GeneralsGamePatch icon indicating copy to clipboard operation
GeneralsGamePatch copied to clipboard

GLA Saboteur is ineffective against Production facilities and Supply centers

Open ImTimK opened this issue 2 years ago • 38 comments

  • SW reset: Very good
  • Genpowers reset: Very good
  • Forcing low power: Very good
  • Stealing $1K from Supply Center: Mediocre (the enemy loses $1K, but you only gain $200).
  • Delay production for 30 seconds: Not great at all.

I would suggest buffing production delay to 45 seconds, 1 minute is probably too much again and might evolve a new Sabotech spam meta?

Perhaps a cashsteal buff is also justified? At $1500 you will gain $700 max, depending on how much the enemy floats (you can lose your investment aswell). It's more than Black Lotus Cash Steal however the Saboteur can only be used once.


Current Saboteur Stats:

  • Supply Center: Steal $1000
  • Supply Drop Zone, Black Market: Steal $1000
  • Barracks/War Factory/Airfield: Disable for 30 seconds
  • Internet Center: Disable for 15 seconds (equals $750 cash not earned for 8 vet 3 Hackers)
  • Particle Cannon, Nuclear Missile Silo, Scud Storm: Reset timer
  • Command Center: Reset Genpower timers
  • Sabotage Fake Building: Explode

1.04 Saboteur Stats:

  • same as above, except
  • No stealing from Supply Drop Zone or Black Market (can be exploited to tell real and fake Black Markets apart as vGLA)
  • Stealthgen Saboteur cannot disable Internet Centers
  • Stealthgen Saboteur cannot enter Fake Buildings (can be exploited to tell real and fake buildings apart)

Proposal 1

Increase Barracks/Factory sabotage delay to 45 seconds (from 30 seconds)

Proposal 2

Steal $1200 instead of just $1000

Proposal 3

Reduce cost from $800 to $600 ($500?). Reduce total build time from 30 seconds to 20 seconds

Proposal 4

Increase Internet Center disable time by calculating fair time based on steal cash amount equivalent (estimate with 8 hackers).

Proposal 5

Disable Internet Center for 45 seconds (from 15, denies maximum of $2250, $1631.25 for 8 "average" Hacker)

ImTimK avatar Jul 11 '23 11:07 ImTimK

Either reduce cost to something like $500 or make the cash steal at least $2000 (+$1200 max for player). He also has a 30 second build time, so worth looking into that (Overlord build-time is 24 seconds for example, Aurora 32 sec).

Not sure about delaying production more. That's like the Anthrax Bomb all over again. It's an "anti mechanic" that prevents the enemy from playing the game. I think its better not to go there.

commy2 avatar Jul 11 '23 13:07 commy2

2000 cash steal would be outrageous.

-800 investment, +2000 reward = 1200 self gain, 2000 enemy loss. This means effective max gain factor is 3200 / 800 = 4.

Factor should be somewhere around 2 in my opinion (Casino style).

Original gain factor is 1200 / 800 = 1.5. Not great.

Decent gain factor is 1600 / 800 = 2.

To achieve this we just need to bump steal amount to 1200 cash. This translates to +50% effective value.

Perhaps can be a bit higher given the fact that enemy may have less than X cash to steal.

xezon avatar Jul 11 '23 14:07 xezon

Agree with Xezon

MTKing4 avatar Jul 11 '23 16:07 MTKing4

2000 cash steal would be outrageous.

-800 investment, +2000 reward = 1200 self gain, 2000 enemy loss. This means effective max gain factor is 3200 / 800 = 4.

You seem to ignore the fact that you don't know how much cash your enemy is currently holding. That seems like a big downside and might justify a greater value.

kABUSE1 avatar Jul 11 '23 16:07 kABUSE1

You seem to ignore the fact that you don't know how much cash your enemy is currently holding. That seems like a big downside and might justify a greater value.

It seems you did not read the full text. It says "Perhaps can be a bit higher given the fact that enemy may have less than X cash to steal"

xezon avatar Jul 11 '23 16:07 xezon

Either reduce cost to something like $500 or make the cash steal at least $2000 (+$1200 max for player). He also has a 30 second build time, so worth looking into that (Overlord build-time is 24 seconds for example, Aurora 32 sec).

Yea it's outrageously long.

Not sure about delaying production more. That's like the Anthrax Bomb all over again. It's an "anti mechanic" that prevents the enemy from playing the game. I think its better not to go there.

Then any mechanic to delete buildings like TT's, genpowers etc. are also considered "anti-mechanic"? I don't really get this argument, disabling production is objectively less harmful because it's only temporary and causes no economical damage.

Imo it would be lovely if it was a good alternative to TT spam because it gives GLA more tactical variety. GLA is both about hit and run and sneaky tactics after all.

ImTimK avatar Jul 11 '23 17:07 ImTimK

Imo it would be lovely if it was a good alternative to TT spam because it gives GLA more tactical variety. GLA is both about hit and run and sneaky tactics after all.

Like why would I invest 800 dollars to disable a WF for 30s while I can make 4 terrorists to destroy AND gain XP from it?

