View Issue Details

IDProjectCategoryLast Update
0002845AI War 1 / ClassicSuggestion - Game MechanicsJan 22, 2012 10:47 am
ReporterArcDM Assigned To 
Severitymajor 
Status newResolutionopen 
Product Version5.000 
Summary0002845: Quick Wormhole Exploit
DescriptionHeres 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.
TagsNo tags attached.
Internal Weight

Activities

soMe_RandoM

Feb 17, 2011 1:53 am

reporter   ~0010414

Last edited: Feb 17, 2011 1:55 am

about 1 sec will be sufficient

EDIT: 10 seconds would be over kill.

KDR_11k

Feb 17, 2011 10:57 am

reporter   ~0010422

Or make the AI react less immediately to the big firepower leaving the system since that usually means it can re-enter near instantly.

ArcDM

Feb 17, 2011 10:59 am

reporter   ~0010423

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)

PineappleSam

Feb 17, 2011 11:11 am

reporter   ~0010424

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.

MaxAstro

Feb 17, 2011 12:51 pm

reporter   ~0010426

Last edited: Feb 17, 2011 12:51 pm

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.

Burnstreet

Jan 22, 2012 10:47 am

reporter   ~0018052

I like the idea of pineappleSam

Issue History

Date Modified Username Field Change
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