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euskai

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Just a couple of things from the Kir'ko stream:

-Animations look a little weird. Well, more than a little. I know, work in progress, placeholder, etc....

But seeing how the animations look just the same type of weird that the ones in AoW3, that has been released for 4 years, and that Planetfall uses the same engine (newest version?), it is a little concerning.

- 6 Units for stack. Probably not the first (or the 100th) guy to point it, but I don't see it in the main page so...

The battle in the stream looks nice, but it's a 3vs2 stacks battle, even if they are not full. a 1vs1 wouldn't look as nice or "streamable".

If multi-stack battles are going to be the standard, it would be just simpler with bigger stacks.

If they are not, it seems a little lackluster...

Other than that, the game seems a solid option for TB tactics, and the the other 3X (AoW has always been mostly extermination) look more fleshed out.

Just my 2 cents

PD: Please no Tier 4 spamfest!!!
 

BloodyBattleBrain

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There is another thread for impressions. ...


But I'll reply to your points anyway.


The game is based in the same engine as aow3. I suspect that means a lot of stuff will be very similar or the same under the hood, upgrades to 64 bit notwithstanding, and that probably means animations too.


I think lennart was playing with speeded up animations anyway.

Point is, I personally wouldn't hold my breath for stuff to change here.

As for 6 units per stack, it works wonderfully well at the beginning and middle of a type aow3 match but imho breaks down towards the end.

Large maps or larger settings.

On medium maps it's fine.

But that was aow3.

I get the impression for planetfall that they've throttled the total number of units you're ever likely to get, so 6 units per stack remains relevant for longer.

Ofcourse I'd like 8 or even more units per stack, for reasons I've elucidated elsewhere.

But it isn't going to change.

Regarding the stream, I think the intent of that fight was to show how over watch works in practice, show the movement ranges, show the melee focus of the kirko and how melee attacks interact with armour, show the garisson UI, show how you can buy units from dwellings (which is cool and a big change) and have fun blowing stuff up.

And show that the Ai is generally competent.

And show how explosive terrain works.

So for all of those I believe they succeeded.


Lastly, regarding t4 "spam"- it's been discussed elsewhere but t4 spam doesn't really exist on normal settings (normal here meaning the default, which is medium.map 4 players normal speed, and is not intended to imply defects in other map settings or players!) And is easily counteracted generally and only becomes a real problem on larger maps with emperor AI and that's because of the bonuses they get.

And, mechanically speaking, also due to 6 units per stack limitation. Which was why I proposed a stack limit based on unit size. I.e if your stack size is 12 (for example,) cavalry occupy 2 slots, infantry 1, racial machines 2 or 3, cannons 3, dragons and other large t4 6 slots etc etc.

Result would be that only so many dragons could fit in any single army and the counterplay wouldn't involve so much stack shuffling.

Edit: downside is that is a bit fiddly and if you're not careful it devolves into who has the largest stack. Obvious counter to that, not an original idea of mine -neither was size based stacks btw- is for any particular hex to have a logistics value. So if your army is human and you're in the desert, well that desert hex might have a logistics value of x, enough to support say 10 points worth of troops per turn. So your super large stack with 24 points of troops will start to suffer attrition (loss of hp and morale). This models the logistics issue of larger armies. Modify this based on races' preferred terrain, supply wagons, spells (earth and life magic could have some stuff to prevent attrition) and you have a whole entire sub system that could be very strategic. Things like that would give goblins, for example, a much more notable strength (everyone but them and lizards suffer in wetlands, perfect place for them to fight,) same as Frostlings.

Ofcourse it would require considerable testing and mental thinking on the part of the player...

Another counter to the doomstack would be area of effect stuff. ..

Cost wise, 24 pikes cost less than 8 manticores iirc and win every time. But that requires moving 3 stacks on land versus one, faster and flying stack.

Throw in emperor bonuses and you now have 3 or 4 manticores stacks.

Anyway in planetfall you have to research higher level units plus build the infrastructure plus get access to cosmite plus you have the mod system which is almost explicitly meant to allow lower tier units a massive leg up in later game.power.

