View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002554 | AI War 1 / Classic | Balance Issue | Jan 19, 2011 8:33 am | Jul 2, 2011 8:21 am | |
Reporter | Red Spot | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 4.066 | ||||
Summary | 0002554: AI attacking planetairy improvements | ||||
Description | In general a good thing, however I have a planet where I have 2.000.000.000 HP of time to save my CC as the AI always tries to take down a conquered armor inhibitor. Where a nearby MRS keeps its health up. I called the planet Doomed at first, later Mobile Front, in light that I do not really intend to defend it and just retake it when I loose it, but I hardly ever do and just send in a small fleet from time to time to mop up the AI attacking the inhibitor. I tend to see this as a bug as the AI will never get that building down unless they come in with say 1k ships or more. Attached a savegame to illustrate it, check what was originally "Murdoch"(always the center planet on an x-map) and than 1 hop north. | ||||
Tags | No tags attached. | ||||
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I too see the AI spending way too much time attacking any armor inhibitors/armor boosters that I encounter. Because they have 2 billion hitpoints, they should probably be given a flag of "AI does not autoattack" or they should have their hitpoints dropped significantly so it's possible for a player to take out the booster/inhibitor if they just want to be able neuter the planet more easily without taking it. |
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Please do not nerf the stations, it would become too easy to just do a churgical strike on them and send in the fleet. Now lvl4 planets with one of these and some buildup of troops are a real menace, I rather not see that changed :) |
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I would agree with Red Spot - rather than nerfing the hitpoints, the AI should just be taught to not attack these. |
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Stopping attacks on ths target would be easiest... But if you're going to Nerf hitpoints, consider increasing the cap slightly, and/or giving them some minimal weapon. |
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Kind of forgat about this one. It still is present, however, in v5.003 it 'seems' less worse. I just had a planet with a booster right next to the 2 AI-gates on that planet, the AI never seemed very focussed on attacking it. They shot volleys at it when passing by but never actually attacked it, as I noticed frequently when I logged the ticket. |
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The reason why it seems less bad now is that the chance of an AI unit specifically going to a "valuable and hard to replace" structure merely because it is valuable and hard to replace is pretty low now. |
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I'm also in favor of making the AI not auto-attack these structures. And that's despite finding an armor inhibitor on an AI homeworld last game, which kinda wrecked my Spire fleet ("What, no shields anymore. Well cr" *line goes dead*) |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 19, 2011 8:33 am | Red Spot | New Issue | |
Jan 19, 2011 8:33 am | Red Spot | File Added: Red Spot.sav | |
Jan 19, 2011 11:16 am | Sunshine | Note Added: 0009241 | |
Jan 19, 2011 12:18 pm | Red Spot | Note Added: 0009246 | |
Jan 19, 2011 6:53 pm | MaxAstro | Note Added: 0009284 | |
Mar 15, 2011 1:31 am | Sigma7 | Note Added: 0011095 | |
Mar 15, 2011 2:29 pm | Red Spot | Note Added: 0011102 | |
Mar 15, 2011 2:31 pm | Red Spot | Note Edited: 0011102 | |
Mar 15, 2011 5:37 pm | TechSY730 | Note Added: 0011104 | |
Jul 2, 2011 8:21 am | Toll | Note Added: 0012641 | |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |