View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002845 | AI War 1 / Classic | Suggestion - Game Mechanics | Feb 16, 2011 9:46 pm | Jan 22, 2012 10:47 am | |
Reporter | ArcDM | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 5.000 | ||||
Summary | 0002845: Quick Wormhole Exploit | ||||
Description | Heres the scenario: you have your fleet on one side of the wormhole, the AI has mas their fleet on the other side. They wont enter until your planet has less military ships to oppose them and you dont want to attack them on their planet. You take your most threatening ships and position them to be able to enter the wormhole all at once. Now have the group enter the wormhole and immediately reenter on the other side (done by clicking the opposing planet and shift clicking your planet that they were initially on). The AI sees the lessened threat and the ships werent there long enough to fire nor (more importantly) be fired upon. You now have your fight on your turf. My solution (one that I've been pushing for a while): have a cool down timer for wormholes (so that the ships can readjust their sensors), I'm thinking about 10 seconds. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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about 1 sec will be sufficient EDIT: 10 seconds would be over kill. |
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Or make the AI react less immediately to the big firepower leaving the system since that usually means it can re-enter near instantly. |
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Yes, one second might be sufficient for the situation described but I feel that I might still be able to abuse wormholes (I'm thinking something involving force fields) I was also thinking about getting more response from the AI when crossing its planet when its wormholes are practically touching. On the other hand: I would be happy with just 1 seconds (for the time being) |
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Why not have threat flow to adjacent systems? If a ship generates a threat of X, then adjacent systems could have thread =X/2 while systems adjacent to THOSE systems have threat X/4... it would prevent the exploit from happening and keep the AI attacking the territories furthest from your fleets. An alternative would be to have threat only update periodically to the AI... every 10 seconds for example it *scans* systems and then acts to the perceived threat. |
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I am guilty of using this tactic, as well as the related "send your fleet one hop deeper into friendly territory and then come back when the AI attacks". PinappleSam's idea is a very good one. Another good one (for multiple reasons) would be to have wormhole buildup forces also pay attention to threat on their own world, and if human ships on their own world are above a certain ratio (some kind of threat comparison between the human ships and the AI ships, NOT COUNTING the ones waiting at the wormhole) then the wormhole ships hold to defend the world rather than spill through into player territory. EDIT: As far as the original idea of a cooldown delay between wormholes, that I am strongly opposed to. |
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I like the idea of pineappleSam |
Date Modified | Username | Field | Change |
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Feb 16, 2011 9:46 pm | ArcDM | New Issue | |
Feb 17, 2011 1:53 am | soMe_RandoM | Note Added: 0010414 | |
Feb 17, 2011 1:55 am | soMe_RandoM | Note Edited: 0010414 | |
Feb 17, 2011 10:57 am | KDR_11k | Note Added: 0010422 | |
Feb 17, 2011 10:59 am | ArcDM | Note Added: 0010423 | |
Feb 17, 2011 11:11 am | PineappleSam | Note Added: 0010424 | |
Feb 17, 2011 12:51 pm | MaxAstro | Note Added: 0010426 | |
Feb 17, 2011 12:51 pm | MaxAstro | Note Edited: 0010426 | |
Jan 22, 2012 10:47 am | Burnstreet | Note Added: 0018052 |