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IDProjectCategoryLast Update
0001373AI War 1 / ClassicSuggestion - New Unit Ideas - Turrets and DefensesJan 3, 2011 11:45 am
ReporterWinter Born Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Summary0001373: Counter for AI counterattack guard post
DescriptionWarp jammer Command stations serve the purpose of protecting planets from wave from undestroyed adjacent warp gates. The player has control over both parts of this problem/counter by choosing to build the warp jammer or destroy the warp gates. With the counterattack guard post this com station is almost useless as the player has no control over the origin of the attack. I would like to see a "Warp Jammer "Device", could be a starship line or ... I would expect this to have very low ship cap, kn, energy, and mineral costs to operate as the existing warp jammer com station. This would give the player the ability (at a cost) to not have to play against the equivalent of a "Backdoor Hacker AI" every single game.
TagsNo tags attached.
Internal Weight

Relationships

related to 0001359 closedChris_McElligottPark Option to remove counterwave [guard posts]. 

Activities

KDR_11k

Nov 15, 2010 11:36 am

reporter   ~0003564

The most I'd like to see would be some expensive way to safely disable the post for situations when I can absolutely not allow the counterattack to happen (e.g. blackholed system with a very high mark post on it) but even then I think I should probably just shoot it dead as the counterattack isn't THAT dangerous.

Malibu Stacey

Nov 15, 2010 11:41 am

reporter   ~0003565

This has a lot more bearing now the warp waves have been beefed up at higher AIP. Imagine letting a 1000+ size force of mark III fleet ships into your core systems when you're trying to secure a system to serve as a forward attack post to take down the AI homeworlds. Fun times.

Winter Born

Nov 15, 2010 12:58 pm

reporter   ~0003592

KDR sound like you would like to have an "inhibitor/paralizer" that would disable the counterattack post while you attacked it.
Hmmm if the counter attack GP was suseptable to EMP then for a small AIP you could knock it out long enough to kill it.

Chris_McElligottPark

Nov 15, 2010 1:02 pm

administrator   ~0003593

With some of the changes coming in the next release to the counterattack guard post, I don't think this will be needed any longer. But at any rate, if you're able to just counter these so easily, they become rather pointless. And if the countering them is difficult, then people will still do it and will complain about how difficulty it is, and how it's a case of micromanagement, etc. It becomes knowledge raiding all over again.

I'm going to redo counterattack waves in a way that should make people happier, though, while still keeping to the main intent of what I was doing.

keith.lamothe

Nov 15, 2010 1:03 pm

administrator   ~0003595

Well, I'm not sure if a counter to this is the way to go, but if we do one, how about adding a new "Warp Cascade Interdictor" structure:

1) Requires significant knowledge investment to unlock, possibly a tier above the warp jammer on the tech screen, but this wouldn't be a command station.
2) Costs a significant chunk of metal and crystal, and has a significant energy use.
3) When a counter-wave is spawned, it is forced to target the cascade-interdictor's planet, but the interdictor is destroyed in the process.

If you wanted to be mean, the interdictor could disrupt supply in a co-processor fashion ;D

keith.lamothe

Nov 15, 2010 1:04 pm

administrator   ~0003596

Ah, ninja'd, sounds good :)

Issue History

Date Modified Username Field Change
Nov 15, 2010 10:26 am Winter Born New Issue
Nov 15, 2010 10:27 am Winter Born Description Updated
Nov 15, 2010 10:28 am Winter Born Relationship added related to 0001359
Nov 15, 2010 11:36 am KDR_11k Note Added: 0003564
Nov 15, 2010 11:41 am Malibu Stacey Note Added: 0003565
Nov 15, 2010 12:58 pm Winter Born Note Added: 0003592
Nov 15, 2010 1:02 pm Chris_McElligottPark Note Added: 0003593
Nov 15, 2010 1:02 pm Chris_McElligottPark Status new => resolved
Nov 15, 2010 1:02 pm Chris_McElligottPark Resolution open => no change required
Nov 15, 2010 1:02 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Nov 15, 2010 1:03 pm keith.lamothe Note Added: 0003595
Nov 15, 2010 1:04 pm keith.lamothe Note Added: 0003596
Jan 3, 2011 11:45 am Chris_McElligottPark Status resolved => closed