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IDProjectCategoryLast Update
0001733AI War 1 / ClassicSuggestion - Game MechanicsDec 4, 2010 1:13 am
ReporterWingflier Assigned ToChris_McElligottPark  
Status consideringResolutionopen 
Product Version4.043 
Summary0001733: Warp Gates as a long-range raiding mechanic
DescriptionOriginally posted in the 'Warp Bridge-Candy Tech' thread, a fellow poster suggested that I make a new issue and connect it with the other.

I actually had a much deeper and more intricate idea for Warp Gates and potential use in the game than as a simple candy tech. Especially with the new "Core Shields" mechanic that has recently been introduced, more than ever the player needs a way to travel great distances quickly.

My idea was that, from a story perspective, the humans had captured the "Wormhole Generator" technology from the AIs, and were using it to create the Warpgate Generators. The AI, being very familiar with their technology, is keenly aware of when new "wormholes" are created, and will thus become much more hostile towards the player for every Warpgate made (increasing their AIP by 25 or so for each Warpgate built). Warpgates can be made in hostile territory, and do not require supply.

THE CATCH to this however, is that since it is the AI's technology, they can also use your Warpgates as well! This creates a ton of depth and decision making for the players, as Warpgates, potentially a huge boon to their campaign, can also be used against them, and may even cause them to lose the entire game. The AIP increase also forces the player to carefully decide when or if Warpgates are necessary for their campaign, and makes it very important that they protected.

The Military Builder, another one of my suggestions (already confirmed http://www.arcengames.com/mantisbt/view.php?id=1579 [^]), was actually the first step in a larger plan to make Warpgate Strategies like this possible. The Military Builder would be able to create Warpgates behind enemy lines, making long-range raids possible, and potentially increasing the mobility of the human players dramatically.

Players would actually have the ability to "skip" several enemy planets, creating footholds on enemy planets very close to Homeworlds or in other strategic locations, which could be reinforced very quickly. The Military Builder makes this possible and with the new "Core Shields" mechanic it also prevents abuse in the form of being able to "rush" the AI Homeworld without taking several planets along the way.

All in all I think this mechanic would deepen the game in so many ways, allowing the player to avoid the very "linear" path of planet progression that AI War is all about, and open up new options that would create an entirely new experience.
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related to 0001241 considering Candy Tech - Warp Bridge 

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ShdNx

Dec 3, 2010 1:27 pm

reporter   ~0005056

I like this idea very much!

Maybe this could be implemented not as a simple unlockable (by knowladge) ship, but a kind of optional quest (something like the Spire story, just shorter obviously).

For example, how about making the AI warp gates (or maybe just some of them?) capturable (and not detonating automatically when the command station is destroyed), and you'd have to capture N (maybe 3?) of these to unlock your warp gates. Maybe it can be also tweaked more (for example, need to have your survey ship observe X [like 10?] warp-in AI waves), you get the idea.

This would of course need a significant amount of work (can't even estimate it, not familiar with AI War's internals), but I think it would make the game a LOT more colorful.
I'd also love to see more of these "quests" in the game.

Wingflier

Dec 3, 2010 1:56 pm

reporter   ~0005057

Ohh I really like your idea of "capturing buildings" to "unlock technology". If this tech is really stolen from the AI, it would make perfect sense that stealing it would give the player access to this new mechanic.

Issue History

Date Modified Username Field Change
Dec 3, 2010 10:41 am Wingflier New Issue
Dec 3, 2010 10:44 am Wingflier Relationship added related to 0001241
Dec 3, 2010 1:27 pm ShdNx Note Added: 0005056
Dec 3, 2010 1:56 pm Wingflier Note Added: 0005057
Dec 4, 2010 1:13 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 4, 2010 1:13 am Chris_McElligottPark Status new => considering