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IDProjectCategoryLast Update
0003810AI War 1 / ClassicSuggestion - AI Behavior And TacticsJun 30, 2013 3:14 pm
ReporterTechSY730 Assigned To 
Status newResolutionopen 
Product Version5.016 
Summary0003810: Other Spirecraft in Exo-waves
DescriptionAlthough the AI does use Spirecraft in exo-waves, the only two it uses are the implosion artillery and the siege-tower (or whatever it is called).

Maybe it can use the other types?

Obviously, the Spirecraft scout and teleporting transporter are not an option, as the AI doesn't use either mechanic they offer. But for the others:

Spirecraft Attritioner: The bit of damage on almost everything in the system would really hurt (if for nothing else than the cost to repair everything), especially as it travels through your various systems.

Spirecraft Shield Bearer: Unlike the humans, the AI has Spirecraft to spare, so it can afford losing this. Plus, it would help to stall damage to the main attack force and free them from tractors that can normally dismantle a exo-wave fleet

Spirecraft Ion Cannon: With the recent ion cannon buff, these things could be nifty to take out some of the bigest threats to the exo-wave force. Naturally, the AI should try to stick with the higher marks, as the Mk. I Ion Cannon thing is not very threatening.

Spirecraft Martyr: Possibly a bad idea, as the tractoring would mean that they would go down fast, disrupting the exo-waves approach. However, they would be able to take down a very large portion of a human fleet while doing so. As such, if it is decided that these can be including in exo-waves, they should have a pretty high "exo-wave" cost.
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TechSY730

Sep 6, 2011 12:16 pm

reporter   ~0013140

Fixed a few typos

Drin

Sep 6, 2011 12:19 pm

reporter   ~0013141

Remeber mk1s are still in full use by a player so that first tier spire ion blaster still has a fair bit of use. Almost 4 full ship caps of stuff it can potentially gun down.

TechSY730

Sep 6, 2011 12:21 pm

reporter   ~0013142

@Drin, good point. I guess the lower mark Spircraft ion cannons can still be used effectively by the AI.

keith.lamothe

Sep 6, 2011 1:02 pm

administrator   ~0013146

Originally all military spirecraft were eligible for exos. Those that were removed were removed for a reason ;)

The main one was that later unrelated changes removed the guns from some of the spirecraft types (attritioner, martyr, shield bearer), and this then partly broke exos because ships without guns are goverend by different behaviors that are not compatible with being part of an exo group.

The Ion one could probably come back, I don't remember why I pulled it; it might be some other behavioral incompatibility but it was probably because I did not want to further risk trivializing fleet ships at the time when all those big honking ships were becoming pretty common in those scenarios. But I'd rather see wait until the current batch of ion changes has a chance to settle before throwing a ton more ion stuff at you ;)


On a related note, all the golems were initially eligible, but a lot of them later became clear that it wasn't a good idea. An exo-escorted botnet golem is the stuff of nightmares ;)

TechSY730

Sep 6, 2011 1:12 pm

reporter   ~0013147

I guess you could make the other ones usable by making an exo-wave only version of those things with pathetic weaponry (like passive guard post pathetic), so they would behave properly in the group yet not contribute much in a direct attack, so they would still contribute like the regular passive versions.

TechSY730

May 12, 2012 5:18 pm

reporter   ~0024155

Duh, forgot about the rams and the penetrators. Only took me like 8 months to realize that :P.

Spirecraft Rams: Probably a bad idea, as their attack kills them, thus if they are the leader, their exo-wave would be "dispersed". Similar reasoning to the Spirecraft Martyr

Spirecraft Penetrators: Incredible power, but horrid reload time. Probably doesn't mesh well with the goals of exo-waves.

motai

May 15, 2012 3:23 am

reporter   ~0024246

rams actually would be a good idea cause htey rush a wave to target then it stalls but is very there quickly.

penetretors would be very very bad since they cloak and other things. they would travel to your home command and snipe it and you wouldnt be able to ferret them out easily.

TechSY730

Jul 20, 2012 9:33 am

reporter   ~0026972

Tiny bit of progress on this, as Spirecraft shield bearers can now be used in exo waves. It would be cool to see some of the others added at some point. :)

Ranakastrasz

Jun 30, 2013 3:14 pm

reporter   ~0033039

The whole "No attack breaks AI behavior" makes me think that ought to be fixed.

From reading how the AI works in a few places a while ago, it seems like it would be a problem, due to the AI ships not actually forming real groups, but instead determining whether or not allies will support them. Still, just adding the crappy bbgun attack from the wormhole guard post would fix it regardless.

Issue History

Date Modified Username Field Change
Sep 6, 2011 11:35 am TechSY730 New Issue
Sep 6, 2011 12:16 pm TechSY730 Note Added: 0013140
Sep 6, 2011 12:16 pm TechSY730 Description Updated
Sep 6, 2011 12:19 pm Drin Note Added: 0013141
Sep 6, 2011 12:21 pm TechSY730 Note Added: 0013142
Sep 6, 2011 1:02 pm keith.lamothe Note Added: 0013146
Sep 6, 2011 1:12 pm TechSY730 Note Added: 0013147
May 12, 2012 5:18 pm TechSY730 Note Added: 0024155
May 15, 2012 3:23 am motai Note Added: 0024246
Jul 20, 2012 9:33 am TechSY730 Note Added: 0026972
Jun 30, 2013 3:14 pm Ranakastrasz Note Added: 0033039