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IDProjectCategoryLast Update
0009079AI War 1 / ClassicSuggestion - AI Behavior And TacticsSep 1, 2012 2:42 pm
ReporterTechSY730 Assigned To 
Status consideringResolutionopen 
Product Version5.051 
Summary0009079: Increase how much stuff the AI gets per planet, but make it harder to free AI defenders
DescriptionThe 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.
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0009080 considering Give AI planets nearish to an alerted planet a slightly boosted chance of getting reinforcements 
related to 0001580 consideringChris_McElligottPark Ships on Perma-Guard duty 

Activities

TechSY730

Jul 31, 2012 12:09 pm

reporter   ~0027228

Last edited: Sep 1, 2012 2:43 pm

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.

TechSY730

Sep 1, 2012 2:42 pm

reporter   ~0028117

Another relevant thread: http://www.arcengames.com/forums/index.php/topic,11577.0.html

Issue History

Date Modified Username Field Change
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