View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003033 | AI War 1 / Classic | Suggestion - New Features | Mar 10, 2011 9:27 am | Mar 10, 2011 4:29 pm | |
Reporter | unknown | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | open | ||
Product Version | 5.003 | ||||
Summary | 0003033: Versus mode for multiplayer | ||||
Description | A versus mode should be added so co-op isn't the only option. By versus mode I mean a mode where players compete against each other either on teams or free for all to destroy enemy home bases on an empty map(usually infested with AI).To go with this there should also be different factions (Human, AI, Zenith, Neinzul, and Spire) instead of each player getting every type ship. It would be like a prequel, before humans banded together, zenith were brought down, AI took over. And you could probably turn this idea into a new expansion pack. | ||||
Tags | No tags attached. | ||||
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It's a vague possibility, and it's certainly come up before (even before the game officially came out), but the core problem is this: we the developers don't really play PVP RTS games. It would not be likely to turn out well, because we don't have a good sense for that part of the genre, since we're not in-depth into it ourselves. I think the last time I routinely played PVP was Empire Earth (the original). Generally we try to make things that we actually are interested in, since that leads to a better result and since that's also sort of the point of being an indie developer in the first place. That's not to say that this would never happen, because historically I've enjoyed PVP from time to time, but hopefully that illustrates why it's not too likely. |
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A different idea is to have normal multi human vs AI where the humans are hostile to each other or in teams. The teams should be put on separate sides of the galaxy. Imagine the land grab for ARS, fabricators, and factories. On a side note: if this is implemented then scouts should be excluded from enemy counts on planets so that your human opponent doesn't know you have a scout on their planet as they would actively work to eliminate said scout. |
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I think direct PvP combat wouldn't work with the balancing philosophy behind AI War. Some kind of competitive goal, like each team aiming for one of the AI home commands and victory going to the team who drops their target first. That would add a phase of uneasy cooperation while both teams work through the core shield network and a mad dash with plenty of hostility once the last shield dies. |
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Perhaps the multiplayer versus mode could be a prequel to the game - wherein there are multiple human factions with an AI on their side. I for one would love this as an expansion. It can be expanded to have team battles, free-for-all, etc. |
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Yea, this game is balanced with PvE in mind. Getting it balanced in PvP as well would be tricky. At the current balance, it seems like the optimal strategy would be to research and build Mk. III raid starships as fast as you can and then find and curb stomp the enemy home. Since this would be rather early game, there would not be enough time to setup good enough defenses to take out a ship cap of raid starships of all marks. Thus, games would degenerate into luck, whoever can find the enemy's home first would win. One variation I can think of is similar to what others have already proposed. N humans + 1 AI (very similar, but less powerful than the current AI) vs. N humans + 1 AI. Thus, humans can still battle each other but get the "AI pre-seeded defenses" to stop early game raid tactics from being broken. Of course, the planet assignment on seeding would need to be changed such that the each "half" of the map belongs to one team, and that the homeworlds of the players from each team (both human and AI) are a good distance apart and a good distance from the boundary worlds. |
Date Modified | Username | Field | Change |
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Mar 10, 2011 9:27 am | unknown | New Issue | |
Mar 10, 2011 10:32 am | Chris_McElligottPark | Note Added: 0011019 | |
Mar 10, 2011 10:32 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Mar 10, 2011 10:32 am | Chris_McElligottPark | Status | new => considering |
Mar 10, 2011 11:02 am | ArcDM | Note Added: 0011021 | |
Mar 10, 2011 11:15 am | KDR_11k | Note Added: 0011022 | |
Mar 10, 2011 4:14 pm | Orelius | Note Added: 0011024 | |
Mar 10, 2011 4:15 pm | Orelius | Note Edited: 0011024 | |
Mar 10, 2011 4:29 pm | TechSY730 | Note Added: 0011025 |