View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001575 | AI War 1 / Classic | Suggestion - Balance Tweaks | Nov 24, 2010 10:52 am | Dec 15, 2010 6:08 pm | |
Reporter | amonchakad | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.040 | ||||
Fixed in Version | 4.051 | ||||
Summary | 0001575: Beachhead wave 13 minutes into the game. | ||||
Description | I think the summary says it all. I hadn't taken any planets yet, so it was on my home; forcefields and turrets down, and my fleet couldn't kill the enemy ships in the 8 or so seconds that it took my command station to get destroyed. I'd suggest you never allow beacheads on the home planet, or at least no beacheads before enough game time has passed. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
has duplicate | 0002052 | resolved | Chris_McElligottPark | Player Homes Immune to Beachheads |
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I'm curious what others think of this. To me, this seems ok. With beachheads on, you have to be careful not to rely on turrets on planets that might be attacked. At the start, that means your homeworld, and your challenge is thus to exPand away as quick as possible while also keeping a large mobile military on your home during waves, just in case. |
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Well, I believe that the issue here is the impossibility to defend flawlessly from such a wave: you can't manage to destroy a wave of, let's say, Zenith bombards without turrets before they obliterate your command station in one volley. Heck, without forcefield protection, you could have all the firepower in the world, but they'd still all get a shot in and destroy the station. That's partly the point of beachheads I suppose, a wave that manages to inflict some damage no matter how much you defend a given planet, but unless you make a mad rush to conquer an adjacent planet and gate-raid all the others before the first wave even starts ticking, you just have a flat 10% chance of losing the game early without having a saying in it. Or perhaps I'm just used to starting out too slowly, and that feeling of initial hurry could be an additional challenge, which is the point of AI plots anyway; I suppose I'll keep beachheads off in my next games for the time being^^ |
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I agree, it requires a different style of play, namely a blitz on a neighboring system and as many Gate Raids as you can muster asap. At a 10% chance, I think it's an ok risk to have in the game as not all games will turn out like this one. A little starting bad luck isn't unheard of in this game, I'm sure with an efficient plan and fresh start it'd turn out differently for you, amonchakad. |
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Should probably just be a time limit, I believe they cannot appear without a warpgate so just give the player some time to gate-raid adjacent planets. |
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I would maybe suggest that since the Home command station is the last bastion of Human resistance it should have some form of damage resistance. Perhaps by making it unique of sorts so that it has a larger amount of health and armor, and non repairable. Therefore it should survive a raid against it if you have a mobile military in the area. But if you let the enemy raid your homeworld too many times then attrition is going to get you. Of course a contigent of core bombers racing their way to your homestation because you let them loose is still going to be a loss. |
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* Beachheads can no longer be used by the AI against any planets that were ever a home planet. |
Date Modified | Username | Field | Change |
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Nov 24, 2010 10:52 am | amonchakad | New Issue | |
Nov 24, 2010 11:31 am | Chris_McElligottPark | Note Added: 0004391 | |
Nov 24, 2010 11:31 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 24, 2010 11:31 am | Chris_McElligottPark | Status | new => feedback |
Nov 24, 2010 11:47 am | amonchakad | Note Added: 0004393 | |
Nov 24, 2010 11:47 am | amonchakad | Status | feedback => assigned |
Nov 24, 2010 11:48 am | amonchakad | Note Edited: 0004393 | |
Nov 24, 2010 11:52 am | wyvern83 | Note Added: 0004396 | |
Nov 24, 2010 2:40 pm | KDR_11k | Note Added: 0004411 | |
Nov 24, 2010 4:02 pm | Varone | Note Added: 0004443 | |
Dec 15, 2010 6:05 pm | TechSY730 | Relationship added | related to 0002052 |
Dec 15, 2010 6:06 pm | TechSY730 | Relationship deleted | related to 0002052 |
Dec 15, 2010 6:06 pm | TechSY730 | Relationship added | has duplicate 0002052 |
Dec 15, 2010 6:08 pm | Chris_McElligottPark | Note Added: 0006249 | |
Dec 15, 2010 6:08 pm | Chris_McElligottPark | Status | assigned => resolved |
Dec 15, 2010 6:08 pm | Chris_McElligottPark | Fixed in Version | => 4.051 |
Dec 15, 2010 6:08 pm | Chris_McElligottPark | Resolution | open => fixed |