an asshat, you could try to get an overseer to the next system "in line" for the retreat of your enemy, then use the jump degradation to slow him down 50% THEN use your enhanced mobility to "overjump" them and royaly screw them over once they leave phasespace.

Vasari are the masters of cat and mouse which means that its a pain to catch them. As last resort they simply can jump directly to a phase stab. Good luck hunting them down when one enforcer can screw the speed of your whole fleet.


TEC:

They will usualy simply stay and pwn you in the face, grabbing (or glassing) one planet after planet. so you can run from them, fine, but you will loose your colonys and at some point you have to stop running, then you will face the Horrors the TEC can be once they have done some little research.
If youre TEC chasing someone ask yourself: Why are you chasing them? If they have to run from you now,their situation won't get better after you glassed that colony, now will it?

Advent:

If youre in a postion you have to chase anyone as advent, use iconus guardians repulsion field. try to get guardians in the way of your enemy and the grav wells border, simply repel them back into the grav well. But its bothersome to do and requires some foresight.

Just use tec Methods, glass planets and pwn them with culture.


Reply #4 Top
The fact that Sins works differently to most other strategy games when it comes to territory control and the mobility of forces is one of the things I like the most about it.

I can't help thinking that the people who want to make it harder to retreat and easier to 'blockade' choke-points are missing the point - these are deliberate design decisions by the devs, made in order to provide a unique tactical and strategic situation and thus a different game experience to the norm. They mean you can't rely on the same old strategies and tactics that work in many other games, and I think that's why some people are reacting badly to them - they're trying to play Sins like a 'standard' RTS, and it doesn't work the same way.
Reply #5 Top
I have to agree with BigBadB. Have played a lot of RTS and Strat games and while I have only had time to play Sins a couple of times the subtlety of the game is wonderfully refreshing. The nuiances that 'Levelheaded' mentions is what will make this game a classic. I do like the fact that the engine will let computer commanded forces elect to run to fight another day.

Reply #6 Top
I do like the fact that the engine will let computer commanded forces elect to run to fight another day.

"Let"? What is this "let" you speak of? I've never seen the AI do anything *BUT* run away.
Reply #7 Top
I do like the fact that the engine will let computer commanded forces elect to run to fight another day."Let"? What is this "let" you speak of? I've never seen the AI do anything *BUT* run away.


Unfortunately i have to agree, was playing a 3 vs 3 hard AI's,and in the end they each had a 150 man frigate fleet alongside 5-8 capitals, and as soon as 1 or 2 capitals would go down,they would run and i'd just destroy the colony. The game ended with the 3 ai's having around 20 capitals and 450 frigates total,and just avoiding our fleets completely.

Reply #8 Top
The problem really isn't retreat in and of itself. I welcome my enemy to retreat if he is attacking my planet - I don't want him there in the first place. The problem is in fact OTHER problems which meld or merge with retreat, making you think the problem is retreat when it is something else entirely.

The first problem is if the enemy "retreats" further into your empire. The orignal idea of the game was to be able to hold strategic "chokepoints" with phase jump inhibitors, but they changed the PJI after the game came out of beta, and this can no longer be done. So this is not a problem of retreat, but rather a problem with the PJI.

The second problem is retreating siege frigates. If 20 plus siege frigates come into your system and nuke your planet into oblivion, you'd like to be able to make them pay the price, but you generally cannot. This isn't a problem with retreat, rather it is a problem with the siege frigate (too fast, too much survivability, etc).

Reply #9 Top
Tbh, there should be speed differences in the ships... Your standard light frigate should be significantly faster than your capital ships. This would make for more strategy in fleet formations.
Reply #10 Top
Retreating always bugs the heck out of me in RTS games. If you have to retreat, you're probably already dead. But wait! Insult to injury, your units are going to take more damage while retreating!

In Sins, the pace and method of battles mean it's possible to retreat without being totally gimped like in other RTS games, and it's something I wholly appreciate.

