View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002539 | AI War 1 / Classic | Suggestion - Unit Abilities And Behaviors | Jan 18, 2011 7:19 pm | Jan 19, 2011 5:00 pm | |
Reporter | JMAnderson | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.071 | ||||
Fixed in Version | 4.072 | ||||
Summary | 0002539: Cloaked attritioners potentially game-breaking | ||||
Description | Using a cloaker starship with Spirecraft attritioners can be extremely unbalancing. Due to the way aggressive ships pile up at a wormhole to mass for an attack, I can park a handful of attritioners one jump from my territory with a cloaker and the ships that pile up will generally be fully eaten before they can get a strong enough group together to go through, and even if they do a large number of their ships are badly damaged before they can attack. A 3,000+ ship cross planet attack by an Core personality AI was effectively dismantled by five mark I and two mark II attritioners before they felt brave enough to go through the wormhole. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Aren't stationary planetary attritioners already immune to cloaking for a very similar reason? |
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Even if they're made uncloakable, a similar, more micro-intensive trick will be available by popping them in and out of a cloaked transport on the far end of the planet. But yes, they probably should be made uncloakable, or "attrition" should be counted as an attack to keep them from cloaking. Is attrition damage reduced if they're under a forcefield? |
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I don't think making them uncloakable is the right answer. The problem in my mind is that the ai behavior at chokepoints is exploitable this way. Also, this only feels like a problem when multiple attritioners are working together: one ship would only whittle away a bit of health but not kill everything while you wait. Diminishing returns for multiple attrition effects may be a more elegant solution without crippling the unique utility of the attritioner. |
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They made some changes with how smart the AI is with dealing with human cloaked units on their planets and their decisions whether to keep moving or stay, so that is now less exploitable. |
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They don't do diminishing returns for ships on same system anymore either, it didn't really work for Sentinel Frigates and Electric Bombers since it doesn't apply to the AI. |
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Thanks! * Ships that emit attrition effects are now immune to cloaking and camouflaging. |
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I think that preparing strike forces by the AI are still pretty vulnerable if they pile up on the wormhole, if they don't consider themselves strong enough to attack, they really should be worried about a strike from the strong player planet, and hold back until the strike force is ready. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 18, 2011 7:19 pm | JMAnderson | New Issue | |
Jan 18, 2011 7:20 pm | TechSY730 | Note Added: 0009129 | |
Jan 18, 2011 9:07 pm | Sunshine | Note Added: 0009142 | |
Jan 18, 2011 10:03 pm | JMAnderson | Note Added: 0009169 | |
Jan 18, 2011 10:07 pm | TechSY730 | Note Added: 0009172 | |
Jan 18, 2011 10:12 pm | Sunshine | Note Added: 0009179 | |
Jan 19, 2011 4:01 pm | Chris_McElligottPark | Note Added: 0009274 | |
Jan 19, 2011 4:01 pm | Chris_McElligottPark | Status | new => resolved |
Jan 19, 2011 4:01 pm | Chris_McElligottPark | Fixed in Version | => 4.072 |
Jan 19, 2011 4:01 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 19, 2011 4:01 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 19, 2011 5:00 pm | Prezombie | Note Added: 0009279 |