So I am not remotely worried about t4 "spam."

Plus I played aow1 and 2 and shadow magic.

I know very well how bad t4 and t3 units spam was and trust me when I say aow3 isn't even close to that.
 
Last edited:

Zaskow

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PD: Please no Tier 4 spamfest!!!

I'm afraid, it's imminent, because for now I can't see any balance decision addressing this issue. Simple decision could be simple T4 limit per race. For example, you can have only 3 T4 units and that's all.

- 6 Units for stack. Probably not the first (or the 100th) guy to point it, but I don't see it in the main page so...

Yes, it's biggest problem with unit balance. 6 unit stack is very strict limit to decide which units are useful or not.

I get the impression for planetfall that they've throttled the total number of units you're ever likely to get, so 6 units per stack remains relevant for longer.

I don't think so. In last stream I saw that units built relatively fast and you can buff colony production to huge values (potentially).
44bf5-clip-100kb.jpg

This colony production was 50. We don't know is it maximized or not.

Lastly, regarding t4 "spam"- it's been discussed elsewhere but t4 spam doesn't really exist on normal settings (normal here meaning the default, which is medium.map 4 players normal speed, and is not intended to imply defects in other map settings or players!) And is easily counteracted generally and only becomes a real problem on larger maps with emperor AI and that's because of the bonuses they get.

In AoW3 T4 spam presents even on small map duels sometimes.
Ok, forget about T4. What about T3 spam? It's almost same cancer. If some races from PF will have T3 flyer/floater with powerful ranged or even melee attack, you know what will happen. Especially with some mods on health regeneration available.
 

BloodyBattleBrain

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I'm afraid, it's imminent, because for now I can't see any balance decision addressing this issue. Simple decision could be simple T4 limit per race. For example, you can have only 3 T4 units and that's all.


My understanding is that cosmite + fewer cities (each sector now occupies the same space in the game as a town/city/fortress etc would in aow3, more or less, so in effect you will have far fewer cities over the course of a normal game) mean fewer units.

Mod system is designed to favour lower tier units, by virtue of those lower tier units not needing cosmite, but t3 and t4 units need cosmite. This means you will always be able to build lower tier units, and may not be able to build t3 or t4, or not many anyway (all depends on whether or not they get the cosmite distribution done correctly - the idea is to not have very much cosmite) and then the mods cost less for lower tier units.

So the same mod is, relatively speaking, cheaper to put on a lower tier unit.

PLUS, you have to research racial units now, so you can't rush (or at least not in the same way, e.g. as Necromancer, during beta, someone got a High Elf Gryphon out on turn 5 iirc) as easily.

Because to research quicker, you have to sacrifice production capacity.

So, fewer cities and cities which need to be specialised. I believe the intent is that you can't have a city that does everything until much later in the game than in aow3.

I'm not saying you're wrong @Zaskow, because it is far too early to make any such judgement call, but I think Triumph are actively trying to promote fewer stacks (as they are aware of how annoying it could get having to move 7 stacks of 6 units towards the end game) and more lower tier units.

Also, don#t quote me, but I think every t4 unit is actually a support type unit now, so massing them is not a good idea. E.G. we know the Vanguard T4 unit is a drone carrier...
 

BloodyBattleBrain

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Ok, forget about T4. What about T3 spam? It's almost same cancer.


I get what you're saying but what then is the sol;ution? remove t3 and t4 units, or gate them? I prefer gating them and it seems that is what is happening.

I think it was confirmed, but I'm not sure, that higher tier units will require 2 different colony buildings active in order to be recruited, unlike in aow3 where you needed barracks, warhall and then the building, but you could then immediately sell the barracks and warhall.
 

Tomipapa

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Ok, forget about T4. What about T3 spam? It's almost same cancer.

Since the last video i fear from a Kir'ko frenzied spam much more than a T3 spam. The damage they caused was ridiculous. I'm 100% sure if Lennart had nothing but Frenzied, he would still easily won the battle.
 

