View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001091 | AI War 1 / Classic | Suggestion - Game Mechanics | Nov 4, 2010 7:09 pm | Dec 6, 2010 10:32 am | |
Reporter | Sizzle | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | open | ||
Product Version | 4.028 | ||||
Summary | 0001091: [Minor Faction] Spire Guardian Factories | ||||
Description | The Spire had a number of automated defense factories that the AI subverted during their short war. These Factories produce automated hunter-killer fleets that are currently under AI domination, but the AI hasn't figured out how to fully control them. They've just managed to make the fleets non-hostile to the AI, but hostile to any Spire ships that are nearby. The player can attempt to convert these factories to player-friendly but hostile to the AI by getting a mobile repair station or engineers to generate X number of repair points against the factory. While this is occurring, the Factory will defend itself vigorously, generating ships to defend itself with. The allegience of the factory is NOT tied to ownership of the planet, so the player can go out and enter enemy territory to switch the allegience of the factory. IF Hybrid hives are enabled, there is a further twist: The hives have the additional ability to convert the factories to be hostile to the player, via the same mechanic (the factory will defend itself against the hybrid). Builder hives will in fact seek these factories out to convert them against the player, so the hunter-killer fleets will seek out the player's worlds. Over time if not held in check, hybrids will generate even more threat against the player. In fact hybrid builders will even go on raids into player territory with the express purpose of coverting any player held factories back to AI control and then retreat -- could cause chaos in the back lines! This "additive" threat with hybrid hives makes for a unique "how to really amp up the threat" for players who are gluttons for punishment. | ||||
Tags | No tags attached. | ||||
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Note I've deliberately left 'what' the factories produce up in the air, it could be guardian ships, could by dyson gatling type ships, could be fleet ships, could be missiles. The idea is whatever they produce goes out and seeks the 'enemy' and tries to kill it, autonomously -- apart from the direct control of whoever has influence over the factory. Of course community feedback / tweaks etc are greatly helpful and anticipated. |
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So it's been a bit since I came up with this idea, and just wanted to solicit feedback. Seeing as there *may* be a chance for another minor faction or two with LotS, I wanted to see if there was any feedback from other players on the idea above. Silence (more or less) since it was submitted seems to indicate something is lacking or wrong -- or people are just not interested enough to comment. Even if this idea is busted completely, if I were to submit future Ideas I'd like to know what doesn't work about the above -- I've deliberately left it somewhat vague, and just present the idea as a mechanic, so that it could be shaped by feedback. |
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Looks interesting; kindof a dyson sphere that's under player control. Personally I'd like to see it build a ship that's unique to it, like the dyson gatlings are unique to the dyson sphere. As for stats... well, there I have no clue, unfortunately. Probably close to a dyson gatling though. |
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More like a dyson sphere that *can* be under player control, but can be *taken back* by the AI or (as I suggest) by hybrids. Kind of a "capture and hold" or "king of the hill" type structure. Tune it so that it takes a fair amount of time to switch ownership, and it could be a real pain if the hybrids manage to take it back! Or, who says it has to be symetrical? AI could capture it back in half or quarter the time it takes for us lowly slow thinking humans to capture it. |
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Would also be interesting if you could set a rally point for the structure; kindof like "Go to that planet and destroy". If set to a friendly/non-hostile planet, it'd go to the nearest AI planet. That way you'll have some control of the drones, but not complete control. |
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Ok, Just saw this mostly because of the # of posts on the issue. Title did not include "player capturables" wich would have caught my eye. Cross post to the Forums to get more action/input Ty |
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Note that we're not really soliciting new features for LotS now, we're pretty much full up with what's left in the queue. But we're always interested in archiving ideas for potential future use! |
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Thanks Chris. So for future reference, the key concepts I wanted were: - a capturable that exhibits "king of the hill" characteristics, players could lose control over it (with possibly dire results). - a mechanic that combines with other mechanics specifically -- hybrids actually going out of their way to find these and convert them to the AI side for example so that players can combine specific factions for an additional boost, or the 2+2 = 7 phenomenon :P |
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One note: MRS and Engineers don't function out of supply. No deep-raids to "repair" those factories for player use! |
Date Modified | Username | Field | Change |
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Nov 4, 2010 7:09 pm | Sizzle | New Issue | |
Nov 4, 2010 7:15 pm | Sizzle | Note Added: 0002727 | |
Nov 18, 2010 8:32 pm | Sizzle | Note Added: 0003924 | |
Nov 18, 2010 8:49 pm | Toll | Note Added: 0003925 | |
Nov 18, 2010 8:56 pm | Sizzle | Note Added: 0003926 | |
Nov 18, 2010 9:04 pm | Toll | Note Added: 0003927 | |
Nov 18, 2010 9:11 pm | Winter Born | Note Added: 0003930 | |
Nov 18, 2010 10:06 pm | Chris_McElligottPark | Note Added: 0003935 | |
Nov 18, 2010 10:06 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 18, 2010 10:06 pm | Chris_McElligottPark | Status | new => considering |
Nov 18, 2010 11:58 pm | Sizzle | Note Added: 0003960 | |
Dec 6, 2010 10:32 am | Draco18s | Note Added: 0005361 |