View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009079 | AI War 1 / Classic | Suggestion - AI Behavior And Tactics | Jul 31, 2012 11:57 am | Sep 1, 2012 2:42 pm | |
Reporter | TechSY730 | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 5.051 | ||||
Summary | 0009079: Increase how much stuff the AI gets per planet, but make it harder to free AI defenders | ||||
Description | The problem, attacking planets has gotten rather boring and/or grindy recently, in large part because the vast majority of planets tends to be a huge pushover. So, cross posting from http://www.arcengames.com/forums/index.php/topic,11242.msg113522.html#msg113522 However, I thought of something. The current "free everything if I am massively overwhelmed" logic is good, and smart play, but right now, planets are frequently too weak, so this logic gets triggered nearly all the time. Something I thought about is possibly increasing the amount of ships AI planets initially seed with by a good amount (but not so much that every planet becomes a grind), making it harder for ships to be freed (like not free a group of ships if only one of them gets shot at, but maybe only when what they are guarding <50% or dies, whichever comes first, instead of the as soon it is shot like it is now; or possibly have a large percentage of the defenders be permanent defenders (0001580) that will never be freed until the planet is lost). Reinforcement rates may need to go down some to ensure that planets don't get grindy too fast, or to prevent early game border aggression. The idea behind this change is to make each planet much better defended, thus making it harder to trip the "free everything you can" switch, but make it harder to put ships into threat in the first place, so you don't have to worry as much that the stronger planets will instantly kick your butt upon the first attack, and you don't have to micro quite as much to prevent your ships from freeing stuff unintentionally, as small amounts of aggression won't free as much. This would require a large amount of balance work, but it may be something worth thinking about. EDIT: Or if this is too much to balance and change, how about an easier variant of this idea? Like making it harder to free ships (like some of the ways suggested above), but increasing reinforcement rate some to compensate. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0009080 | considering | Give AI planets nearish to an alerted planet a slightly boosted chance of getting reinforcements | |
related to | 0001580 | considering | Chris_McElligottPark | Ships on Perma-Guard duty |
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There are bascially two ways you can give the AI more stuff. You can boost the amount of stuff AI planets get while initially seeding, or by buffing reinforcement rates. Even though buffing initial game seeding would be trickier to balance, it has the advantage of keeping attacks interesting (though not overwhelming) even if you are clever about deep striking and alert management. (See the related issue (9080) for another way to keep deep striking and alert management from making the AI a pushover) The making it harder to free stuff is not as central to this suggestion. It's mostly there to prevent people from thinking "Oh, we are just going to make the game harder by giving the AI even MOAR". By tightening up the criteria for a ship to be freed some (or by giving some ships such a tightened criteria, 0001580), this opens up new strategies for offense, gives a more "battlefields within battlefields" feel, and make it seem like the AI takes defense seriously, rather than a larger amount of ships abandoning defense just because, say, one measly laser gattling shot at one of the fleet defenders, but got killed quickly. Long story short, it is to make AI defenders not be freed with a "sneeze", or at least not all of them. The making it harder to free stuff can be moved to a separate suggestion, though. |
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Another relevant thread: http://www.arcengames.com/forums/index.php/topic,11577.0.html |
Date Modified | Username | Field | Change |
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Jul 31, 2012 11:57 am | TechSY730 | New Issue | |
Jul 31, 2012 11:58 am | TechSY730 | Description Updated | |
Jul 31, 2012 11:58 am | TechSY730 | Summary | Increaes how much stuff the AI gets per planet, but make it harder to free stuff => Increaes how much stuff the AI gets per planet, but make it harder to free AI defenders |
Jul 31, 2012 11:58 am | TechSY730 | Summary | Increaes how much stuff the AI gets per planet, but make it harder to free AI defenders => Increase how much stuff the AI gets per planet, but make it harder to free AI defenders |
Jul 31, 2012 12:02 pm | TechSY730 | Relationship added | related to 0009080 |
Jul 31, 2012 12:09 pm | TechSY730 | Note Added: 0027228 | |
Jul 31, 2012 12:10 pm | TechSY730 | Relationship added | related to 0001580 |
Jul 31, 2012 12:39 pm | TechSY730 | Category | Suggestion - Campaign Management And Setup => Suggestion - AI Behavior And Tactics |
Jul 31, 2012 12:48 pm | TechSY730 | Description Updated | |
Aug 1, 2012 12:03 am | tigersfan | Internal Weight | => Feature Suggestion |
Aug 1, 2012 12:03 am | tigersfan | Status | new => considering |
Aug 4, 2012 10:19 pm | TechSY730 | Note Edited: 0027228 | |
Sep 1, 2012 2:41 pm | TechSY730 | Note Edited: 0027228 | |
Sep 1, 2012 2:42 pm | TechSY730 | Note Added: 0028117 | |
Sep 1, 2012 2:43 pm | TechSY730 | Note Edited: 0027228 |