Zaskow

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remove t3 and t4 units, or gate them?

As for me, at least don't make them jack of all trades. Fast T3 flyer with decent attack is cancerous, squishy fast flyer with weak attack is not. Every T3 must have some drawback. If not, we'll see entire stacks filled with T3 only. I assure you even high price and upkeep won't stop this.
 

HousePet

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Unfortunately all the mods appear to have a cosmite cost. So if you have cosmite available why would you use lower tier modded units instead of higher tier units?
 

BloodyBattleBrain

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As for me, at least don't make them jack of all trades. Fast T3 flyer with decent attack is cancerous, squishy fast flyer with weak attack is not. Every T3 must have some drawback. If not, we'll see entire stacks filled with T3 only. I assure you even high price and upkeep won't stop this.

I fear you may be stating the obvious here. ..

Anyway, what t3 units have we seen?

Iirc We've seen the tormented (which died) the Ravenous (almost died ) and the abyssian (which died. Was that t2 though?) And the aegis tank (t3 iirc, which died)

So based on the limited info so far...t3 über units don't exist.
Unfortunately all the mods appear to have a cosmite cost. So if you have cosmite available why would you use lower tier modded units instead of higher tier units?

Well.presumably cosmite will be rare enough for the differential to matter.

Also, higher tier units have cosmite recruitment costs AND upkeep iirc.

And you'll need to build the t4 unit and then mod it.

And to get to build the t4 unit you'll need to plan your cities.


Simply put, you'll have lower tier units, you might not have higher tier...

Ofcourse this is all (hopeful) speculation.
 

Kennan

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I'm hoping for a mid game tech that makes it so that tier 1 units only takes 1/2 spot in a stack. A late game tech could do the same for tier 2. This would help both the clumsiness of maneuvering/starting battles with large numbers of low tier units and help them stay relevant in late game.
 
Last edited:

Zaskow

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So based on the limited info so far...t3 über units don't exist.

Really? I found potential candidate.
index.php


I'm hoping for a mid game tech that makes it so that tier 1 units only takes 1/2 spot in a stack. A late game tech could do the same for tier 2. This would help both the clumsiness of maneuvering/starting battles with large numbers of low tier units and help them stay relevant in late game.

I'm 90% sure this won't happen.
 

Jean-Luc

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While I do have my concerns about "high tier unit spam" I don't subscribe to the idea that 6 unit stacks add to that problem. If anything t4 spam was much worse in the older 8 stack games and AoW3 was the first in the series to truly address the problem.

T4 spam primarily depends on how the economy is balanced and how the means of high tier production are handled like how accessible the tech unlock is, which buildings are needed, being gated by "casting points", etc. Army adjacency already makes battles large and allows for a large selection of units to participate and now it seems like garrisons can add an 8th stack.

From what we've seen of the tech tree you won't be able to unlock units one after another which is no guarantee but it's a good sign. Production overflow will also help low tier units come out faster.

My main concern is that Cosmite will fail in its role of "t4 limiter" since, as of now at least, it has a pretty wide presence in the economy like every single mod requiring Cosmite. If it was required for t4 and highest tier mods only then its income could be balanced to provide such small amounts that sustained t4 production is simply impossible but if there's enough of it to be used for all the mods and multiple tiers of units (and maybe other things) then the door is opened for players to stockpile it and ignore other Cosmite-priced stuff in favor of more t4s. Afaik the idea here is that stockpiling Cosmite and not using it for mods puts you at a disadvantage early on meaning you'll lose if you wait for the late(r) game but I'm not confident such balancing will work out, especially in single player. Players tend to find a way to game the game.

The Kir'Ko stream does allow for optimism I think. The Aegis Tank is a t3, albeit it's more of a support units as confirmed by Tombles. The Valkyrie is also t3 though it was hardly a juggernaut. Frenzied and Marines performed really well. Ravenous felt more like a tank than dmg dealer though Devour is really powerful if there's a target for it.
 

