View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009137 | AI War 1 / Classic | Suggestion - AI Behavior And Tactics | Aug 5, 2012 6:19 pm | May 17, 2014 10:53 pm | |
Reporter | Faulty Logic | Assigned To | |||
Status | considering | Resolution | open | ||
Summary | 0009137: AI plot: defence fleets | ||||
Description | An AI plot: Large (in the thousands) groups of unfreeable AI ships patrol its worlds. While directly engaging these fleets is possible, it is typically a bad idea, and the AI will quickly replace the ships. Player incursions into AI territory would then come with risks, supporting the "AI attention is fatal" theme. But the main purpose of this suggestion is an anti-blobbing measure, as more human ships in an AI system means a greater chance of alerting one or more of the defence fleets. Alternatively, these could be composed of low numbers of elite ships (starships, guardians, low-cap ships). Higher AIP means a greater chance of defence-fleet alert per ship, as well as stronger defence fleets. These fleets never leave AI territory. If one becomes trapped in a small group of planets, the AI redeploys them. This would also make HW attacks more like a multi-stage boss battle. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0002112 | feature for later | Chris_McElligottPark | Repurpose Hunter/Killers. |
related to | 0007496 | considering | Allow AI to use idle freed ships and special forces ships to aid defense. | |
related to | 0009374 | considering | Homeworlds are too easy |
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Something like this would be great behavior to add to the special forces. They already have the "wander around" logic, and have a mechanism for spawning, so this would give the AI a chance to make them wander less randomly based on what the human is doing. |
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Defence fleets ignore hacking fleets, as hacking would be nigh impossible otherwise. Alternatively, the defence fleets could be the hacking response, but I prefer the above solution. |
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I think special forces should blob up and *attack* while the defence fleets, well, defend. I liked the linked issue, and it has my strong support, but I like this solution better. So special forces are best killed before they reach high numbers, whereas the best tactic against defence fleets is to run away, and return when they are not there. |
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Would be a great addition. However I disagree with the "Trapped in small number of planets the AI redeploys them" bit. The waiting for them to be "Trapped" and then cutting them off could be a great way of dealing with the AI defensive fleet. |
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Strong support. It sounds llike it would be really fun to play against these. I would prefer the elite ships option, to differentiate from SF. |
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I like the concept, but worry about the farming potential for a Botnet golem, at least if the "Non elite ships" route was taken. |
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So would this look similar to when players have many zombie ships (fleets of ships constantly patrolling around to see if they can find trouble) or more like one big chunk that moves back and forth between the planets that are threatened the most? |
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More like one big chunk. In fact, this suggestion is basically the current state of the Special forces, though they looked far different when I first proposed it. |
Date Modified | Username | Field | Change |
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Aug 5, 2012 6:19 pm | Faulty Logic | New Issue | |
Aug 5, 2012 6:21 pm | Faulty Logic | Relationship added | related to 0002112 |
Aug 5, 2012 6:22 pm | TechSY730 | Note Added: 0027377 | |
Aug 5, 2012 6:23 pm | TechSY730 | Note Edited: 0027377 | |
Aug 5, 2012 6:24 pm | TechSY730 | Relationship added | related to 0007496 |
Aug 5, 2012 6:25 pm | Faulty Logic | Note Added: 0027378 | |
Aug 5, 2012 6:34 pm | Faulty Logic | Note Added: 0027380 | |
Aug 6, 2012 11:48 am | tigersfan | Internal Weight | => Feature Suggestion |
Aug 6, 2012 11:48 am | tigersfan | Status | new => considering |
Aug 6, 2012 12:38 pm | Faulty Logic | Note Edited: 0027380 | |
Aug 26, 2012 4:42 pm | Faulty Logic | Relationship added | related to 0009374 |
Aug 30, 2012 4:18 am | Faulty Logic | Description Updated | |
Aug 31, 2012 12:23 am | Battlecrydnx | Note Added: 0028086 | |
Nov 3, 2012 3:05 pm | Dichotomy | Note Added: 0028890 | |
Nov 12, 2012 7:55 am | Kronic | Note Added: 0028941 | |
May 13, 2014 1:54 pm | Shoat | Note Added: 0038002 | |
May 17, 2014 10:53 pm | Faulty Logic | Note Added: 0038163 |