View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002384 | AI War 1 / Classic | Suggestion - AI Behavior And Tactics | Jan 11, 2011 5:13 pm | Jan 15, 2011 11:40 pm | |
Reporter | TechSY730 | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | 4.065 | ||||
Summary | 0002384: AI Fortress on AI homeworlds always | ||||
Description | Basically, make sure that (above some difficulty), an AI will always have an AI fortress on their home-worlds, near their homes. No matter what the map or seed. The standard level would be a Mk. III fortress, but with some exceptions listed below. For above a certain difficulty level or for certain defensive AI types at lower levels (turtle, fortress baron, etc.), this could be a AI SuperFortress instead. For offensive AI types (bully, mad bomber, etc.), this could be an AI Fortress Mk. II instead for normal levels (6-8 or something), to fit with their theme of neglecting defense. Also, AI Mk. I fortresses could be used at an AI's home if their difficulty is too low for AI fortresses to spawn normally. This would make it look like the AI takes all the steps humans try to do to protect their home-world (which of course includes fortresses). Also, I like the idea of protecting MVP type units (like homes) to the point of stupidity, which many human players do. Note: these fortresses would not spawn if the avenger for that AI is on, as then the avenger serves that role, and then some... EDIT: If you are going to vote down this idea, make sure you do it not because you don't want the end game harder (MAN UP, WUSS!), but rather because you think it would destroy the balance and/or pacing of the endgame. | ||||
Tags | No tags attached. | ||||
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I am repeating this here as it is too easy to miss in the main post: If you are going to vote down this idea, make sure you do it not because you don't want the end game harder (MAN UP, WUSS!), but rather because you think it would destroy the balance and/or pacing of the endgame. |
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I play on a difficulty that almost exceeds my own skill so i rarely if ever get to the homeworld stage. I would in theory be in favour of this because i always like a good challenge during the end game. On a cruel note, what would the idea of having multiple AI eyes at the Homeworld? too tough? |
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Definitely one AI eye on a home-world always, but more than would would be just cruel. Maybe more than one for difficulty >=9 for AI types that do not skimp on their defenses. |
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I'd be in support of a fortress on AI homeworlds. Could even boost it a bit by making the fortress a home guard post, meaning it has to be killed before the AI home station is killed. Since it'd stick close to the home, it means it'd be protected by its forcefields, making it that much harder. |
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The question is, is it really necessary to have a Fortress on a AI homeplanet? Or is it just something new we have to blow up that'll take even more time. As if homeworld sieges weren't hard enough. |
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As much as it pains me to admit it, it does not add that much more variety to the endgame. However, if the AI were on my doorstep, I would pour everything I got defense wise into defending my home. If I lose my home, I lose. In fact, I keep my home moderately well defended even when the nearest AI planet is several hops away, just in case. Shouldn't the AI start putting all of its cool defensive stuff into protecting its home? We human players do it. I want the AI to look like its taking home defense VERY seriously, and really serious defenses involve fortresses. And yes, I do want as much tough stuff stacked onto their homes as they can get their hands on, just like we human players do. If the AI has to fight through a bunch of awesome stuff to kill us, we should have to fight through the same awesome stuff and then some to kill them. |
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I seem to recall that there already is a fortress on the AI home planets always. If not, then that's something I removed to introduce more variety into the home planets. In general, "X is always at the home planet" is something I'm specifically trying to avoid, so that the endgame is fairly different each time. And AI Eyes are specifically forbidden there. The difficulty of the home planets is meant to come from all those mark V ships, plus the unique and deadly core guard posts. |
Date Modified | Username | Field | Change |
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Jan 11, 2011 5:13 pm | TechSY730 | New Issue | |
Jan 11, 2011 5:18 pm | TechSY730 | Description Updated | |
Jan 11, 2011 5:18 pm | TechSY730 | Note Added: 0008268 | |
Jan 11, 2011 5:23 pm | Varone | Note Added: 0008269 | |
Jan 11, 2011 5:25 pm | TechSY730 | Note Added: 0008270 | |
Jan 11, 2011 5:27 pm | Toll | Note Added: 0008271 | |
Jan 11, 2011 5:33 pm | TechSY730 | Note Edited: 0008270 | |
Jan 11, 2011 7:14 pm | kingisaaclinksr | Note Added: 0008292 | |
Jan 11, 2011 7:21 pm | TechSY730 | Note Added: 0008295 | |
Jan 11, 2011 7:22 pm | TechSY730 | Note Edited: 0008295 | |
Jan 15, 2011 11:40 pm | Chris_McElligottPark | Note Added: 0008604 | |
Jan 15, 2011 11:40 pm | Chris_McElligottPark | Status | new => closed |
Jan 15, 2011 11:40 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 15, 2011 11:40 pm | Chris_McElligottPark | Resolution | open => no change required |