Jolly Joker

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In every game like this you will always produce the best units you can produce, and for avoiding "mono-production" there are two words in that last sentence that are important: "best" and "can". "Can" is economy-based, be it research or resources, and with different setting available (obviously) there will be those that allow a max of "can" and those that allow a min of "can" (and typically MP tends to go more for the max side, and be it only because random chance plays a lesser role there).

However, there is also the "best" part, and that one is the joker here. There are 4 basic tiers of units, but every tier can be equipped with up to 3 mods. Apart from the fact that a T1 with 3 mods will have to be stronger than a virgin T2, for obvious reasons, the mods will also allow to tailor units a lot more to your actual needs. You don't get a choice to produce either unit A or B or C (for an easy comparison most of the time). No, you can modify units. If you take an example out of AoW3, say you play Frostling and there was a Charge mod available. Suddenly, Raider is an interesting option (depending on the new price). You may be able to produce 2 Charging Raiders in the time it takes to build one Mammoth Rider, for a slightly higher cost - et voila. Or imagine the charge mod for Theocrat Crusaders. That and a speed mod, and you have a really fearsome thing.

What I think is, that we'll see A LOT of unit spamming and a lot of re-balancing with the game; someone will find a really cool unit/mod combo in the lower tiers that will prove very strong, and the next patch will address something.

However, what I really have in the back of my mind is, that there will probably have to be an additional mod cost factor based on the number of mods a unit has. For example, if you want to use 3 mods that cost 10/10 each (say), the second one may cost double and the third triple (if you don't want to nerf mods to meaninglessness).
 

Tombles

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Couple of quick comments here:

1) We've been getting a lot of feedback from internal testers that unit production is far too slow. It's alctually about the same as AoW3, but there are lots more things to build in colonies now, so build time feels more precious. As a test we recently halved the production cost of all units, which is what you're seeing in the screenshot Zaskow posted. Those values are defintely not final, I expect that they're too low right now

2) Linked to the above, testing unit production economy is very hard since it's greatly affected by playstyle and the individual circumstancess of each player's game. We'll definitely be adjusting it as beta testing goes on.

3) With Cosmite, to confirm what BBB said:
i) All unit mods costs some cosmite
ii) All T3 and T4 unit cost some cosmite
iii) T3 and T4 units also have cosmite upkeep

This means that producing a lot of T3 and T4 units will strangle your cosmite income, meaning you can only build unupgraded T1 and T2 units. The idea is that players find a balance between high tech units and high tech mods. Once again, this is subject to balance, but cosmite is NOT common, you only have a few nodes on the world map and limited upgardes to build in colonies to produce it yourself. Note that the cosmite producing upgrade is a sector upgarde (it goes into a research sector right now I think, and is limited to one per colony), which means it's not very easy to just spam colonies everywhere to produce extra cosmite.

4) As we see how testing goes, I'm not against putting in some kind of cap on units counts. Perhaps a limit on the number of T4s, or perhaps on total unit count (i.e. like how supply works in star craft) but I'm hoping that energy and cosmite upkeep will mean that's not needed.

5) Hopefully, most units have flaws that encourage mixed armies. Right now, the biggest flaw of most T3 and T4 units is that they have slow move speed. An Army of T1/T2 units moves 33% faster on the world map than one which contains a tank. Once again though, as JJ says, we'll need a lot of testing to get this right. PF is far more complex than AoW3, units have more abilities and moving parts, and balance is going to be pretty hard to achieve!
 

BloodyBattleBrain

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My main concern is that Cosmite will fail in its role of "t4 limiter" since, as of now at least, it has a pretty wide presence in the economy like every single mod requiring Cosmite. If it was required for t4 and highest tier mods only then its income could be balanced to provide such small amounts that sustained t4 production is simply impossible but if there's enough of it to be used for all the mods and multiple tiers of units (and maybe other things) then the door is opened for players to stockpile it and ignore other Cosmite-priced stuff in favor of more t4s. Afaik the idea here is that stockpiling Cosmite and not using it for mods puts you at a disadvantage early on meaning you'll lose if you wait for the late(r) game but I'm not confident such balancing will work out, especially in single player. Players tend to find a way to game the game.


