View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002461 | AI War 1 / Classic | Suggestion - AI Behavior And Tactics | Jan 16, 2011 10:59 am | Jan 16, 2011 11:29 am | |
Reporter | Prezombie | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | open | ||
Product Version | 4.066 | ||||
Summary | 0002461: AI Synchronization for a DDoS attack and distribution of special defense. | ||||
Description | One of the important parts of AI war is to keep the number of active fronts down to a minimum, but nothing the AI actually does actively encourages this. I'd like to suggest an occasional DDoS (Distributed Destruction of Systems. :D) from the AI, along with reasoning for it. Storywise, the AI is a distributed system. Only major events in this galaxy automatically get the "top" of the AI's attention, the rest is delegated. There are advantages to actually taking a moment and having all the delegations sound off, and get some face time with the boss. The top gets assurances that everything's working smoothly, and the delegates get to give an analysis on what they need, if they're lucky, they get it. An occasional(every 3-4 planets captured, or 4-5 hours, possibly delay this or rebellions so there's some time between the two if they would otherwise happen close together) event of synchronization would have a few short phases, displayed in the same place as the wave timers. The phases of the synchronization would look something like this. In the silent initial phase the Reinforcements aren't sent (or just a fraction of the usual amount), and the ship allowance is shunted into to a readying DDoS fleet. You could also throw in a wave or two into the DDoS fleet. The length of this first phase would vary proportionally with the number of AI planets bordering player planets, so each AI planet has an equal (difficulty-setting appropriate size) fleet, whether there's 2 or 20 touching the human worlds. This initial phase doesn't put any alerts up, but also the longest. After the AIs have saved up the needed ships for the DDoS, Threat drops to zero, and all threatening ships "dock" (sit near and go to low power mode) at the nearest convenient post for full system checkup. This phase should be as short as possible, and ignores any planet that is currently under attack. Any MIA ships (unable to return due to massive engine damage, tractored, etc) are declared unfit, scrapped, and replacement equivalents (same rank, re-roll the type) are added to the DDoS fleet. Any immobile AI unit can get a free checkup from mark III engineers from the beginning of this phase to the end of the intra-system checkup, maybe with a limit on how much they can heal galaxy-wide, and preferring to heal low max health over high max health, and immobile over mobile. In the actual synchronization, there's two parts, in total taking about the same time as an average AI wave warning. AI 1 and AI 2 (who goes first is random) each have an Intra-AI synchronization, during this short time all the planets that haven't been attacked that are owned by that AI are briefly on standby, All units and buildings are in low power mode, with a complete pause reinforcements (going to the DDoS fleet) and make all guard posts and stationed ships harder to aggro, only waking up on a direct attack with an in-game reasoning of the AI worlds synchronizing databases. The cost for using this window of opportunity, is of course a long term boost in reinforcements there, 3x for an hour or two would be relatively fitting, as well as preferential treatment for requests from the Core. If you were attacking the planet beforehand, the AI sees that the world has better things to do, and when the DDoS begins, part of the fleet is made into reinforcements there, and requests are more likely to be granted, but otherwise there's no long-term effects from continuing an ongoing attack. After both AIs have had their synchronization, there's a final inter-AI sync to get the report from each other, see which side is worse off so the stronger AI will help out in filling requests, and finally, the syncronization of the DDoS fleet. "The Planets of AI 1/2 are in low power mode to synchronize for t." "Warning! Warp sensor overloaded! n waves of x ships arriving in t" All the warp gates activate and send a small to medium-sized wave through from the "saved up" DDoS fleet, with the goal of spreading out the player's defences, or breaking through somewhere and actually doing damage, punishing those who build a pittance on each wormhole for wanderers, only building large defenses when the wave is coming. Is the AI actually doing something during this syncronization? Yes! Any activated planet (Any planet that's permanently on alert, or lost an immobile non-tachyon guardian to an attack) gets to file a Request (two on higher difficulties?) with the core. These Requests could be anything, but are specifically for special AI only defensive equipment, designed to mitigate a player who overuses a specific strategy. The Core would take all the valid requests, and fill as many as it sees fit, based on difficulty and number of requesting planets. If you only gate-raided, the request would likely be for a replacement warp gate. This new warp gate could either be invulnerable, self destructing only when the command station dies, or have a painful consiquence for taking out, I'm thinking a warping attack wave one tech level above the current according to the progress, or some other revenge that would make even devoted gate-raiders think twice. If you completely neutered a planet, that planet would request something that would make transport through more difficult, like a guardian six-pack, or a few guard station builders (Which would behave like colony ships, converting to a single guard station). There's plenty of possible special deliveries, and synchronization is the perfect method for the AI to decide which special defenses to build and deliver, and to where. In conclusion, it's a feature that is a much more involved method to encouraging minimizing your defensive fronts than capping Advanced warp detectors, but it's more effective, encourages a much more balanced game, and keeps you looking over your shoulder, preparing for the next time the AI imitates a spambot. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
Date Modified | Username | Field | Change |
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Jan 16, 2011 10:59 am | Prezombie | New Issue | |
Jan 16, 2011 11:29 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 16, 2011 11:29 am | Chris_McElligottPark | Status | new => considering |