Safety0ff wrote:Let me start by saying, that I've tried the patch, and I have to say that I'd be surprised to see it going in the game. Also, I was surprised that Zarel responded in that manner to such a simple post.
I thought some of your statements were incorrect, so I corrected them. I feel strongly about the power system, so forgive me if I did so more directly than necessary.
Safety0ff wrote:Like BulletMagnet said, RA3 and C&C3 work just like trunk. Since those games don't use a queue, that argument is severely flawed.
Hmm. And I thought I've played RA3 enough to know how it works. I think it animates the decrease, but doesn't let you do things if it costs more power than you have.
I don't have RA3 with me, so okay, I'll give that point to you.
Safety0ff wrote:I put [spreading out power] as both a pro and a con, BulletMagnet's reply re-enforces this in my opinion.
I guess there are advantages to spreading out power (though I still think they are outweighed by its disadvantages). I guess I can agree with that characterization, though.
Safety0ff wrote:The power queue will need a GUI to visualize and manage it, it cannot simply be a grand mystical thing that goes on behind the scenes, that is too confusing especially if the user doesn't know it is there. When I was playing, had I not known there was a queue behind the scenes, I would have been very confused with the power system.
You would've been confused to see things being allocated power in the order you clicked on them? I guess if you really didn't pay attention to that, the order could seem kind of random, but if you were that much of a beginner, you'd probably try to avoid falling that far in debt in the first place.
Safety0ff wrote:The current power UI in trunk has flaws as it could show more information, but what it does show is not insufficient, unlike your plans for the power allocation queue's UI. I have seen the UI in-game, and I don't have any reason to believe that you will be adding to it.
My justification for that last statement is that every time I inquire about plans for the UI, it it falls on deaf ears. And so, showing screenshots of typical power flow systems (especially in the context of this thread, where most people don't know what the power allocation queue will end up looking like) is pointless until we have the whole picture of the final power allocation queue to compare against.
This is a valid objection - I haven't really explained my plans for the UI, partially because I haven't completely decided.
The UI as it exists now in the patch ticket, however, I believe is already superior to trunk and 2.3 (and I believe will continue to be superior to trunk with lots of UI grafted onto the latter), so for the moment I will stand by it.
I think there are still some stability problems with the patch, but those are tangential and will be fixed before I commit it.
Safety0ff wrote:Without knowing the game uses a queue and without a UI this isn't very discoverable.
You click on an item while you have no power. You notice it becomes selected, but doesn't start yet. It's a very direct assumption that that means it has been put on a to-do list for when you do have enough power, and really the only logical conclusion.
Safety0ff wrote:Now for what I consider the primary flaw of the power allocation queue.
Using a power allocation queue suggests that the primary opportunity cost to doing a power action is only/mostly the power spent.
In warzone, this doesn't pan out since time is a scarce commodity.
In warzone, the time a power action takes to complete depends on, built points production rate of the producer.
Also, when comparing power actions to each other, the power cost per built point can vary as well.
These characteristics will make a power allocation queue under-perform in the majority circumstances.
These characteristics will make a power flow system under-perform in the majority of circumstances:
Time is a scarce commodity, so users should be able to queue up things to do (so they don't need to be interrupted while in the middle of commanding an army) without stalling the economy.
Time is a scarce commodity, so users should be able to manage it efficiently. Having a power flow system where it sometimes makes sense to spread power/time and sometimes makes sense to concentrate power/time complicates the system. Having a direct debit system where concentrating power/time is always the right decision makes dealing with the commodity of time a lot simpler and easier.
When comparing power actions to each other, power cost per time can vary, so a system in which you have a bunch of structures draining power at different rates, arbitrarily starting and stopping, complicates matters immensely.
When comparing power actions to each other, power cost per time can vary, so a system in which you get the bill up-front means it doesn't matter how fast they go; you know how much power you'll have regardless.
Safety0ff wrote:Consider these scenarios:
* Power has/is been/being allocated to "slow" producers while "fast" producers wait idle.
This is, as I've mentioned many times, a valid criticism of power queue - you need to micromanage a bit (just double-clicking) if you want fast producers to start before slow producers can start.
My personal solution would be just to play the game like StarCraft - collect a bit of a positive balance before producing something expensive. I admit that this does eliminate some of the advantages of the queue, but I still find it preferable to stalling an economy, since as long as your positive balance doesn't exceed the cost of the expensive item, your economy is still going at max speed.
Safety0ff wrote: * The player has low power, a slow producer is at the front of the queue and the user is generating a surplus with respect to the rate of production of the producer at the front of the queue.
That said, the surplus is identical in either system. The only difference is that it occurs before the slow producer starts working rather than during.
Safety0ff wrote:In both these cases the power the user has would be better spent keeping the other producers "busy". Any power that isn't being used while there are idle factories and power actions that aren't in progress is wasting opportunity.
Expensive things should have costs. I consider this to be a balance problem more than a powersystem problem, and since 2.3 is already (kinda) balanced, changing the balance by switching to power flow is not necessarily desirable.
Safety0ff wrote:A solution that would work much better is a power flow queue a.k.a. priority queue on top of the trunk system.
Though they would both require a UI, I'm sure a power flow queue would outperform a power allocation queue and be less hassle to the player.
Define "outperform".
I guess a priority queue for power flow would improve it, but it further complicates an already overcomplicated system. I'm beginning to see that both systems have their merits, but so far it still seems like direct debit power queue is the best, with 2.3's direct debit spread-allocation as second-best.
Safety0ff wrote:I think a power allocation queue would more hassle for most players.
I think a power flow queue would benefit less-skilled players more than more-skilled players.
I think that a direct debit queue will benefit both unskilled and skilled players more than a power flow queue.
Without reasoning, I can't really contest your statement on its merits. :/
Safety0ff wrote:Regardless of which system is "better,"
I'm not sure we need to switch to a system that incorporates strategies of competitive players. As long as we have a consistent & straight forward power system, recreational players will play to their enjoyment and competitive players will find strategies to give themselves an edge. I think switching to a system that does could potentially disfavour Warzone from both these types of players.
Another advantage of direct debit power queue is that as long as you have no more than 1 thing collecting power, it works identically to 2.3. And a casual player is unlikely to go that far into debt, so the system will remain familiar to the casual player.
Honestly, I'd be mostly fine with sticking with 2.3, but reverting all of gerard's power code is a lot harder than just applying my patch.