View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0021644 | AI War 2 | Gameplay Idea | Sep 14, 2019 2:45 am | Sep 16, 2019 6:57 pm | |
Reporter | ZeusAlmighty | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.889 Reticulating Those Splines | ||||
Fixed in Version | 0.890 Lighting and Darkness | ||||
Summary | 0021644: Multiple AIs -- Dead AI's shouldn't send waves | ||||
Description | Background/Problem: In my recent game against 3 AI's, I found it bizarre that the first AI I killed continued to send waves against me (and the AI after I subsequently triggered the civil war). AIP increases but there's no actual benefit to the player for doing so, which seems... odd. Proposals: 1) At a minimum the dead AI should stop sending waves. This is a nice reward and balances out the AIP spike 2) Lorewise, it strikes me that without the Overlord, the minions are running around like headless chickens. (The original Starcraft zerg are a nice example). In this spirt, I'm a fan of having what's left of the AI's minions becoming anti-everything zombies, or perhaps X% of the remaining forces. 3) The remaining AI can send reconquest waves to convert the remaining command stations to their respective type | ||||
Tags | No tags attached. | ||||
|
What about A. significantly reducing the dead AI's income (maybe to 1/10th its previous amount), and B. making it become hostile to all the other AIs? |
|
I think there needs to be a very clear before/after you kill an AI. I don't think a reduced budget is very noticeable or exciting imo Making it hostile to all other AIs, on the other hand, is meaningful. But in keeping with the "no new waves" principle, I would prefer whatever forces remain to join the Hunters. Warden/Praetorian doesn't make sense with the Overlord dead, so they too can all jump on the Hunter fleet. I kinda like the idea of all remaining command stations self-destructing, which can encourage the other AIs to reconquest those planets for themselves |
|
So when an AI dies, its hunter/warden/praetorian go join another AI's forces, so moving all the AI units to Hunter Fleet probably won't do what you want. Chris, what are your feelings on this? It's part a game design thing and part a Lore thing. |
|
I'm fine with turning off waves for dead AIs, and moving any forces they control go another AI faction. I would suggest just transferring all the units and planets rather than having the actual sub factions move over, personally. Assuming it has any allied AIs. |
|
I kinda prefer the notion that the AI whose overlord is dead kinda goes rogue and the other AIs now can attack it., rather than donating their existing units to another faction. I suggest that when you kill the overlord Mark 2 we disable all income for that AI (so existing forces will still do stuff, but they won't get anything else) and then we make that AI hostile to all the other AIs (so the other AIs can attack it). Note however that if I make the AI hostile to the other AIs, the other AIs might get increased income (since the AI income modifiers for multiple AIs are based on Allied AI Factions, not All AI Factions). So lets say I had a 2 AI game, each of those AIs gets 75% of what a single AI would get (but a total difficulty of 150% of a single AI). If you kill one of the AI overlords and I make the 2 AIs hostile then the other AI now will go from 75% income to 100% income (but I would be turning the other AIs income off entirely). |
|
I'm A-OK with that change, sure. :) |
|
If you kill an AI, that AI stops spending income and goes rogue, becoming hostile to all the other AIs. This is only pertinent for the multi-AI case (or if you want to kill a single AI then conquer the rest of the galaxy, that will now be easier. Note that once you kill an AI, the other AIs are likely to become more powerful |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 14, 2019 2:45 am | ZeusAlmighty | New Issue | |
Sep 14, 2019 12:09 pm | BadgerBadger | Note Added: 0053101 | |
Sep 14, 2019 3:51 pm | ZeusAlmighty | Note Added: 0053105 | |
Sep 15, 2019 12:49 pm | BadgerBadger | Note Added: 0053113 | |
Sep 15, 2019 12:51 pm | BadgerBadger | Note Edited: 0053113 | |
Sep 15, 2019 12:52 pm | BadgerBadger | Note Edited: 0053113 | |
Sep 16, 2019 9:29 am | Chris_McElligottPark | Note Added: 0053127 | |
Sep 16, 2019 12:43 pm | BadgerBadger | Note Added: 0053142 | |
Sep 16, 2019 2:18 pm | Chris_McElligottPark | Note Added: 0053149 | |
Sep 16, 2019 6:57 pm | BadgerBadger | Assigned To | => BadgerBadger |
Sep 16, 2019 6:57 pm | BadgerBadger | Status | new => resolved |
Sep 16, 2019 6:57 pm | BadgerBadger | Resolution | open => fixed |
Sep 16, 2019 6:57 pm | BadgerBadger | Fixed in Version | => 0.890 Lighting and Darkness |
Sep 16, 2019 6:57 pm | BadgerBadger | Note Added: 0053156 |