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IDProjectCategoryLast Update
0009137AI War 1 / ClassicSuggestion - AI Behavior And TacticsMay 17, 2014 10:53 pm
ReporterFaulty Logic Assigned To 
Status consideringResolutionopen 
Summary0009137: AI plot: defence fleets
DescriptionAn AI plot:
Large (in the thousands) groups of unfreeable AI ships patrol its worlds. While directly engaging these fleets is possible, it is typically a bad idea, and the AI will quickly replace the ships. Player incursions into AI territory would then come with risks, supporting the "AI attention is fatal" theme. But the main purpose of this suggestion is an anti-blobbing measure, as more human ships in an AI system means a greater chance of alerting one or more of the defence fleets.

Alternatively, these could be composed of low numbers of elite ships (starships, guardians, low-cap ships).

Higher AIP means a greater chance of defence-fleet alert per ship, as well as stronger defence fleets.

These fleets never leave AI territory. If one becomes trapped in a small group of planets, the AI redeploys them.

This would also make HW attacks more like a multi-stage boss battle.
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0002112 feature for laterChris_McElligottPark Repurpose Hunter/Killers. 
related to 0007496 considering Allow AI to use idle freed ships and special forces ships to aid defense. 
related to 0009374 considering Homeworlds are too easy 

Activities

TechSY730

Aug 5, 2012 6:22 pm

reporter   ~0027377

Last edited: Aug 5, 2012 6:23 pm

Something like this would be great behavior to add to the special forces. They already have the "wander around" logic, and have a mechanism for spawning, so this would give the AI a chance to make them wander less randomly based on what the human is doing.

Faulty Logic

Aug 5, 2012 6:25 pm

reporter   ~0027378

Defence fleets ignore hacking fleets, as hacking would be nigh impossible otherwise.

Alternatively, the defence fleets could be the hacking response, but I prefer the above solution.

Faulty Logic

Aug 5, 2012 6:34 pm

reporter   ~0027380

Last edited: Aug 6, 2012 12:38 pm

I think special forces should blob up and *attack* while the defence fleets, well, defend. I liked the linked issue, and it has my strong support, but I like this solution better.

So special forces are best killed before they reach high numbers, whereas the best tactic against defence fleets is to run away, and return when they are not there.

Battlecrydnx

Aug 31, 2012 12:23 am

reporter   ~0028086

Would be a great addition. However I disagree with the "Trapped in small number of planets the AI redeploys them" bit. The waiting for them to be "Trapped" and then cutting them off could be a great way of dealing with the AI defensive fleet.

Dichotomy

Nov 3, 2012 3:05 pm

reporter   ~0028890

Strong support. It sounds llike it would be really fun to play against these. I would prefer the elite ships option, to differentiate from SF.

Kronic

Nov 12, 2012 7:55 am

reporter   ~0028941

I like the concept, but worry about the farming potential for a Botnet golem, at least if the "Non elite ships" route was taken.

Shoat

May 13, 2014 1:54 pm

reporter   ~0038002

So would this look similar to when players have many zombie ships (fleets of ships constantly patrolling around to see if they can find trouble) or more like one big chunk that moves back and forth between the planets that are threatened the most?

Faulty Logic

May 17, 2014 10:53 pm

reporter   ~0038163

More like one big chunk.

In fact, this suggestion is basically the current state of the Special forces, though they looked far different when I first proposed it.

Issue History

Date Modified Username Field Change
Aug 5, 2012 6:19 pm Faulty Logic New Issue
Aug 5, 2012 6:21 pm Faulty Logic Relationship added related to 0002112
Aug 5, 2012 6:22 pm TechSY730 Note Added: 0027377
Aug 5, 2012 6:23 pm TechSY730 Note Edited: 0027377
Aug 5, 2012 6:24 pm TechSY730 Relationship added related to 0007496
Aug 5, 2012 6:25 pm Faulty Logic Note Added: 0027378
Aug 5, 2012 6:34 pm Faulty Logic Note Added: 0027380
Aug 6, 2012 11:48 am tigersfan Internal Weight => Feature Suggestion
Aug 6, 2012 11:48 am tigersfan Status new => considering
Aug 6, 2012 12:38 pm Faulty Logic Note Edited: 0027380
Aug 26, 2012 4:42 pm Faulty Logic Relationship added related to 0009374
Aug 30, 2012 4:18 am Faulty Logic Description Updated
Aug 31, 2012 12:23 am Battlecrydnx Note Added: 0028086
Nov 3, 2012 3:05 pm Dichotomy Note Added: 0028890
Nov 12, 2012 7:55 am Kronic Note Added: 0028941
May 13, 2014 1:54 pm Shoat Note Added: 0038002
May 17, 2014 10:53 pm Faulty Logic Note Added: 0038163