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IDProjectCategoryLast Update
0009888AI War 1 / ClassicSuggestion - AI Behavior And TacticsNov 11, 2012 7:51 pm
ReporterFaulty Logic Assigned To 
Severityminor 
Status newResolutionopen 
Summary0009888: AI Plot: subcommanders
DescriptionTwo nasty (about golem-level) AI ships (strength depends on plot intensity, they reappear hourly if killed) patrol around its territory.

Unlike the rest of the AI, this ship actively makes the players miserable. As it patrols, it frees guarding ships (and guardians, at higher levels), turning them into drone followers.

When it has a sufficient sledgehammer, it waits until it sees an oppurtunity (an unguarded satellite world, a human fleet wipe, a double wave, a cpa, an exo, a HW attack) to attack the player.

Basically extra threatfleets with a special lead ship. Inspired by the "must quietly subdue these subcommanders" line. Should create yet more problems/decisions.
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Lancefighter

Nov 10, 2012 6:53 pm

reporter   ~0028931

I kinda really like this - Give the player one more thing to try to keep a watch on, in a way that makes the galaxy feel alive.

Similar to how the devourer requires your attention to not lose entire fleets to..

Something like this would both encourage and reward good scouting, as well as taking the initiative to keep the subcommander things from getting to a level that is actually threatening. I really like this.

Issue History

Date Modified Username Field Change
Nov 10, 2012 5:44 pm Faulty Logic New Issue
Nov 10, 2012 6:53 pm Lancefighter Note Added: 0028931
Nov 11, 2012 7:51 pm Faulty Logic Description Updated