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IDProjectCategoryLast Update
0001858AI War 1 / ClassicSuggestion - New FeaturesDec 7, 2010 4:47 am
Reportermr_lolz Assigned ToChris_McElligottPark  
Status consideringResolutionopen 
Product Version4.045 
Summary0001858: DLC suggestion: 'Strategic Cross-Planet Waves' option
DescriptionThis would be an AI option like 'Cross Planet Waves'

'Strategic Cross-Planet Waves' functions almost identically, except each AI's waves spawn at their homeworld and must travel through the galaxy to engage the player.

this gives the AI much more discression in choosing where it sends its freed ships and results in much more threat, far more ships moving to wait patiently at wormholes until the defences are weak before attacking; it also appeals to the part of an RTS players brain that it used to attacks originating from an enemies base.

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Suzera

Dec 6, 2010 11:02 am

reporter   ~0005364

Last edited: Dec 6, 2010 11:05 am

That sounds really really cool and I wish I thought of it to suggest. They might take random paths to random (or not so random) planets to attack too so scouting (and thus raiding to destroy tachyon guardians) would become more critical and interesting rather than a boring "pass every planet once then forget about it" deal.

It would also wash away some of the "AI is boring because it only reacts" feel the game has right now.

Perhaps the respawn timer for the waves could start as soon as it reaches a player planet, and so the waves will come more and more often as the player gets closer to the AI. It would make it harder to just beachhead two planets from the AI and batter them until you win.

I feel this could make a great core game element rather than a bonus addition.

Vinraith

Dec 6, 2010 1:08 pm

reporter   ~0005373

Last edited: Dec 6, 2010 1:09 pm

I usually play with the regular wave system, but I think an option to really let the AI "show off" like this would be an excellent one. As a side note, do warp gates serve any function at all in CPW modes? Do they still seed?

Lancefighter

Dec 6, 2010 3:20 pm

reporter   ~0005400

Im actually not sure. I do know that for some reason cross planet waves originate up to two systems BACK.. in the ai's territory.. travel across a planet, group up, and then attack the player.

If you blow up the ai's command station (Or maybe warp gate, not sure) before the wave spawns, but after it is triggered (takes a little luck to know where it is coming from), the wave appears in the bottom right of the planet similarly to a counter-wave.

Chris_McElligottPark

Dec 6, 2010 3:22 pm

administrator   ~0005402

Warp Gates do still serve a function in CPW modes: they dictate where the AI can send waves. If you killed all the warp gates except a few in the galaxy (quite a task), then they would only spawn in that part of the galaxy.

True-Chaos

Dec 6, 2010 3:42 pm

reporter   ~0005407

So should be simple to create... Just have this only spawn warp gates at the AI Homes and the current CPA Option :)

Chris_McElligottPark

Dec 6, 2010 3:51 pm

administrator   ~0005409

Actually... yeah, that would be uber easy. There are already non-destructible AI Exo-Galaxy Wormholes that act as warp gates on the AI home planets anyhow.

Lancefighter

Dec 6, 2010 3:52 pm

reporter   ~0005410

what about the aip costs of having no warp gates on planets?

keith.lamothe

Dec 6, 2010 3:54 pm

administrator   ~0005413

Yes, this would be easy to implement, I just have dozens of things jumping up and down on my plate right now ;)

Chris_McElligottPark

Dec 6, 2010 3:55 pm

administrator   ~0005414

Hrm. I'll probably keep seeding them, then, and just make them lame ducks that don't spawn any waves. Good point.

keith.lamothe

Dec 6, 2010 3:58 pm

administrator   ~0005415

The presence of warp-gate-wave structures is also relevant to the fallen-spire stuff, though perhaps I should change that to include warp-gate-reinforce because warp jumpers don't get any... but that would in turn make glassing every planet on a "chase path" much more likely to be necessary in a recover mission in the FS campaign, when it was designed to be doable with just gate-raiding.

Complexities, complexities ;)

Vinraith

Dec 6, 2010 3:58 pm

reporter   ~0005416

A thought: For schizo waves, traversing all that territory will spread out the various ship components to the point of the attack being a "trickle." Will the AI group-at-wormhole logic be sufficient to offset that?

keith.lamothe

Dec 6, 2010 4:00 pm

administrator   ~0005418

Unless it uses the coordination logic used for hybrid sub-fleets and FS event-attacks, yea, they would spread out a lot and not necessarily wait for the hangers-on.