I have a very strong feeling this is one of the main things they'll have a beta for.

I'm hoping for a mid game tech that makes it so that tier 1 units only takes 1/2 spot in a stack. A late game tech could do the same for tier 2. This would help both the clumsiness of maneuvering/starting battles with large numbers of low tier units and help them stay relevant in late game.

I think it is a good idea, and would make for an interesting tradeoff if it comes down to researching larger or better armies.
Really? I found potential candidate.
index.php


Thanks for that.

However,

look at the defence value. Only 2.shields. And look at the health. Not very high. Remember how quickly that Abyssian died.

Lastly, we don;t know what effect those mods are having.



Basically, @Zaskow, you *may* be right, an it is good to raise these concerns, but I think you're being premature here, given everything else we've seen about the game design,.



If anything t4 spam was much worse in the older 8 stack games and AoW3 was the first in the series to truly address the problem.

Yes it was far worse, as I keep telling people.


The 6 unit stack issue boils down to the player needing to click at least 3 times as much to bring an effective counter to bear against a stack of t4 units, which tend to be more mobile than the units that should counter them.

Manticores versus Pikes is a classic example.

In theory the same cost in Pikes will more than handle Manticores, infact I ran some autocombat tests a while ago (to be fair, a long while ago, and before manticores got specialised like now.)

In reality, it's more cost efficient to run a stack of Manticores and just avoid the, relatively speaking, rather static counter.

Now arguably that's the entire point of a flying unit, to be able to make surgical strikes and run rings around land bound units, but it kind of led to the situation where once you had manticores, you had no real choice but to keep building them.

Add in bonuses which made the cost of them irrelevant for the AI, and you get more Manticores than you "should."


Having a larger stack size limit was one solution (of many) proposed to deal with this. Assuming the costs stayed the same, you'd now be able to move 36 Pikes as easily as 6 manticores (iirc, 6 manticores cost the same as 36 Pikes)

Another was requiring a specific MCU (e.g. a dungeon, or monsters den) for Manticores, which would make specific cities much more militarily (as opposed to simply economically) important. This would in effect be quite similar to how aow1 handled things, whereby t4 units could come from t4 cities only, and those were rare.

Another was variable unit sizes, the idea being that you'd never be able to have more than 6 super large units in a stack, e.g. Manticores, but that the same stack could hold x Pikes or y Cavalry etc. This last I'm fond off because it could open the door for truly crazy large monsters. Let's say a Manticore +Rider is size 4. And the desired max Manticore number is 6. That gives us a stack size limit of 24. Assume an Infantry unit is size 1.

That means 24 Pikes or 6 Manticores, as opposed to right now the choice realistically being 6 Pikes or 6 manticores.

For extra fun, assume a Goblin/Hafling/Frostling is 0.8 (so you get more of them) and an Orc is size 1.2 (so you have fewer of them) and you start to get very different army compositions.

Now add in a size 24 Unit... :O


Anyway, many ways to skin a cat. Just remember that the idea behind these suggestions was to make t4 units less of an obvious choice.

1) We've been getting a lot of feedback from internal testers that unit production is far too slow. It's alctually about the same as AoW3, but there are lots more things to build in colonies now, so build time feels more precious. As a test we recently halved the production cost of all units, which is what you're seeing in the screenshot Zaskow posted. Those values are defintely not final, I expect that they're too low right now


This may be sacrilege, but have you guys ever toyed with the idea of multiple production queues? Gladius handled this remarkably well imho. The more barracks you built the faster units from there were produced. Tradeoff was that buildings required upkeep, and each tile on the strategic map having limited building slots.

