View Issue Details

IDProjectCategoryLast Update
0001774AI War 1 / ClassicSuggestion - Balance TweaksJan 16, 2011 10:54 am
ReporterSuzera Assigned ToChris_McElligottPark  
Status consideringResolutionopen 
Product Version4.044 
Summary0001774: Change AIP floor
Description20% (or less) is too low. I can hold a game down to trivial attack wave sizes even if I take a dozen planets, unless I get really unlucky and data centers are rare on the map and there is no supertermina. A flat 50% of AIP floor would be a better level in my opinion. I shouldn't be able to blow up both AI HWs while taking 10 planets and be at less than 100 AIP when it's all done. After I deepstrike all data centers on the map right now, the game is pretty much over and everything else is busywork unless I REALLY screw up.
TagsNo tags attached.
Internal Weight

Activities

Chris_McElligottPark

Dec 4, 2010 12:58 am

administrator   ~0005133

Let's start with this, plus the change from the other thread, and see where that gets us:

* Data Centers were previously seeded on the core planets (those next to the AI home planets) in great abundance. Often it would be five or six of them, a huge treasure trove and between the two AI planets constituting often nearly half of the total data centers in the galaxy. On higher-linked AI home planets, the effect of this could be multiplicative, making them even more crazily overpowered. These have now been removed, but the seeding of other data centers throughout the galaxy has been unchanged.
** This obviously makes for way fewer data centers in general (on average perhaps 1/3 the prior numbers), and it also means there tends to be a max of usually 1 per planet, rather than huge clusters of them.

Suzera

Dec 4, 2010 1:08 am

reporter   ~0005139

Last edited: Dec 4, 2010 1:09 am

That works too. I was leaning towards a solution that would only affect current low/floor AIP strategies mainly though since those are the ones that need less effect from data centers. It might make superterminals more useful/necessary to exploit fully as well this way instead of a "skip it if it's too far" which is a good thing though.

Chris_McElligottPark

Dec 4, 2010 1:25 am

administrator   ~0005148

Yeah... the main problem was that when you get near the AI homeworlds of *course* you'd cap all the data centers there. Easy pickings. So I rarely had incentive to go after the more difficult, far-flung ones. So it was basically like free AIP reduction, which is incredibly pointless (and unbalancing, when it varies so much between map types). Should be a more consistent difficulty between maps now, which is also a good thing. Well, more consistent in AIP-related difficulty, anyway.

shugyosha

Dec 4, 2010 1:36 am

reporter   ~0005156

If the AIP floor is not already tied to Difficulty I suggest to do so. Simply add percentage points to the basic floor per strength point. AI 4 and AI 6 would add 4+6=10*X% to the basic floor percentage.

Suzera

Dec 4, 2010 1:43 am

reporter   ~0005157

That sounds like a good idea too. A pair of 7 difficulty could be (7+7) * 3 = 42% or so. I think removing the data centers from core worlds will make AIP floor not come into play nearly as much anymore though either way.

Chris_McElligottPark

Jan 8, 2011 1:11 am

administrator   ~0007933

Suzera (and anyone else who wants to chime in), do you still think this needs to be changed so that the floor is higher?

shugyosha

Jan 8, 2011 1:23 am

reporter   ~0007938

Well, I don't know if it needs to be changed dramatically but making it dependend on difficulty at least somewhat seems logical to do. The idea to be able to surf the floor against 2x AI 1 and 2x AI 10 the same way doesn't fit the picture. Then again AIP reducer raids are something completely different against 2xAI 10 I guess.

TechSY730

Jan 8, 2011 1:23 am

reporter   ~0007940

IMO, the floor is still to small compared to the raw AI progress (before the AI progress reduction). It should go up at a higher proportion to the raw AI progress.

Burnstreet

Jan 8, 2011 11:47 am

reporter   ~0007985

just a note, the superterminal adds 50% of the progress it reduces, so if the floor is near 50% it is pointless.

Suzera

Jan 8, 2011 3:42 pm

reporter   ~0008002

The current floor is mostly irrelevant now as far as I can tell unless you hang on to a superterminal for a very long time.

Varone

Jan 8, 2011 4:16 pm

reporter   ~0008003

Would having certain things that raise the floor instead of AI progress be useful? For example upon the death of an AI the progress is raised by 100 and the floor is increased by 100. Might add some pressure to Low AIP games at the end.

Chris_McElligottPark

Jan 16, 2011 2:56 am

administrator   ~0008680

This needs more balance time than we have pre-5.0. There are some good points here, though, for sure.

Sunshine

Jan 16, 2011 10:54 am

reporter   ~0008698

I flat-out cannot ride the AI floor without a SuperTerminal, and that thing requires way too many resources to hold effectively for an extended period of time on higher difficulties. AIP increase/reduction is balanced for difficulty 9 I feel (even though I rarely make it past that first exo-galactic strike force :( sad times)

Issue History

Date Modified Username Field Change
Dec 4, 2010 12:33 am Suzera New Issue
Dec 4, 2010 12:40 am Suzera Description Updated
Dec 4, 2010 12:58 am Chris_McElligottPark Note Added: 0005133
Dec 4, 2010 12:58 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 4, 2010 12:58 am Chris_McElligottPark Status new => feedback
Dec 4, 2010 1:08 am Suzera Note Added: 0005139
Dec 4, 2010 1:08 am Suzera Status feedback => assigned
Dec 4, 2010 1:09 am Suzera Note Edited: 0005139
Dec 4, 2010 1:25 am Chris_McElligottPark Note Added: 0005148
Dec 4, 2010 1:36 am shugyosha Note Added: 0005156
Dec 4, 2010 1:43 am Suzera Note Added: 0005157
Jan 8, 2011 1:11 am Chris_McElligottPark Note Added: 0007933
Jan 8, 2011 1:11 am Chris_McElligottPark Status assigned => feedback
Jan 8, 2011 1:23 am shugyosha Note Added: 0007938
Jan 8, 2011 1:23 am TechSY730 Note Added: 0007940
Jan 8, 2011 11:47 am Burnstreet Note Added: 0007985
Jan 8, 2011 3:42 pm Suzera Note Added: 0008002
Jan 8, 2011 3:42 pm Suzera Status feedback => assigned
Jan 8, 2011 4:16 pm Varone Note Added: 0008003
Jan 16, 2011 2:56 am Chris_McElligottPark Note Added: 0008680
Jan 16, 2011 2:56 am Chris_McElligottPark Status assigned => considering
Jan 16, 2011 10:54 am Sunshine Note Added: 0008698