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IDProjectCategoryLast Update
0002986AI War 1 / ClassicSuggestion - New FeaturesMar 9, 2011 3:17 pm
Reporterdoctorfrog Assigned ToChris_McElligottPark  
Status consideringResolutionopen 
Product Version5.002 
Summary0002986: Scouts can create 'trip gates' to detect possible surprise attacks
DescriptionLike many a commander, I can't constantly snap between planets to eyeball AI troop movements, but it would be nice to have an automated eyeball on the ready, to alert me to such things. Warp sensors do this to a point, but are obviously limited (and for gameplay reasons, rightfully so).

I'd like to have a scout resident on a planet to be able to "draw" a cloaked "trip gate" that would generate an alert if it is ever crossed. A trip gate would simply a line drawn on the playfield. A trip gate would be manually "drawn" by the player with a drag-n-drop motion over the playfield, perhaps with a limit as to how wide the trip gate is.

The trip gate triggers an alert any time an enemy ship crosses it. The alert could take the form of a sound, a text alert in the usual spot, or a flare.

I would see myself typically setting these up near wormholes that I would prefer to have a little more advance warning for, to catch enemy activity that usually comes without much warning.

- If the scout leaves the planet, or is destroyed, its trip gate vanishes.
- Each scout could be capable of drawing a single trip gate.
- Cloaked enemies would not trip the gate.
- Once tripped, the trip gate still continues to function.
- A trip gate alert would remain active for, say, 15-120 seconds.
- A trip gate could be disrupted by the presence of certain enemy units, such as a wormhole or tachyon guardian.

This would alleviate some of the trouble arising from cross-planetary attacks, since, if they can't be detected with a warp sensor, they could at least be semi-detected by trip gates set up manually by the player.

Example without trip gate: player gets a sudden message that Neinzul Conservation Wardens are attacking one of his planets, right when they appear.

Example with trip gate: player gets a message a short time before the Wardens attack, which he either investigates or ignores as he is able.

An alternative to this could be automatic "Scout reports" such as "Scout unit reports Neinzul ships approaching the Xhououasfdgha wormhole."

An addition to this feature might be for a scout to automatically leave a trip gate on any planet it arrives on, directly on the wormhole that it entered from. In this case, it might make sense to have the trip gate be a circle around the wormhole at a reasonable radius.
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motai

Mar 1, 2011 8:19 pm

reporter   ~0010883

i like the wromhole link idea. actually might consider actually setting for scout reports in the info tab that would show fleet masses near wormholes at any scouted system be about the same effect and much more informative. put the info on the wormhole line offset from the system itself so it can report all directions but only shows ship number gathered rather than all in system. and would report both sides of the wormhole

GrimerX

Mar 9, 2011 1:54 am

reporter   ~0010989

I was also thinking about scouts being able to reprort enemy troops "on the way", similar to the notification you get from a Golem/Spirecraft Exogalactic warning. Not sure about the "trip gate" though -- there are almost always ships floating around wormholes, seems it would be tripped often.

Draco18s

Mar 9, 2011 3:17 pm

developer   ~0011009

Can we ahve this for command stations too? Sneaky ships sneaking up on a FF protected CC and eating the FF before I notice is a far too common problem. Dropping a "trip gate" around the CC/FF would help.

Issue History

Date Modified Username Field Change
Mar 1, 2011 6:16 pm doctorfrog New Issue
Mar 1, 2011 6:49 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Mar 1, 2011 6:49 pm Chris_McElligottPark Status new => considering
Mar 1, 2011 8:19 pm motai Note Added: 0010883
Mar 9, 2011 1:54 am GrimerX Note Added: 0010989
Mar 9, 2011 3:17 pm Draco18s Note Added: 0011009