3) With Cosmite, to confirm what BBB said:
i) All unit mods costs some cosmite
ii) All T3 and T4 unit cost some cosmite
iii) T3 and T4 units also have cosmite upkeep

This means that producing a lot of T3 and T4 units will strangle your cosmite income, meaning you can only build unupgraded T1 and T2 units. The idea is that players find a balance between high tech units and high tech mods. Once again, this is subject to balance, but cosmite is NOT common, you only have a few nodes on the world map and limited upgardes to build in colonies to produce it yourself. Note that the cosmite producing upgrade is a sector upgarde (it goes into a research sector right now I think, and is limited to one per colony), which means it's not very easy to just spam colonies everywhere to produce extra cosmite.

Good to know!

Also, I think alot of the issues regarding people feeling t4 "spam" are, like @Jean-Luc said, economical at the root, by which I mean slightly over abundant resources and too many production centres, both of which seem to have been resolved.


4) As we see how testing goes, I'm not against putting in some kind of cap on units counts. Perhaps a limit on the number of T4s, or perhaps on total unit count (i.e. like how supply works in star craft) but I'm hoping that energy and cosmite upkeep will mean that's not needed.

I'd strongly favour soft caps, or other ways to strategically (i.e. within the game's framework) nudge the player here.

The Shrine of smiting is a good example imho.


5) Hopefully, most units have flaws that encourage mixed armies. Right now, the biggest flaw of most T3 and T4 units is that they have slow move speed. An Army of T1/T2 units moves 33% faster on the world map than one which contains a tank. Once again though, as JJ says, we'll need a lot of testing to get this right. PF is far more complex than AoW3, units have more abilities and moving parts, and balance is going to be pretty hard to achieve!


Well, the good thing is you have a bigger team and budget now, and more recent experience. The first 2 community tournaments resulted in some good quality feedback and adjustments, so you guys have past form here. AoW3 is actually quite well balanced in it's current, unmodded state imho. Yes there are "exploits," but the definition over what is an exploit and what is a fun trick will never end, and alot depends on the playing context.

What's imba in pbem duels is vastly different to XL AI maps and vastly different to live 4 player games.

I do think you guys would benefit HUGELY from having a tactical battles only mode, which could be a quick and easy to use tool to run various battles for yourself, to get a sense of what is good and not.


PLUS it'd make an awesome game mode in it's own right, adding 'legs' to the game.
 

Tombles

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I'm still concerned about all unit mods costing cosmite.
Seems like you are totally screwed by not having cosmite, rather than just restricted.

Players have a small, base cosmite income so you always have some.

We wanted it because:

1) Otherwise there's no use for Cosmite in the early game, so it will just stockpile
2) Before we added cosmite to mods players would just drop every mod on every unit, then start moaning they didn't have enough energy. The cosmite cost forces players to actually only get the mods that they need, so they need to make smarter decisions.

look at the defence value. Only 2.shields. And look at the health. Not very high. Remember how quickly that Abyssian died.

Yeah, valkyries are very specialized untis. They're good in situations when the enemy only has ranged attacks (they get bonus sheilds from using assault jump) but they're not actually they great in a melee vs melee fight due to their lack of armor. Also, the mods are the reason they do such ludicrous damage. 20 per strike with melee is not normal, even for a T3.

This may be sacrilege, but have you guys ever toyed with the idea of multiple production queues? Gladius handled this remarkably well imho. The more barracks you built the faster units from there were produced. Tradeoff was that buildings required upkeep, and each tile on the strategic map having limited building slots.

We looked into it, but we want to kjeep the tradeoff between units and econic production. Also, it makes the interface a lot more complex.
 

Jolly Joker

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That everything costs Cosmite is only logical. The thing is that you just have a more options to use it. Mods are quite important, because they make EVERY unit better, the lower tiers as well as the higher tiers. So you should basically have an option to equip lower tiers with mods, but then be hard-pressed to go for higher-tiers or go for higher tiers - but then without mods.
I tend to think that here the research trees and their specific orders will become very important.

Keep in mind that "balance" is a very theoretical concept; in a game like this you first have to define what "balance" actually is, because it's obvious that there isn't some kind of general balance, but only a local one. No matter the situation, the environment, your Leader and Tech pick and your opponents, you should have some kind of play, but it should be clear that some combinations will always better than others.