But then, there is the problem of "retreating" to run the blockade.
Reply #11 Top
Speaking of retreating I ran into a odd situation awhile back. I was wrapping up a single player game to the point where I had the computer stuck behind a single choke point with 3/4 of the map mine. I saved the game here and after wining I reloaded the game and switched players so I was controlling the planets the computer had. Basically I wanted to fight against my own empire and try to find any weak points that I could then fix.

After building up a good fleet that I though would have a decent chance of breaking the blockage if if I had to get past the choke point into less defended area's I went for it. Now the thing is as soon as my fleet got to the choke point and started to get toasted by the superior forces, the fleet started to retreat all by themselves. I would select the whole fleet and say MOVE forward or even focus fire to take some of the other fleet they would switch back to try to retreat backwards.

Now I'm going to take a closer look and see if the computer was somehow still controlling somethings even when I switch the ai to the other empire. Very odd may be a bug as I don't recall a Vasari tech to scare a fleet into running away ;)
Reply #12 Top
Tbh, there should be speed differences in the ships... Your standard light frigate should be significantly faster than your capital ships. This would make for more strategy in fleet formations.

Erm, there's quite a range of ship speeds - from 400 to 1000.

Cap ships have top speeds of 500, apart from the colony Caps, which only manage 400 (slowest ships in the game).

Light frigates do 800, so they are significantly faster.

When ships are in a formation, they move together at the speed of the slowest ship, unless you give individual orders to different ship types.

Reply #13 Top
Tbh, there should be speed differences in the ships... Your standard light frigate should be significantly faster than your capital ships. This would make for more strategy in fleet formations.Erm, there's quite a range of ship speeds - from 400 to 1000.Cap ships have top speeds of 500, apart from the colony Caps, which only manage 400 (slowest ships in the game).Light frigates do 800, so they are significantly faster.When ships are in a formation, they move together at the speed of the slowest ship, unless you give individual orders to different ship types.


I still think they should be a lot more varied. Frigate squads should be three times as fast as cap fleets. As it stands if you give an order to a cap fleet and a gang of frigs at the same starting location, the time it takes each to reach a system say 5 jumps over won't be too much different. IMO the difference should be huge.
Reply #14 Top
i think alot of people haven't quite realized what a network of PJI's can actually accomplish. they don't lockdown a system, they create a "drag" effect on an opponent attempting to flee pursuers across multiple grav wells. each time he goes through a PJI the pursuing fleet gets a few more seconds (3-5 seconds in my observation) of free shots at the fleeing enemy. the effect is cumulative and after 4 or 5 jumps you've probably inflicted critical damage to the fleeing fleet while sustaining basically none of your own. if he does succeed in getting away he will have significant downtime before that damage is repaired. additionally, if your main fleet was far from home and needs to be recalled to defend your systems the PJI's will give you the time you need to get back to your own territory.

don't take my word for it though, try it yourselves. see what happens if you block your phase lanes with PJI's throughout your entire territory. your opponents will have a miserable time penetrating deep into your territory without sustaining far too much damage for the raid to be succesful and will be inclined to attack your perimeter grav wells, not the interior ones. thats the effect you were hoping for with PJI's right? on the other hand its relatively easy to withdraw a fleet through just 1 PJI so if your attack is repelled you can still make a clean getaway, which is a good thing in my opinion.

i think only one change needs to be made to PJI's to make them more widely used. a single PJI should cover its entire grav well. that alone would make them significantly more worthwhile. if there was additional tech to increase the drag effect of PJIs that would further increase their worth. i would consider the game balanced if and when an attacker considers it an important objective to destroy the PJI in the grav well, thats how you know it was worth building in the first place.
Reply #15 Top
Retreat should be always possible. Retreating is not just part of overall strategy (You are more willing to commit forces if you know they will not be lost if you fail), but it also shows the players tactical prowess. The mere act of retreating isn't as important as retreating at the right time.

Yes you can retreat slower units, but you can;t retreat your planet or buildings :/ Keep that in mind.