View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009610 | AI War 1 / Classic | Suggestion - New Unit Ideas - AI-Specific Units | Sep 18, 2012 12:42 pm | Sep 18, 2012 5:36 pm | |
Reporter | KDR_11k | Assigned To | |||
Status | new | Resolution | open | ||
Summary | 0009610: Minibosses: Harbinger class battleships | ||||
Description | The AI is using the peace and quiet of the Milkyway galaxy to build massive flagships for the exogalactic war effort. Harbingers sit idle on AI planets until roused, never sharing a planet with CSGs. They are invulnerable while inactive. A Harbinger is activated when the AI loses control of its planet or certain AIP thresholds are passed (each threshold activates a random Harbinger), merely alerting the planet isn't reason enough to launch the things early. Harbingers are Golem-level ships with continually growing HP, on activation their health is one million times the current AIP (if the engine doesn't like variable max health just give them a maximum of five billion or so, that would account for everything up to a Mark III nuke). Harbingers come in four flavors and one of each is present in the galaxy: Death: Has an array of extremely high damage weapons (one-shots starships) but its rate of fire isn't all that great so swarms can live longer. Once it takes enough damage its behavior inverts, it loses the big guns and instead gets a massively multishooting instakill gun that makes starships the answer. War: A mobile raid engine with a fairly short cooldown. Famine: While it is active all energy production by human energy sources is halved. Gotta stop it with reduced forces and pray that no other AI ships exploit the situation (maybe add a countdown for the effect to start so players have a minute or two to prepare for the brownout). Pestilence: A high-powered attrition generator (potentially percentage based?) makes staying in the same system for long rather unhealthy, you'll likely need to attack in several waves, retreating for repairs in between attacks to avoid losing your whole force. | ||||
Tags | No tags attached. | ||||
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Pestilence should be replaced by Conquest.[/pedant] I'm worried that these will force everyone to use the "stick to the AIP floor" style, regardless of difficulty. 200 AIP would put one on the level of an H/K Mk II or the Avenger, but those two usually show up when you've got about enough power to take them. |
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Well, all values can be changed but health alone doesn't make something dangerous, 200M HP is also on the level of higher mark forcefields. It should probably not go too low or the fight wouldn't last long enough to register. 200 AIP is quite a chunk, with that much you probably do have quite some firepower at your disposal already. |