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IDProjectCategoryLast Update
0003896AI War 1 / ClassicSuggestionSep 23, 2011 8:08 am
ReporterTechSY730 Assigned To 
Status consideringResolutionopen 
Product Version5.017 
Summary0003896: Make guard posts leave remains
DescriptionNow before you down vote right away because this will make neutering a planet harder, hear me out.

Ever since AIs stopped using turrets, AI remains rebuilders and human clean drones have been near useless. This will give them use again, as well as giving the AI a "second chance" to regain some of their defensive power.

However, to keep it from being too annoying though some restrictions would need to be put in place.

1. Guard posts would need a long build time, such that players have a chance to react before the post is rebuilt. It needs to be long enough such that even if the AI has engineers assisting the rebuild, it would still be a long time (or better yet, give them immunity to construction assistance)
2. Guard posts that are under construction should not count for the max number of ships on that planet or be eligible to spawn ships
3. Guard posts with on death effects should NOT leave remains, which includes
 * Counter-attack guard posts
 * Alarm guard posts
 * Any guard post with AIP on death (core guard posts, special forces guard posts, et all)
4. Guard posts that majorly alter the battlefield in some way should NOT leave remains (only one example I can think of)
 * Command station shield guard posts

Valid concerns (that I don't agree with and/or not concerned about, but others may):
1. This would just add an "not fun", pointless, tedious step to nuetering planets
2. Cleanup drones would have a much harder time doing their jobs compared to the 3.0 days due to the AIs new tools, thus making the clean-up an unfair requirement to the player (though this could be solved with clean-up drone balancing)

Invalid concerns:
1. It would make the game harder - This game is supposed to be hard, man up!
2. Why should the AI get things that leave remains? - Because we humans do. Why should we complain about the AI being able to regain defensive strength faster using a mechanic we human players already have?
TagsNo tags attached.
Internal WeightDiscussion Only

Activities

TechSY730

Sep 22, 2011 3:15 pm

reporter   ~0013336

Another reason why guard posts should have a long rebuild time (that I forgot to mention)
If a player fails a planet neutering, the long rebuild time would prevent the AI from just returning back to their full strength instantly. The long time would allow the player to try again before all the guard posts come back, thus allowing multiple raids to still do their job.

Chris_McElligottPark

Sep 22, 2011 3:38 pm

administrator   ~0013353

It's a possibility, but likely not until the next major dev cycle. It does strike me as just adding tedium and not really more difficulty. It adds the micro of bringing along cleanup drones, which make this entirely a non-change when you have them, and it makes it annoying where you have to camp on the guard post when you DO have them.

There was a reason I stopped having the AIs drop turret remains, and it wasn't difficulty. ;) It was a fiddly, un-fun mechanic in my opinion. The only reason cleanup drones still exist is the minefields, which only some AIs get, so I think it's pretty fun in those small doses for those specific AI types. I just wouldn't want it to be something that all AIs did.

Potentially this could be a special AI type in the next expansion: Guard Post Rebuilder or whatever.

TechSY730

Sep 22, 2011 3:39 pm

reporter   ~0013355

Last edited: Sep 22, 2011 3:39 pm

Hmm, in that case, what should happen to clean-up drones?

In fact, I think there is a pretty old mantis post dealing with that very question.

EDIT: Why did my simple additional note change the status?

Chris_McElligottPark

Sep 22, 2011 3:44 pm

administrator   ~0013356

Not sure why it changed the status, that's odd.

In terms of the cleanup drones, I'm perfectly happy with them. They work just fine against minefields, and that's all that's really needed. Every unit doesn't have to function in every last scenario, I don't think.

tigersfan

Sep 23, 2011 8:08 am

reporter   ~0013429

I changed the status again, maybe this one will stick. :-)

I'm with Chris on this one, I don't like the idea of this ALWAYS being in place, but I can see how it might add a bit more variety. I think an AI type would work well for this.

Issue History

Date Modified Username Field Change
Sep 22, 2011 3:09 pm TechSY730 New Issue
Sep 22, 2011 3:10 pm TechSY730 Description Updated
Sep 22, 2011 3:11 pm TechSY730 Description Updated
Sep 22, 2011 3:12 pm TechSY730 Description Updated
Sep 22, 2011 3:15 pm TechSY730 Note Added: 0013336
Sep 22, 2011 3:35 pm tigersfan Internal Weight => Discussion Only
Sep 22, 2011 3:35 pm tigersfan Status new => feedback
Sep 22, 2011 3:38 pm Chris_McElligottPark Note Added: 0013353
Sep 22, 2011 3:39 pm TechSY730 Note Added: 0013355
Sep 22, 2011 3:39 pm TechSY730 Status feedback => new
Sep 22, 2011 3:39 pm TechSY730 Note Edited: 0013355
Sep 22, 2011 3:44 pm Chris_McElligottPark Note Added: 0013356
Sep 23, 2011 8:07 am tigersfan Status new => considering
Sep 23, 2011 8:08 am tigersfan Note Added: 0013429
Apr 14, 2014 9:28 am Chris_McElligottPark Category Suggestion - General Idea => Suggestion - General
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - General => Suggestion