View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001360 | AI War 1 / Classic | Suggestion - Game Mechanics | Nov 14, 2010 5:32 pm | Jan 3, 2011 11:44 am | |
Reporter | LintMan | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Summary | 0001360: LotS campaign suggestion - make survey target planets no more than 2 hops from a player-owned planet | ||||
Description | In the LotS campaign, one stage had the target planet 3 heavily defended hops from my furthest planet and the next stage planet is 5 hops from my furthest planet, 10 hops from my homeworld. This is too far - having to clear out all those intervening planets makes this impossible within the 2 hour limit, but even without the limit those planets are many hours of effort and wasted AIP because there is little hope of defending them all against the AI onslaught once the escort is commenced. This is different than the Rebel human colony event (which also happens a number of hops away) because you can punch through the intervening worlds and don't need to escort something back past them or worry about huge waves coming to attack (besides the normal AI waves). So my suggestion is to limit the selection of survey target planets to within 2 hops of the player's current worlds. | ||||
Tags | No tags attached. | ||||
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I think as well, there should be a possibility that the spire might send you on a cakewalk to one of your own systems. :\ |
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In general: this is supposed to be difficult :) It's quite intentional about the distance from your territory (2 hops for the first and second, 3 for the third, 4 for ones after that, I think). The 2-hour time limit has already been removed for the next release, as it was not intended as a challenge-increase. You shouldn't have to totally clear the intervening systems, and certainly shouldn't have to take down the command stations. Not even killing the warp gates is really necessary, I've found, because of the randomization of the attack group's entry point (though I may change it to be more deliberate about picking the closest one). That said, the distance-finder algorithm is fairly punishing about how it treats neutral planets and doesn't actually care that a given planet 4-hops-from-your-territory is actually 16-hops-from-your-homeworld. I'm intending to fix that to be at least more consistent about actual difficulty. And if the actual hop counts just don't work out balance wise we can change those too, but think presently it's more a matter of finding out the appropriate tactics for dealing with this kind of situation. If I nerf the challenge much, I have to nerf the rewards too ;) |
Date Modified | Username | Field | Change |
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Nov 14, 2010 5:32 pm | LintMan | New Issue | |
Nov 14, 2010 6:01 pm | Lancefighter | Note Added: 0003474 | |
Nov 15, 2010 9:54 am | keith.lamothe | Note Added: 0003542 | |
Dec 22, 2010 9:24 pm | Chris_McElligottPark | Status | new => resolved |
Dec 22, 2010 9:24 pm | Chris_McElligottPark | Resolution | open => no change required |
Dec 22, 2010 9:24 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 3, 2011 11:44 am | Chris_McElligottPark | Status | resolved => closed |