But I think that would just be a feature of the modifier, much as the (less pronounced) impact of CPW + Schizo.

Lancefighter

Dec 6, 2010 4:01 pm

reporter   ~0005419

warp jumpers dont get gates? damn.. that would make spire easy.. er. Only having to deal with eyes/guardians/whatnot

warp gate guardians can cause spirewaves, right? ;)

keith.lamothe

Dec 6, 2010 4:03 pm

administrator   ~0005421

Anything with warp-gate-wave, like special forces guard posts.

Honestly I think if someone has the guts to play FS against 2 warp jumpers (only 1 would only mildly break up the warp grid), they deserve every last bit of extra ease that provides in pursuing the FS progression ;)

Lancefighter

Dec 6, 2010 4:08 pm

reporter   ~0005422

unless they were doing some cheese 'no waves' game >.>

keith.lamothe

Dec 6, 2010 4:17 pm

administrator   ~0005425

There are so, so many ways to use lobby options to cheese the game that I'm totally not worried about that ;D

Lancefighter

Dec 6, 2010 4:23 pm

reporter   ~0005426

This is so true ^^

Chris_McElligottPark

Dec 6, 2010 4:54 pm

administrator   ~0005435

Sigh. ;)

Okay, deferring this one for later DLC, then. Not so quick after all, as usual.

mr_lolz

Dec 7, 2010 4:47 am

reporter   ~0005515

I hope to see it one day :)

Issue History

Date Modified Username Field Change
Dec 6, 2010 9:39 am mr_lolz New Issue
Dec 6, 2010 10:55 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 6, 2010 10:55 am Chris_McElligottPark Status new => considering
Dec 6, 2010 11:02 am Suzera Note Added: 0005364
Dec 6, 2010 11:03 am Suzera Note Edited: 0005364
Dec 6, 2010 11:04 am Suzera Note Edited: 0005364
Dec 6, 2010 11:04 am Suzera Note Edited: 0005364
Dec 6, 2010 11:05 am Suzera Note Edited: 0005364
Dec 6, 2010 11:05 am Suzera Note Edited: 0005364
Dec 6, 2010 1:08 pm Vinraith Note Added: 0005373
Dec 6, 2010 1:09 pm Vinraith Note Edited: 0005373
Dec 6, 2010 1:09 pm Vinraith Note Edited: 0005373
Dec 6, 2010 3:20 pm Lancefighter Note Added: 0005400
Dec 6, 2010 3:22 pm Chris_McElligottPark Note Added: 0005402
Dec 6, 2010 3:42 pm True-Chaos Note Added: 0005407
Dec 6, 2010 3:51 pm Chris_McElligottPark Note Added: 0005409
Dec 6, 2010 3:51 pm Chris_McElligottPark Status considering => confirmed
Dec 6, 2010 3:52 pm Lancefighter Note Added: 0005410
Dec 6, 2010 3:54 pm keith.lamothe Note Added: 0005413
Dec 6, 2010 3:55 pm Chris_McElligottPark Note Added: 0005414
Dec 6, 2010 3:58 pm keith.lamothe Note Added: 0005415
Dec 6, 2010 3:58 pm Vinraith Note Added: 0005416
Dec 6, 2010 4:00 pm keith.lamothe Note Added: 0005418
Dec 6, 2010 4:01 pm Lancefighter Note Added: 0005419
Dec 6, 2010 4:03 pm keith.lamothe Note Added: 0005421
Dec 6, 2010 4:08 pm Lancefighter Note Added: 0005422
Dec 6, 2010 4:17 pm keith.lamothe Note Added: 0005425
Dec 6, 2010 4:23 pm Lancefighter Note Added: 0005426
Dec 6, 2010 4:54 pm Chris_McElligottPark Note Added: 0005435
Dec 6, 2010 4:54 pm Chris_McElligottPark Status confirmed => considering
Dec 7, 2010 4:47 am mr_lolz Note Added: 0005515