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IDProjectCategoryLast Update
0002783AI War 1 / ClassicSuggestion - Game MechanicsOct 1, 2012 2:01 pm
ReporterOralordos Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Fixed in Version5.088 
Summary0002783: Spire Shard seeding
DescriptionThis was first suggested here: http://www.arcengames.com/forums/index.php/topic,8178.msg71776.html#msg71776
In short, allow the shards to spawn in human territory. This should allow for a choice between a ton AIP capturing every planet the shards [i]might[/i] spawn on, or trying to bring it back from enemy territory where you won't have static defenses to help against the AI to bring it back to your territory.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

TechSY730

Feb 10, 2011 11:39 am

reporter   ~0010233

Not to mention making it that the shard spawn location is not tied to your locations.
The current seeding logic makes no sense from an in universe perspective.

Draco18s

Feb 10, 2011 12:04 pm

developer   ~0010234

Aww, this was my idea originally! :(
Now I'll never get the credit. :P

Oralordos

Feb 10, 2011 12:39 pm

reporter   ~0010236

I placed a link to the original post in there. So you should get the credit. All I did was repost it here for the devs.

Draco18s

Feb 10, 2011 12:42 pm

developer   ~0010237

I'm teasing.

KDR_11k

Feb 10, 2011 1:37 pm

reporter   ~0010238

Might make it too easy on some map layouts.

Draco18s

Feb 10, 2011 1:50 pm

developer   ~0010240

@KDR: We're aware, and Keith has already stated that "balance on a snake map might not be the best measure" or similar.

KDR_11k

Feb 10, 2011 4:53 pm

reporter   ~0010244

I've had lucky layouts from the Basic pattern that gave me a pocket of the galaxy with a small number of chokepoints to defend, if the shards can spawn in human space and are based on the distance to the home command then it's quite feasible for the shard to appear in deeply secure territory. Of course on something like a grid map you'd get attacked from all sides instead.

orzelek

Feb 10, 2011 6:38 pm

reporter   ~0010249

I'm leaving my support mark here. Continuous flying for the thing with predictable "always a bit farther than last time" was kind of grindy and it gets boring after first 2;)

Zeyurn

Feb 10, 2011 8:12 pm

reporter   ~0010253

I'm posting support because it's a little unfair to players who naturally take more territory before shard getting that they then in turn get further penalized by shards being always far away. But in the end it's not gamebreaking either way, just kind of frustrating.

chemical_art

Feb 11, 2011 7:54 am

reporter   ~0010267

Optimally, I think the LotS campaign can be done alongside the main game, with it occasionally requiring your full attention. This is done with the exo-waves and chase scenes. However, by always seeding outside enemy space, you discourage taking planets early, which seems counter productive.

Since to take full advantage of the spire you will need to capture a bunch of planets already, it seems odd to always have it in enemy space rather then be more neutral. Right now, to have a chance of not killing your AIP and yet have enough planets for the spire, you need to pretty much investigate as much as you can then start capturing planets, which makes the story take longer and feel more "grindy". There is a penalty for taking planets early in the form of the story ALWAYS requiring more work.


For me, it becomes "why should I bother taking that ARS 3 planets away? If I capture it, I ensure the shard won't spawn there. No, I will investigate first and make the fight much harder then it would be if I did it later, but darn it I don't want to neuter two whole sets of planets if I can avoid it." If the system would change, my whole thought process would change to "Shard spawning is truely random, so I'll pursue the campaign when I want to, rather then building my game around it. Let's get the ARS."

Nice Save

Sep 6, 2011 1:00 pm

reporter   ~0013145

Last edited: Sep 6, 2011 1:03 pm

Maybe make it a fixed distance from your homeworld instead of your borders? Then taking lots of planets early isn't penalized, and the length of the 'chase' is more predictable.

Also bypasses the problem of completely random placement spawning a shard somewhere you can't get to (e.g. on the other side of the first AI homeworld on a snake map).

Lancefighter

Sep 6, 2011 5:25 pm

reporter   ~0013151

if im not mistaken the first shard will spawn in human territory if you are behind mk4 worlds.. but past that, its always 2 jumps away (and 3 jumps later) iirc.

i mean, chances are pretty good once you have the spire stuff rolling out you wont have much trouble annexing worlds for *fun*...

leb0fh

Oct 20, 2011 3:45 pm

reporter   ~0016919

Just as a sidenote - I played a multiplayer game (2 human) and we each took 8 worlds (so all available worlds were taken between us) on a 100 planet snake map. The first [b]4[/b] shards all spawned on my front-most homeworld. We were not behind mk4 worlds (or even mk3), so we had a very easy frist-half game :)

Mercatio

Dec 8, 2011 10:33 pm

reporter   ~0017712

Last edited: Dec 8, 2011 10:35 pm

I would strong support a change which did not discourage natural expansion. If the shard was allowed to spawn inside allied territory, I think the strike forces which spawn attempting to destroy it should also be allowed to spawn inside friendly territory.