Disabling a Barracks isn't even worth it at all, can destroy it with 2 terrorists. To make it worth it needs to disable Raxes for a much longer time. 60 seconds at the very least.

ImTimK avatar Jul 11 '23 17:07 ImTimK

4 Terrorists are more value than 1 Saboteur for same price. Killing a War Factory valued at 2000 with 4 Terrorists has a reward factor of 2000/(800+500) = 1.54 to 2000/800 = 2.5, or 2 on average. It is similar with other structures. A surviving transport helps.

xezon avatar Jul 11 '23 17:07 xezon

Somebody got some creative ideas on how to make them better vs production facilities?

I've been thinking a bit and these probably are ridiculous ideas lol:

  • What if Saboteurs can temporarely steal/hijack Barrackses and War Factories? It should only last a short time, where only one lower tier unit can potentially be produced.

  • What if Saboteurs "survive" and move out the building again? Similar to Hijackers. Ofcourse a cooldown needs to be in place so it can't repeat the process instantly.

ImTimK avatar Jul 12 '23 09:07 ImTimK

Make the prices in that production facility increase by 10% without informing the affected player so he gets punished for not checking prices lmao

kABUSE1 avatar Jul 12 '23 09:07 kABUSE1

Taking control over building would be brutal vs China because of the Dragon Tank :-)

xezon avatar Jul 12 '23 10:07 xezon

Building dragon tanks without having power will take forever tho

Also this will cause Skirmish AI issues.

Skirmish AI is hardcoded to sell all buildings that are stolen from it by any means. Afaik nobody could yet prevent that without obscure workarounds via modding. Possibly worth a seperate issue?

kABUSE1 avatar Jul 12 '23 10:07 kABUSE1

What happens currently if a unit is already queud, it gets paused?

More ideas:

  • Succesful sabotage grants XP, imo this is a must because you're also risking giving away XP if your unit gets caught.
  • Not only freezes production, but resets the first unit's queu timer.
  • Clears the queu, creating a small APM (dis)advantage. Player gets back the money, or more controversially: does not get it back (massive damage potential with big queus).

ImTimK avatar Jul 12 '23 12:07 ImTimK

I suggest writing out proposals in opening post. Makes it easier to review.

xezon avatar Jul 12 '23 12:07 xezon

What happens currently if a unit is already queud, it gets paused?

good thing to test actually, what happens to queue after a building is captured?

MTKing4 avatar Jul 16 '23 18:07 MTKing4

There is a separate cash steal value for infiltrating Supply Drop Zones and Black Markets. Currently it is also $1000. Could be raised separately from Supply Center/Stash value.

Unfortunately, hacking the Internet Center is hard coded to disable it instead of stealing cash from it.

commy2 avatar Jul 16 '23 19:07 commy2

Jundiyy

We could increase Saboteur disable time vs Internet Center. That could kind of make up vs stealing from Black Markets and Supply Drop Zones. It would make sense as well, since the disable originally isn't that long and you hardly pay it off.

xezon avatar Jul 17 '23 04:07 xezon

How about evacuating all hackers from the disabled internet center?

kABUSE1 avatar Jul 17 '23 09:07 kABUSE1

Disabling a full Internet-Center with 8 vet 3 Hackers denies $750. Without patch for non-Infgen, it's $667.

commy2 avatar Jul 17 '23 09:07 commy2

This means that Saboteur is definetely never worth to put into Internet Center.

xezon avatar Jul 17 '23 10:07 xezon

Prop 5: Disable Internet Center for 30 seconds (from 15, denies maximum of $1500)

commy2 avatar Jul 17 '23 11:07 commy2

Prop 5: Disable Internet Center for 30 seconds (from 15, denies maximum of $1500)

Or 32 seconds, then worth max 1600, a risk reward ratio of 2.

What is the formula for hacker cash gain?

xezon avatar Jul 17 '23 11:07 xezon

10 per 1.6 seconds

commy2 avatar Jul 17 '23 12:07 commy2

Ah right. So we have 5, 6, 8, 10 cash, the average is 7.25 cash.

7.25 / 1.6 = 4.53125 average cash per second

For 8 hackers is 8 * 4.53125 = 36.25

Assuming fair Saboteur success value of 1600, would require 1600 / 36.25 = 44 seconds.

Fair value is somewhere around 44 seconds.

xezon avatar Jul 17 '23 12:07 xezon

1, 2 , 5

commy2 avatar Jul 17 '23 14:07 commy2

Perhaps instead of cash steal increase from supply center, could also add structure disable to double it up.

Also possible to make cash steal work from IC?

ImTimK avatar Jul 17 '23 17:07 ImTimK

As for proposal 1, I think barracks should be disabled for much longer.

ImTimK avatar Jul 17 '23 17:07 ImTimK

Unfortunately, Airfield, Barracks and War Factory share the same disable timer.

commy2 avatar Jul 17 '23 17:07 commy2

Perhaps instead of cash steal increase from supply center, could also add structure disable to double it up.

Requires Thyme.

Also possible to make cash steal work from IC?

Requires Thyme.

commy2 avatar Jul 17 '23 17:07 commy2

How about resetting all hackers inside back to vet-0?

kABUSE1 avatar Jul 17 '23 18:07 kABUSE1