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IDProjectCategoryLast Update
0024346AI War 2Gameplay IdeaDec 14, 2021 9:32 pm
ReporterChris_McElligottPark Assigned ToChris_McElligottPark  
Severityminor 
Status closedResolutionwon't fix 
Summary0024346: During press period: Interplanetary Weapons
DescriptionNote: might fall to after press period, we'll see.

Interplanetary Weapons still need delivering as one of the last kickstarter items (specific backer rewards aside). Original kickstarter post about interplanetary weapons is here: https://www.kickstarter.com/projects/arcengames/ai-war-ii-0/posts/1766549

Sentinel Hangar
Has a “drone gun” that fires ships that explode when they get near an enemy target.
This drone gun gets an extra shot per adjacent planet that has enemies on it.
This drone gun is able to launch drones against adjacent planets, not just its own planet.
Cumulative energy cost of 2x. No limit per planet in general.
Purpose: We promised 4 interplanetary weapons during the kickstarter as one of the stretch goals, but the weapons that we thought of at the time are very unexciting in the current state of the game. So this is a replacement that should be a lot more exciting.

Pulsar Device
Costs a moderate amount of metal and energy. Does nothing, normally.
Limit one per planet.
Only functions on player planets, but does not have to be your planet; does not function in brownouts.
Must be hacked in order to activate it, for 5 HaP. During the hack, you will select a single planet within 2 hops of the device. All ships -- allied, enemy, and otherwise -- will take EMP damage and be disabled for 60 seconds.
Remote hack is fine, versus having to have local hacker.
Purpose: We promised 4 interplanetary weapons during the kickstarter as one of the stretch goals, and this is a revised version of one of them. The idea here is something a bit more tame, but more targeted. So it doesn’t require such an AI response as we would have given, and you can use it more. Overall that should make it a lot more useful.
This does also fulfill some of the function of EMP Warheads as seen in AIWC. However, it’s nice that these don’t cost any AIP to use. These won’t rule out having actual warheads of other sorts in the future in AIW2, including EMP variants.

Assault Slingshot
Costs a moderate amount of metal and energy. Does nothing, normally.
Limit one per planet.
Only functions on player planets, but does not have to be your planet; does not function in brownouts.
Must be hacked in order to activate it, for 10 HaP. During the hack, you will select a single planet within 2 hops of the device.
As the hack completes, a ton of non-controllable autorockets belonging to your faction will spawn all over that planet, and target things with impunity. This will be a lot stronger of an effect per autorocket compared to the normal autobombs in the game. They will have a huge amount of health, so that they rarely detonate without meaning to, and they will probably cut through personal shields and definitely will ignore forcefields.
Purpose: We promised 4 interplanetary weapons during the kickstarter as one of the stretch goals, and this is a revised version of one of them. The idea here is something a bit more tame, but more targeted. So it doesn’t require such an AI response as we would have given, and you can use it more. Overall that should make it a lot more useful.

Nuclear Slingshot
Costs a large amount of metal and energy. Does nothing, normally.
Limit one per planet.
Only functions on player planets, but does not have to be your planet; does not function in brownouts.
Must be hacked in order to activate it, for 50 HaP. During the hack, you will select a single planet within 3 hops of the device.
As the hack completes, a nuclear detonation will happen on the planet you have chosen.
All structures will be destroyed, as will all mobile forces lower than mark 7, excepting any spire, golem, or extragalactic war units. We’ll have a nuke-immune attribute for them, to make that extensible into mods.
The planet in the background will be reduced to a rubble cloud.
All of the metal harvesting spots on the planet will be removed.
No player or faction can again build in this planet’s gravity well, and so no player or faction can claim it. It will be referred to as Wild Space after that, rather than Neutral Space.
The AIP will go up by 30, plus any AIP of any structures or units destroyed on this planet.
Purpose: We promised 4 interplanetary weapons during the kickstarter as one of the stretch goals, and this is a VERY revised version of one of them. The idea here is something considerably more tame, but more targeted and thus something that you can actually use in a real game versus us needing to send an AI exo war strikeforce of ridiculous proportions after this. Instead we can just leave it with the AIP increase and go no further.
This does also fulfill some of the function of Nuclear Warheads as seen in AIWC (though this is rougher). These won’t rule out having actual warheads of other sorts in the future in AIW2, including nuke variants that are more traditional and don’t take out metal deposits.

My editorial:

This stuff requires way less interface work than what we described in the original kickstarter, plus it’s something we can actually balance. The older designs from the kickstarter are the sort of things that I can’t see anyone ever really using because they are so OP that the AI response would have to be just insane to compensate. These new versions are very powerful, stick to the general spirit of the original ideas we pitched during the kickstarter, but should give players a wider array of things to use.
TagsNo tags attached.

Relationships

related to 0024345 resolvedChris_McElligottPark During press period: Loadouts 
related to 0024344 resolvedChris_McElligottPark During press period: Hacking Improvements 
related to 0024343 resolvedChris_McElligottPark During press period: ship encyclopedia 

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Issue History

Date Modified Username Field Change
Jan 19, 2021 3:35 pm Chris_McElligottPark New Issue
Jan 19, 2021 3:35 pm Chris_McElligottPark Relationship added related to 0024345
Jan 19, 2021 3:35 pm Chris_McElligottPark Relationship added related to 0024344
Jan 19, 2021 3:35 pm Chris_McElligottPark Relationship added related to 0024343
Jan 19, 2021 3:35 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 19, 2021 3:35 pm Chris_McElligottPark Status new => assigned
Dec 14, 2021 9:32 pm Chris_McElligottPark Status assigned => closed
Dec 14, 2021 9:32 pm Chris_McElligottPark Resolution open => won't fix