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IDProjectCategoryLast Update
0001397AI War 1 / ClassicSuggestion - New Unit Ideas - AI-Specific UnitsNov 16, 2010 10:28 am
ReporterKDR_11k Assigned ToChris_McElligottPark  
Status consideringResolutionopen 
Summary0001397: Perimeter Defense Grid
DescriptionThe defense grid consists of a bunch of powerful defense turrets and a central control system. As long as the control system exists all of its turrets are invulnerable. The turrets fire sniper ammo so a player attempting to be safe in a guarded system will need anti-sniper measures (which are currently underutilized anyway). The control system cannot be captured, it must be destroyed and can take quite a lot of damage, even after its destruction the turrets must be destroyed individually. Turrets appear on neighboring planets (1 hop regularly, 2 hops on high difficulties) but possibly not on the same planet as the control system. These devices are leftovers from the civil war, the AI does not think of them as valuable enough to build more of but it kept the existing ones maintained.

The goal is to provide more strategic objectives that make it necessary to take surrounding planets into account, currently most planets are isolated from each other and interplanetary effects are rare.
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TheDeadlyShoe

Nov 16, 2010 9:25 am

reporter   ~0003703

I don't think it's necessary to do whacky things like sniper damage and invincibility but a multi-planet defence system is a cool idea. Invincibility in particular is gimmicky.

Of course, without invincibility the turrets would have to be mean enough that theyre not just something you shrug at and run over with your blob as usual. For that to work you'd need your group of turrets to be at least as mean as a Guardian. And ideally all a single type of turret, so the player actually has to send in units that counter that turret - if they just blob it they'll suffer heavy casualties among whatever the turrets counter.

The plus of a turret defense system is that it would provide a role-buff to the ships that have turret hull bonuses, since those bonuses are 95% useless against the AI at the moment.

KDR_11k

Nov 16, 2010 10:08 am

reporter   ~0003706

No, that would defeat the whole point of the idea: To make one specific planet a threat to operations on all surrounding planets until a specific structure is destroyed. If the turrets can just be destroyed individually that means players have no reason to go after the control center, they'd just destroy the turrets on the planets they care about and ignore the rest.

Sniper ammo is counterable, players can still colonize grid defended planets by using anti-sniper turrets but they cannot just do so by staying outside the turret range and if anything were to happen to those anti-sniper turrets suddenly there would be a lot of pain going around.

TheDeadlyShoe

Nov 16, 2010 10:10 am

reporter   ~0003707

We already have raid engines and neinzul nests that force people to go after them. And interplanetary munitions boosters just to be annoying. If theres too many interplanetary 'you have to kill me' effects then the player has a hard time making progress at all.

Toll

Nov 16, 2010 10:15 am

reporter   ~0003708

I would prefer it if the turrets were destroyable, but as long as the central complex is intact, they're rebuilt in a while (say, 20 seconds or one minute). That way the turret nest can be temporarily disabled while killing the rest of the planet, but building a base on the planet would be considerably harder.

mr_lolz

Nov 16, 2010 10:28 am

reporter   ~0003710

I really like this idea, although I agree no invincibility for the reasons stated above.

Why not simplify it: the turrets are difficult to destroy and initially in AI hands, on planet(s) adjacent to the controller. Destroying the controller causes the turrets to become hostile to both players and AI. capturing the controller causes the turrets to become hostile to the AI only, but with a high energy expense.

this makes knocking out the controller desirable, since the turrets and AI will then destroy eachother and make it easier for the player to move in. capturing it might be useful, and when keeping them ceases to be relavent (energy costs) the player can scrap the controlleer, causing them (if any remain) to become hostile again.

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alternately, the turrets are difficult to destroy and initially in AI hands, scattered on planet(s) throughout the galaxy. one controller is spawned on an AI planet. Knocking out the controller will then cause a period of strife where AI planets all destroy the now rogue turrets. capturing it likewise.

Issue History

Date Modified Username Field Change
Nov 16, 2010 1:28 am KDR_11k New Issue
Nov 16, 2010 8:28 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Nov 16, 2010 8:28 am Chris_McElligottPark Status new => considering
Nov 16, 2010 9:25 am TheDeadlyShoe Note Added: 0003703
Nov 16, 2010 10:08 am KDR_11k Note Added: 0003706
Nov 16, 2010 10:10 am TheDeadlyShoe Note Added: 0003707
Nov 16, 2010 10:15 am Toll Note Added: 0003708
Nov 16, 2010 10:28 am mr_lolz Note Added: 0003710