Limiting expansion currently means most worlds bordering the shards spawn location would be enemy worlds. If the strike forces were allowed to spawn in adjacent player controlled or neutral worlds that were not on a direct path to the nearest homeworld that should have a similar effect. The backdoor hacker AI type already has the exogalactic wormhole, why not allow temporary versions of this type of spawn location to be used in the center of adjacent planets. Alternatively the counter attack warp post logic could be used on adjacent planets and have the strike force approach from one of the far corners.

By continuing to have the waves spawn in this manner as the shard moves, it would severely limit the amount of defenses that could be setup specifically to counter the waves which will spawn, and would prevent the waves from being required to travel through 3 or 4 player controlled systems before reaching the shard.

Since the shard is pulled out of subspace, why not have the AI respond in a similar manner.

Lemon

Dec 13, 2011 8:54 pm

reporter   ~0017842

Could set a hard cap on the distance the AI follows the shard. 2/3/3/4/5 systems. This way if the shard spawns 15 systems away because you were expanding normally you don't have to defend it for such a long distance.

I agree that the current spawn mechanic puts too much of an emphasis on never expanding in a certain direction just so that the shard always spawns in an obscure corner that is easily defended rather than ontop of a core world.

keith.lamothe

Oct 1, 2012 1:59 pm

administrator   ~0028549

For 5.088:

* Answering another longstanding top-of-the-mantis-voting request: the shard seeding in Fallen Spire now only cares about how far from the human homeworlds a planet is, rather than the current border of AI territory. This can make it easier depending on how much territory you've taken (particularly on something like a snake map, but that's something of an edge case), but in light of various recent changes this may not be a bad thing, and the seeding being relative to what you'd conquered was pretty annoying and encouraged some strange playstyles.
** The last shard is an exception: it still doesn't pay attention to what you've conquered, but it always tries to seed on an AI core planet (so bordering a homeworld, but never on a homeworld).

Thanks :)

Draco18s

Oct 1, 2012 2:01 pm

developer   ~0028550

Woo!

Issue History

Date Modified Username Field Change
Feb 10, 2011 11:29 am Oralordos New Issue
Feb 10, 2011 11:39 am TechSY730 Note Added: 0010233
Feb 10, 2011 12:04 pm Draco18s Note Added: 0010234
Feb 10, 2011 12:39 pm Oralordos Note Added: 0010236
Feb 10, 2011 12:42 pm Draco18s Note Added: 0010237
Feb 10, 2011 1:37 pm KDR_11k Note Added: 0010238
Feb 10, 2011 1:50 pm Draco18s Note Added: 0010240
Feb 10, 2011 4:53 pm KDR_11k Note Added: 0010244
Feb 10, 2011 5:52 pm Oralordos Description Updated
Feb 10, 2011 6:38 pm orzelek Note Added: 0010249
Feb 10, 2011 8:12 pm Zeyurn Note Added: 0010253
Feb 11, 2011 7:54 am chemical_art Note Added: 0010267
Sep 6, 2011 1:00 pm Nice Save Note Added: 0013145
Sep 6, 2011 1:03 pm Nice Save Note Edited: 0013145
Sep 6, 2011 5:25 pm Lancefighter Note Added: 0013151
Oct 20, 2011 3:45 pm leb0fh Note Added: 0016919
Oct 31, 2011 7:41 am tigersfan Internal Weight => Feature Suggestion
Oct 31, 2011 7:41 am tigersfan Status new => considering
Dec 8, 2011 10:33 pm Mercatio Note Added: 0017712
Dec 8, 2011 10:34 pm Mercatio Note Edited: 0017712
Dec 8, 2011 10:35 pm Mercatio Note Edited: 0017712
Dec 13, 2011 8:54 pm Lemon Note Added: 0017842
Oct 1, 2012 1:59 pm keith.lamothe Note Added: 0028549
Oct 1, 2012 1:59 pm keith.lamothe Status considering => resolved
Oct 1, 2012 1:59 pm keith.lamothe Fixed in Version => 5.088
Oct 1, 2012 1:59 pm keith.lamothe Resolution open => fixed
Oct 1, 2012 1:59 pm keith.lamothe Assigned To => keith.lamothe
Oct 1, 2012 2:01 pm Draco18s Note Added: 0028550