View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0009301 | AI War 1 / Classic | Suggestion - AI Type Ideas | Aug 18, 2012 11:38 pm | Aug 20, 2012 3:10 pm | |
Reporter | Draco18s | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 5.066 | ||||
Summary | 0009301: Progressive AI | ||||
Description | New AI type. Classified Hard, due to the reactive nature of the AI's buildings. Even at low and moderate difficulties, this AI should posses quite a challenge, even for experienced players. Due to the way this AI's structures seed, it will keep the player on their toes and penalize them for not keeping their scouting information up to date. --- This AI progressive from through various other AI types as AIP goes up (or down) as the humans get closer to its homeworld. Each phase will also have ship types only usable during that phase (wave only; reinforcements are triangle and AIP-unlocks only). Guardians should likely also be restricted by type, though less important. At the start of the game, it begins in a "passive" mode. Low wave and reinforcement modifiers, mostly passive and short ranged guard posts, no defensive structures (forts, FFs, etc.), no offensive structures (raid engines, alarm posts, CA guard posts etc). The AI will be very easy to take the first three or so planets, offering up little resistance, however, once the threshold is reached, it ups the ante. At this point the AI transitions into aggressive mode. It now seeds half of its allotment of offensive structures, prioritizing planets near human controlled space (raid engines and the like being placed as to not immediately go on the alert). Guard posts get "upgraded" becoming missile guard posts, counter attack guard posts, and so forth. Wave size modifiers are now high, if not the highest of any AI in the game: this human threat must be eliminated, but reinforce remains low (but increases slightly). After several more worlds are taken, it seeds the remainder of its offensive allotment, prioritizing the area around the recently conquered zones. This will include a second raid engine, which ideally should be placed between the humans and the AI homeworld, such that at least one of the two will need to be destroyed for the humans to get to the AI homeworld. It gets additional ship unlocks (such as Parasites, Viral Shredders, or Etherjets), but it's wave amounts drop slightly (the increased AIP should leave the waves at roughly the same size) and reinforce rates bump slightly. The AI will also receive a third of it's fortress allotment at this time. Counter attach guard posts rank up 1 mark level. The next phase the AI transitions into Turtle Mode. Wave numbers drop significantly (0.5), reinforce numbers get a big jump, and the AI seeds half of its defensive structures, including upgrading remaining passive and short ranged guard posts to Command-Shield, Shield Sphere, and Stealth guard posts and the second third of its fortresses and a gravity drill. All AI-type shiptypes become unavailable except those gained through AIP progression, new ships are defense spec'd (force field bearers, armor boosters, etc). Any remaining units from the aggressive period gather for a last-effort CPA (once gathered, they should assault a world, regardless of Firepower ratios). The final phase occurs once all the core shield generators are down (if enabled and doable, otherwise when any core world goes on alert). The AI switches into an extreme turtle mode. Waves cease and reinforce values skyrocket. All offensive guard posts convert into defensive types (except counter attack guard posts). Remainder of defensive structures seed, clustering around the AI homeworld. Additional defensive fleet ships become available and the AI builds a superfortress on a core world. The AI has been backed into a corner and it intends to keep that corner! The final assault should be quite difficult, due to the number of defensive structures and units, and their clustered placement, and leaving the AI alone after pushing it to this phase should be highly discouraged. If the other AI is destroyed first, this AI's homeworld will likely be impenetrable, due to the buildup time it was allowed and its massive reinforcement multiplier. --AIP Drops-- In theory this AI shouldn't have to worry about transitioning backwards, but if it comes to it, it should merely swap ship types and wave/reinforcement values, and not alter its structures until a new (unique) phase occurs. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||