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IDProjectCategoryLast Update
0002980AI War 1 / ClassicGameplay IssueMar 2, 2011 4:46 pm
ReporterMalibu Stacey Assigned To 
Severitytrivial 
Status newResolutionopen 
Product Version5.002 
Summary0002980: AI has numerous remains rebuilders in its systems for no apparent reason
DescriptionI often find myself with dozens of reclaimed remains rebuilders as the AI tends to have a few in reinforced systems around its command stations. This seems a bit pointless for the AI as it no longer has structures to rebuild other than mines (none of the other AI structures leave remains as far as I have seen).
Those reinforcement points could be used for something a little more "useful" to the AI rather than units whose only purpose is to sit cloaked around the command station until my fleet decloak & then kill and/or reclaim them.
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ArcDM

Mar 1, 2011 9:18 am

reporter   ~0010861

The AI remains rebuilders don't even rebuild the broken mines like they should, I pop a mine and it stays that way indefinitely.

Red Spot

Mar 1, 2011 1:34 pm

reporter   ~0010865

Mantis did booboo again (post my reply and just get an error trown in my face, post is lost).

Anyway, in short: It doesnt matter, cause
-for the AI this way the next planet wont lose twice the reinforcements points on rebuilders
-for the humans it just means you plant a mil-CC when you take the planet, the higher the mark the easier it is (cheaper than tachion warheads on your AIP, and less time intensive than scouting/decloaking the entire planet by hand).

Malibu Stacey

Mar 1, 2011 7:00 pm

reporter   ~0010878

Red Spot I think you're missing the point here. The AI is already wasting reinforcement points on a number of planets with remains rebuilders it'll never use. I doubt it's going to sway the tide of a battle but it's still something.

Red Spot

Mar 2, 2011 12:13 pm

reporter   ~0010889

Ah, yeah, pretty much read past that (or read it differently, mute point anyway :)).

Perhaps posts should leave -very slowly rebuildable- remains?
This in effect makes the other units(the ones removing remains) usefull again, makes the AI able to get its power back on a planet if you do not clean it out properly, and ofcourse give the remains rebuilders themselves some use in the hands of the AI.

Malibu Stacey

Mar 2, 2011 2:16 pm

reporter   ~0010890

And make the entire point of neutering a system completely *moot*.

A simple solution would be to remove remains rebuilders from the AI's list of reinforcements.

Red Spot, try slowing down & thinking about things for a while before you post on Mantis. This isn't the forums, if you want to stream every single thought you have to the community do it there not here.

Red Spot

Mar 2, 2011 4:10 pm

reporter   ~0010891

Why would it make neutering a moot point, as I mentioned it gives the other unit some purpose again, sort of fixing 2 things in 1 go.

Draco18s

Mar 2, 2011 4:15 pm

developer   ~0010892

You don't know what neutering is, then, do you?

TechSY730

Mar 2, 2011 4:46 pm

reporter   ~0010893

Letting the gaurd post leave remains (and have a pretty long build time) seems like it would give usefulness to AI remains re-builders and human cleanup drones. That is a cool idea. I'm for it.

To remain balanced though, cleanup drones should be able to work without supply, and the rebuild time for guard posts would need to be pretty big.

And as always, the AI should scrap any remains left on the planet if the planet changes to player control.

Issue History

Date Modified Username Field Change
Mar 1, 2011 8:44 am Malibu Stacey New Issue
Mar 1, 2011 9:18 am ArcDM Note Added: 0010861
Mar 1, 2011 1:34 pm Red Spot Note Added: 0010865
Mar 1, 2011 7:00 pm Malibu Stacey Note Added: 0010878
Mar 2, 2011 12:13 pm Red Spot Note Added: 0010889
Mar 2, 2011 2:16 pm Malibu Stacey Note Added: 0010890
Mar 2, 2011 4:10 pm Red Spot Note Added: 0010891
Mar 2, 2011 4:15 pm Draco18s Note Added: 0010892
Mar 2, 2011 4:46 pm TechSY730 Note Added: 0010893
Apr 14, 2014 9:28 am Chris_McElligottPark Category Gameplay - General Complaint => Gameplay Issue