For Part 2 of our Trinity journal series, we’re going to take a look at the changes to the game’s Mission system.

Mission ScreenOne of the most requested, and in many ways most disappointing, additions in Trinity was the ability to give Missions to other players. As a design decision, we opted to make this system very flexible; unfortunately, this open-endedness meant the AI didn’t know how to evaluate if a mission was worth doing. Given that completing missions was a key requirement to gaining higher relationship values, this made the AI’s behavior more random than intentional. If a player got lucky, the AI would happen to complete a mission through sheer chance. In multiplayer, to avoid “gaming the system,” it was impossible to offer missions in locked teams; while for unlocked sessions the rewards simply weren’t worth the effort.

Our solution has been a major update of the underlying Mission system that moves from an open-ended design to a fixed one with multiple levels. In the early game, missions will now be easier to accomplish, and as your relations with other players improve, they will scale upwards and become harder. The rewards as missions scale will also increase, with bonuses automatically applied depending on how much the players’ like each other. We’ve also tweaked the allotted time for each mission, to create a balance between actually accomplishing the objective vs. time pressure to complete it. Of course, players can opt to reject missions, though they’ll take a relationship hit for doing so.


Diplomacy ScreenThe changes give the AI information it needs to evaluate missions and to decide if it will attempt to complete them or not. If an AI player doesn’t like you or feels a mission isn’t worth its effort, it will immediately reject it in the same way a human player could. If the AI decides to accept the mission, this doesn’t automatically mean that the AI will be successful, only that it will make the attempt; they can still fail the same way a human would.

We’ve also added additional mission types including destroy capital ship, destroy planet and send envoy (which you’ll only see once a Cease Fire is in place).

In the last journal for the Trinity update, we’ll go into some details on the updated Envoys and Pacts.


Comments (Page 1)
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on Jun 28, 2011

We’ve also added additional mission types including destroy capital ship, destroy planet and send envoy (which you’ll only see once a Cease Fire is in place).

Looking forward to this.

on Jun 28, 2011

Worthwhile updates!

on Jun 28, 2011

I always found the Diplomacy tree to be a waste of resources in-game.

Maybe now it will be viable to actually research more stuff.

On to Part 3: Pacts!

on Jun 28, 2011

I'm looking forward to this, and the Battlestar Galactica Mod being updated!

on Jun 28, 2011

I was explaining Diplomacy to a friend today and it's really meant to be more of a mid-late game thing; with key benefits going to turtle players. 

on Jun 28, 2011

It'd be great if the AI, when giving missions, would give missions appropriate to the period of the game we're in - eg., to not send a mission of "kill civilian structures" when it first makes contact, and to instead focus on missions which are doable and tactically smart-ish, like a "kill ships" mission. That would be a big diplomatic improvement to the early game: currently, sometimes the missions the AI gives players are simply impossible or too stupid to complete at that stage in the game.

on Jun 28, 2011

KrdaxDrkrun
I always found the Diplomacy tree to be a waste of resources in-game.

Maybe now it will be viable to actually research more stuff.

On to Part 3: Pacts!

 

I think that in SP it's quite useful. By compleing one early objective and by researching some instant relationship boost, it's easy to get a handfull of allies early on!

But, the changes sound great.

on Jun 28, 2011

Any chance the AI will get a tweak in the use of SB's?

on Jun 28, 2011

Wow... can't wait to test this!

on Jun 28, 2011

Does this mean that the AI can create and break alliances with other AI? Right now they are always at war with each other.

on Jun 28, 2011

Sounds like some great changes!

on Jun 28, 2011

Yarlen,

How much of these new diplomacy tweaks will be modable? In particular for the B5 mod we are looking at using the tech tree to unlock levels of diplomacy rather than having all available at the start. This is particulary necessary for the First Ones as they are overpowered early on and need controls to slow down war like behavior as a balancing mechanism. In particular that mod needs to be able to freeze diplomacy at a ceasefire level or better until the appropriate tech unlocks more diplomatic options.

Darvroth

on Jun 29, 2011

I wouldn't expect this to change that. Besides, there's almost no difference between a cease fire and a peace treaty, anyways.

 

on Jun 29, 2011

I'm really looking forward to this ! I never bothered to look into diplomacy, I tried it once or twice and found it rather useless  compared to using raw power or full defence (my favorite).

Since I'm a turtle player, taking my time to develop myself, researching and defending myself heavily before I have a very nice attack fleet with these new changes, I might get even slower and put more effort in diplomacy and missions now

I really love those changes, they look like they will be really interesting and more oriented towards manipulation !

on Jun 29, 2011

sorry but I really do not think not completing a mission should impact negatively on relations. Missions generally divert resources from playing the game the way I want to play. The missions generally have no meaning for the AI either... they give them but unlike a human do not really have any designs or strategy to really need the mission completed.


I think missions should have a positive impact when completed but not a negative one when not. This prevents the player running around like a headless chicken playing the game the way the AI wants to play just so the AI ally does not turn on him/her.

If relations are to be impacted it should not be in a way that leads them to break alliance with the enemy. Most players would be nuts to ever break an alliance with a player unless they intended to attack or another player requested\bribed it.

Perhaps have a second relations bar that relates to "military co-operation/liason" which indicates how likely an ally is to help you with military aid in missions and player given orders to the AI. If you barely help or do missions for the AI they likelwise will not do the same missions or help (attack here orders for instance) for you. They will not be influenced to break alliance with you.

This will give the added benifit to a human that if they concentrate on missions and calls for help they will have virtual command of that AIs fleet when they need it... if the AI is not committed too heavily on a front of its own.

You see at the moment i find it especially annoying that late game when you are doing a billion things and concentrating on strategic placement of fleets in battles that the AI requests some stupid backwater mission diverting crucial assets away from the main push.

 

Alternatively tone the impact down... so the AI does not chuck a tanty every time they do not get help on the other side of the known universe over some useless rock! 

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