View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002645 | AI War 1 / Classic | Suggestion - Game Mechanics | Jan 25, 2011 5:45 pm | Jan 31, 2011 6:21 pm | |
Reporter | ColdPrototype | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | open | ||
Summary | 0002645: Competitive Capturables | ||||
Description | Competitive Capturables The general theme of this idea is to engage in some kind of king-of-the-hill competition with the AI over a local battlefield, with the object of the competition being some kind of useful Artifact. The first question that arises is how the competition is triggered. I think there are two options here. One would be just a random timer starting a few hours into the game, like human colony rebellions. However, a more player-driven mechanic would be the option of constructing some kind of beacon structure that, when built, scans for and detects one of the capturable objects. I tend to prefer the second option. In order to maintain a meaningful competition, I think the artifacts should spawn one or two jumps away from any human planet (perhaps avoiding Mark IV/Core planets to spawn on). Once the competition is triggered, the AIs will mobilize to secure it, and the human(s) must determine if they want to commit their forces, and how. The competition itself should be a local combination of offense and defense. To secure the capturable, the player must build something like a specialized colony ship, and Recovery Ship. The recovery ship is a moderately tough (4m HP, command grade?), transportable ship that must be flown to the planet in question, and used to start construction of an Recovery Station. The recovery ship should provide supply on a planet that has an Artifact. Once the Recovery Station is done (ideally, unassistable by engineers, taking 15-20 minutes to build), the player gets control of the artifact. In the meantime, the AIs will be trying to secure the Artifact for themselves. On the artifact planet, they will begin constructing, one at a time, AI Control Cores. The location of the control cores should be set well away from any wormholes. Once there are three control cores, the AI gains control of the artifact (destroying the Recovery Ship and unfinished Recovery Station). Three Control cores should, in total, take about 2 * (10 - Avg AI difficulty) minutes longer to build than the Recovery Station (though this number should go up if the triggering is not caused by the player). That gives the player a little bit of lead time to get to the new planet. If the player is truly behind, the control cores themselves can be detroyed for around 10 AIP (though this should take a real attack, maybe 10M HP for the cores). While the AIs are building the cores, they will be fortifying their position in the system and attacking the players'. First, all ordinary AI waves should have a (1 - (1/Number of human players)) probability of being rerouted to the Artifact planet. In addition, every minute or so, the AI will gain both defensive and offensive reinforcements. The offensive reinforcements will remain in system until the artifact is captured (after which they go free), attacking any player ships that arrive, and trying to destroy the recovery station. The defensive reinforcements should include ships, forcefields, and turrets around the AI cores. As for the particular Artifacts themselves, they should be worthy of such risky business. I suggest a few of the following options: - Spire archive equivalent (For AI, unlocks 2-3 new ship types) - Resource generator (Zenith Power Generator + 300-500 crystal. For the AI, continuously triggers a somewhat-small Mark V wave every 10 minutes) - Fabrication center (3 random core/starship fabs) - Galactic munitions booster (10% boost to all ships) - Derelict battleship (powerful vessel, on par with one of the heavier spire ships) | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 25, 2011 5:45 pm | ColdPrototype | New Issue | |
Jan 25, 2011 5:46 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 25, 2011 5:46 pm | Chris_McElligottPark | Status | new => considering |
Jan 25, 2011 8:50 pm | ColdPrototype | Description Updated | |
Jan 31, 2011 6:21 pm | ArcDM | Note Added: 0009901 |