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IDProjectCategoryLast Update
0001882AI War 1 / ClassicSuggestion - Balance TweaksJan 3, 2011 11:44 am
ReporterSuzera Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version4.046 
Summary0001882: Warheads as temporary AIP
DescriptionRight now they give you a permanent disadvantage for a very very temporary gain (or little to no effect with a bit of bad luck). It might be a good idea for them to give a bunch of AIP when used, but then it slowly trickles off at 33% of warhead gained progress per wave the AI sends. That way the AI still gets a stronger counter attack if you use them, but you are not permanently at a disadvantage for using them when you're already pretty desperate to use them in the first place right now!

Example: Nuke a planet for +50 AIP
Next wave is at +50 AIP
Second next wave is at +35 AIP
Next has +23
Next has +15
And so on. minimum 1 reduction per wave.

It would take a long long time this way for it all to dissipate, but not be entirely game crushing to use more than a few lightning warheads the entire game like it is now. AIP also increases reinforcements if I am not mistaken, so it will be harder to regular attack if you use warheads as well.

This could also be tied into regular reduction, and thus the floor, so if you continually use a lot of warheads and wait out the reduction, the floor will creep up on you and eventually start being very punishing, particularly if the floor were increased somewhat.

Keep in mind this reduction takes well over an hour for a nuke to go to 0 at this rate so doing nothing but waiting it out is a huge penalty in and of itself since you can finish games within 4-5 with no warheads. You can easily take several planets conventially in that timeframe (and get the economy and knowledge from it), so even this would only be a stopgap to make nukes (and warheads in general) only underpowered instead of potentially game-ending suicide on higher difficulties.
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Kemeno

Dec 7, 2010 2:14 pm

reporter   ~0005530

Last edited: Dec 7, 2010 2:15 pm

The only warheads I use right now are EMP warheads (which I usually use for surgical strikes on heavily fortified planets). Warheads are so infrequently used that I oftentimes just forget about them, which is unfortunate in situations where they actually *could* be a benefit.

On topic, though: If this change went in, I would expect the temporary AIP increase to be *much* higher than the present permanent AIP increase for some warheads. Especially for EMP warheads, where you can just stun pretty much everything on a planet and shoot at them for about 2 minutes while the AI can't retaliate. If that AIP penalty was only temporary, I would use the things on practically EVERY mkIII/mkIV planet.

Suzera

Dec 7, 2010 2:40 pm

reporter   ~0005535

Last edited: Dec 7, 2010 2:43 pm

Yeah, and lightnings could probably be increased too. Keep in mind if it % reduces each time, then lower amounts stick around for much longer than single high amounts. You also only have so much ship cap so a single wave spiked up 50 AIP above your planet count can be really tough to defend. If you get 150 extra for even just one wave, it could just be death with the ships becoming less useless. If you nuke everything then you're going to die the next wave that comes.

Suzera

Dec 7, 2010 2:57 pm

reporter   ~0005536

Last edited: Dec 7, 2010 3:00 pm

If it wouldn't eat too much memory, it could track each independently, so lower AIP warheads like lightnings or EMPs have their temporary AIP stick around higher longer (reduce more linearly) if you use a lot of them.

Alternately just make it a linear amount reduction per wave or time at all. Nukes can probably stand to be just not used almost ever since it is just something that evaporates a planet. Would probably be easier code to hook it into something that is already in like passive linear AIP/time is right now.

Spikey00

Dec 7, 2010 4:15 pm

reporter   ~0005547

I am in support of this idea; warheads--for me--are simply unrealistic and unnecessary beyond critical situations.

Nice idea!

Kemeno

Dec 7, 2010 4:29 pm

reporter   ~0005552

Also, there may be a corner case here in the event that a player is playing against two AI types that don't use waves. Maybe against those types they get the AIP drop every 10 minutes or when they would launch a wave normally, or whatever. Not a big deal, just something to consider.

Suzera

Dec 7, 2010 4:30 pm

reporter   ~0005553

If there are no waves, it's unlikely the AIP is going to matter all that much anyway.

Chris_McElligottPark

Dec 23, 2010 3:27 pm

administrator   ~0006890

I'm not inclined to make these a temporary thing only. I think it's a valid line of the design to explore, having them be single-use and AIP-increasing. Given how many people used warheads in the past, I think that's not unreasonable to think.

Issue History

Date Modified Username Field Change
Dec 7, 2010 1:41 pm Suzera New Issue
Dec 7, 2010 1:42 pm Suzera Description Updated
Dec 7, 2010 1:43 pm Suzera Description Updated
Dec 7, 2010 2:14 pm Kemeno Note Added: 0005530
Dec 7, 2010 2:15 pm Kemeno Note Edited: 0005530
Dec 7, 2010 2:15 pm Kemeno Note Edited: 0005530
Dec 7, 2010 2:40 pm Suzera Note Added: 0005535
Dec 7, 2010 2:41 pm Suzera Note Edited: 0005535
Dec 7, 2010 2:42 pm Suzera Note Edited: 0005535
Dec 7, 2010 2:43 pm Suzera Note Edited: 0005535
Dec 7, 2010 2:43 pm Suzera Note Edited: 0005535
Dec 7, 2010 2:57 pm Suzera Note Added: 0005536
Dec 7, 2010 2:58 pm Suzera Note Edited: 0005536
Dec 7, 2010 3:00 pm Suzera Note Edited: 0005536
Dec 7, 2010 4:15 pm Spikey00 Note Added: 0005547
Dec 7, 2010 4:29 pm Kemeno Note Added: 0005552
Dec 7, 2010 4:30 pm Suzera Note Added: 0005553
Dec 23, 2010 3:27 pm Chris_McElligottPark Note Added: 0006890
Dec 23, 2010 3:27 pm Chris_McElligottPark Status new => resolved
Dec 23, 2010 3:27 pm Chris_McElligottPark Resolution open => won't fix
Dec 23, 2010 3:27 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 3, 2011 11:44 am Chris_McElligottPark Status resolved => closed