View Issue Details

IDProjectCategoryLast Update
0022815AI War 2Gameplay IssueDec 22, 2021 5:19 pm
ReporterFlypaste Assigned ToBadgerBadger  
Severityminor 
Status resolvedResolutionfixed 
Product Version1.332 The Extragalactic War Nears 
Summary0022815: Warden fleet behaves like a 2nd hunter fleet when player loses planet
DescriptionWhen my command station is destroyed, the warden fleet rolls right into the planet and mops everything up making any sort of last-ditch defense completely impossible. From what I can tell on high difficulties the hunter and warden fleets are balanced around the player fighting one of them at a time, not around both of them rolling together in a 400+ strength death blob at 100 AIP.

If this is intended behavior I would like to see a lobby option that makes the warden not try to ""defend"" neutral planets.
TagsNo tags attached.

Relationships

related to 0023012 resolvedBadgerBadger Warden manipulation 

Activities

BadgerBadger

Feb 22, 2020 11:16 am

manager   ~0056067

The Warden shouldn't be used as part of the spearhead of the attack, but they will eventually (on the order of 5-10 minutes) realize that the planet is no longer owned by you and will show up.

Will add to the queue.

Flypaste

Feb 22, 2020 4:19 pm

reporter   ~0056070

They don't spearhead it technically but a 200 strength hunter fleet is usually enough to snipe out the command while I'm trying to fight it off, and then the warden fleet comes right in 10-30 seconds later.

ZeusAlmighty

Mar 5, 2020 4:26 pm

manager   ~0056341

the warden rushing you after you command station goes down raises the stakes in a healthy way -- it would be a shame to remove that behavior imo
and there is a trade off for the warden for doing so--it now is less apt to defend a planet from your offensive manuevers

 if anything that should be tied to diff
low warden can chill out but high level should be aggressive

Fluffiest

Mar 5, 2020 8:14 pm

reporter   ~0056347

30 seconds is a bit fast, 5-10 minutes seems more ok.

Strategic Sage

Mar 6, 2020 1:16 am

reporter   ~0056348

Another minority opinion, but I personally like the described warden behavior. I think losing a planet should be painful beyond 'eh, I'll just rebuild, it'll cost me some metal). I'm not opposed to an option for something else to happen but I'm in favor of keeping the described behavior as the default.

ArnaudB

Mar 6, 2020 8:51 am

manager   ~0056357

I wouldn't necessarily replace it since warden fleet need a path from the Homeworld to the planet it can moves to.

You can cut off the path to the AI Homeworld(s) to avoid those issues. In this particular case, you can choose to NOT let waves comes from the AI-Homeworld's side and let them come from the other side where they can't reinforce like that.

I dunno about adding a delay. It would make things easier. On the other hand a savy player can also "lose" a planet to attract the warden away from a defended position, then you can take advantage of that to blitz guard posts there. Tricky, but doable.

Ryulong

Mar 13, 2020 2:13 am

reporter   ~0056506

Weighing in: The warden fleet is the single scariest entity in a non-Spire, non-Scourge game for me. This behavior is part of why.

Flypaste has the timing correct. As soon as a command station drops, fireteams gonna fireteam-speed-boost from everywhere and make sure I don't take that planet back. (As a side note, I'm not a fan of the raider effect persisting after the fireteam has reached their target planet.)

It definitely helps the AI to act like this, though I imagine a newer player feels like they're getting kicked while they're down.

Fluffiest

Mar 13, 2020 7:30 am

reporter   ~0056509

...maybe it needs to be a setting in the lobby, for each AI?

Flypaste

Mar 13, 2020 9:08 pm

reporter   ~0056541

I think you guys are misunderstanding if you think I'm talking about a planet that has been lost. I'm not talking about lost planets. I'm talking about planets that I hold, by virtue of having all of their defenses operational, but that have had the command station sniped out in some capacity or another.

Strategic Sage

Mar 13, 2020 10:09 pm

reporter   ~0056543

From a game perspective, that's exactly what losing a planet is, so at least for my part I understand what you're saying. Who owns a planet is defined by who has an operational command center on it. If yours is sniped, the planet is no longer yours; it is considered neutral regardless of how many ships & turrets you or anyone else has remaining active on it. Ergo, the act of having your CC sniped is the act of losing the planet.

Flypaste

Mar 13, 2020 11:00 pm

reporter   ~0056544

Then the command centers need to be made less snipe-able

ArnaudB

Mar 15, 2020 6:32 am

manager   ~0056555

Home Command station in particular need a counter-sniper against Polsteigeist.

It's stupid that you can instant-lose in any map you don't have a chokepoint with forcefield on it. There is zero counter against this intragalatic unit that is also stealthed, very fast, can't be slowed down and one shot even a Mark III Home command.

Strategic Sage

Mar 18, 2020 3:51 am

reporter   ~0056585

I think players have adequate means at their disposal to protect the command centers. My opinion is that choosing how to deploy those tools to appropriately limit the danger of losing them is an important strategic element in the game.

Chris_McElligottPark

Dec 22, 2021 5:19 pm

administrator   ~0063556

Fixed a while back, thanks!

Issue History

Date Modified Username Field Change
Feb 22, 2020 5:58 am Flypaste New Issue
Feb 22, 2020 6:00 am Flypaste Description Updated
Feb 22, 2020 11:16 am BadgerBadger Note Added: 0056067
Feb 22, 2020 11:39 am BadgerBadger Assigned To => BadgerBadger
Feb 22, 2020 11:39 am BadgerBadger Status new => assigned
Feb 22, 2020 4:19 pm Flypaste Note Added: 0056070
Mar 5, 2020 4:26 pm ZeusAlmighty Note Added: 0056341
Mar 5, 2020 8:14 pm Fluffiest Note Added: 0056347
Mar 6, 2020 1:16 am Strategic Sage Note Added: 0056348
Mar 6, 2020 8:51 am ArnaudB Note Added: 0056357
Mar 13, 2020 1:34 am BadgerBadger Relationship added related to 0023012
Mar 13, 2020 2:13 am Ryulong Note Added: 0056506
Mar 13, 2020 7:30 am Fluffiest Note Added: 0056509
Mar 13, 2020 9:08 pm Flypaste Note Added: 0056541
Mar 13, 2020 10:09 pm Strategic Sage Note Added: 0056543
Mar 13, 2020 11:00 pm Flypaste Note Added: 0056544
Mar 15, 2020 6:32 am ArnaudB Note Added: 0056555
Mar 18, 2020 3:51 am Strategic Sage Note Added: 0056585
Dec 22, 2021 5:19 pm Chris_McElligottPark Status assigned => resolved
Dec 22, 2021 5:19 pm Chris_McElligottPark Resolution open => fixed
Dec 22, 2021 5:19 pm Chris_McElligottPark Note Added: 0063556