View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0009440 | AI War 1 / Classic | Suggestion - Game Mechanics | Sep 2, 2012 7:41 am | Sep 2, 2012 7:41 am | |
Reporter | Minotaar | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 5.076 | ||||
Summary | 0009440: [Minor Faction] - Human Eradicators | ||||
Description | Human Eradicators are a radical group within the Resistance that will not settle for guerilla warfare. They will launch their own attacks at valuable AI targets.. without your consent, of course. :) Basically, the Eradicators are an exo-wave going back the other way, at the AI. They also have an incrementing counter and a cap, launching when the cap is reached. The counter increases faster if the humans linger (every 10 minutes without a destroyed enemy Command Station add 1 to the multiplier, when a CS is destroyed the multiplier resets to the base value, which starts at 1.) They use the same types of units that the humans unlock plus the Resistance units, with some exceptions (no long-range ships like Sentinels and Snipers allowed, etc.) They are allowed to attack AIP-increasing structures and the player-controlled ships. Here's some types of missions that they could attempt, in order of ascending dastardliness (and budget required): 1) Raid a small target next to human territory (+1-4 AIP): - Distribution Node - SF Guard Post - Zenith Reserve If target is destroyed, humans don't get its benefits, the base multiplier is increased by 1, and the budget cap by 50%. If the mission fails, base multiplier is increased by 0.25 and the budget cap by 10%. Attacking ships: exo-group of basic fleetships, several dozen. 2) Larger target (5-10 AIP): - Warp Gate - Radar Jammer - Special Forces Alarm Post (oops!) - .... up to 2 hops out. A larger battlegroup (possibly starships), but pretty much the same. 3) Planetary Eradication Set a large fleet loose on target planet (2-3 hops out) in FRD mode. Includes some Resistance units. Command Stations are up for grabs (destroying the CS is the mission success condition, but it is not targeted specifically). 4) We Don't Believe In Overkill A deep space starbase will launch a nuclear warhead at target planet (3-4 hops out) in 30:00.. 29:59.. 29:58.. I think you get the idea :) The player will be given warning of the place and time of attack, but not the nature or target of the mission. The attackers start out in deep space. I think this faction will make for an intensive game with a lot of timed objectives, but not quite on the level of the Hybrid/Dyson plot, which is slightly too brutal for me. :) You can also try using them to your advantage or manipulating the AI into holding off the attack by itself. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 2, 2012 7:41 am | Minotaar | New Issue |