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IDProjectCategoryLast Update
0009381AI War 1 / ClassicSuggestion - Game MechanicsSep 5, 2012 11:36 am
ReporterSunshine Assigned To 
Status consideringResolutionopen 
Product Version5.070 
Summary0009381: Nebulae are tedious because of FRD AI
DescriptionPlaying with another individual last night using the demo (I was normal, he was hero only), the nebulae were unbelievably frustrating even for me as a normal non-hero player.

My thought is, when I play a game of AI War, even if one of us is a hero and the other is a normal, I want to feel like we're playing the same game. When the first nebula takes close to an hour to finish because the FRD logic makes the nebula forces relatively schizophrenic and completely aggravating to work with, it's not that fun for either of us because I'm doing my thing with no way to help him, and he's stuck in a corner of the map somewhere and can't leave because if he does his allies get rolled (especially in the Resistance vs. Marauder nebula). It doesn't help when the frigate is relatively underpowered in those first missions.

My suggestion is to not rebalance the hero ship or change the AI, but to allow the hero ship to spend Shadow Charge to produce a small allied fleet from any nebula he/she has visited. On visiting the first nebula with the shattered pillar/astrid neinzul/dark spire, you'd then be able to produce 1 of the heavy cruisers, and three of each of the other ships, to give you a little support in the nebula. When you enter the second nebula, you'll still be able to produce the shattered pillar, but you'll also be able to produce the resistance ships, so you can then have a fleet of 14 support ships. Continuing on, your small fleet will continue to get bigger, but you'll also have a problem supporting it in full because it will be shadow intensive.

I think this is beneficial for another reason. In the second nebula in particular (resistance vs. marauder), the balance of power is skewed way too far in the marauder's favor. The marauders appear to spawn roughly twice as fast, and our experience was that even if the resistance starbases outnumber the marauder starbases 4+1 to 1+1, the marauders will still produce enough ships fast enough to overwhelm and continue to destroy resistance starbases, when the resistance should be able to win by that point. More to the point, while the same level of tedious schizophrenity does not appear in this mission, the increased number of starbases make it difficult for a player with just a frigate to have much significant impact on the progression of the mission.

tl;dr I would like my hero friends to spend less time babysitting nebulae and more time playing AI War with me :)
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Internal WeightFeature Suggestion

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Issue History

Date Modified Username Field Change
Aug 27, 2012 8:35 am Sunshine New Issue
Sep 4, 2012 12:42 pm tigersfan Internal Weight => Feature Suggestion
Sep 4, 2012 12:42 pm tigersfan Status new => considering