View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010670 | AI War 1 / Classic | Balance Issue | Feb 10, 2013 8:47 pm | Feb 12, 2013 9:50 pm | |
Reporter | cracticus | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 6.009 | ||||
Summary | 0010670: Option to remove Mark V ships | ||||
Description | Include option to remove Mark V technologies from AI. (Penalty of score adjustment?) | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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This would pretty much result in winning any such game with two Nukes. Since Mark I-IV are insta-killed by Nukes, and Mark V are immune to them, by turning off Mark V you are completely removing the partial immunity to nukes that the AI homeworlds have. When trying to make the game easier, creating a situation where there is a perfect strategy for winning is not ideal. Besides removing Mark V's, what is the purpose behind this suggestion? Easier homeworlds? Easier core worlds? Easier game overall? |
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Sorry I see more details are needed. Firstly "ah yes I see your reaction" I would not intend that a simple nuke could take out all structures. My primary goal would be to counter the ability or likelihood of the AI calling in numberless mark 5 ships. I would view it as an alternative strategy... You nuke a home-world killing oh 600 odd ships? You still need to deal with the defences (remember not to outnumber the enemy now), take out all the "core guard posts" and the shield generator/s, then the home-world all while under attack? The AI has 'spotted' certain ships don't work, it is not only under attack but the home-world/s are under attack. Plus you just increased AIP by 50 points? If not 50 + 40 for the defensives and 100 for the home-world. Can you take the other home-world before a counter attack? Compare the above to what you might face (Yeh... I remember *this* game): 1200 mark V parasites-type camped on the home-world, a ton of guard posts, ION-cannons and shield generators. Enemies’ immune to: reclamation, EMP, Nuke and Tractor beams... So fight using only a handful of star-ships, because your fleet is going to torn to pieces in a few seconds... You could hunt high and low for some mark 5 fabricators but on a small system... there just ARENT going to be many, and what when you end up with some short-lived drone thing rather than being able to mass a fleet? Maybe I missed something? -Answers on a postcard (address to follow) I just feel it is an abuse of the mechanic; the game is not strictly hard or highly demanding... or demanding in terms of repetition and refinement. Instead it’s a slow hollow grind as you cuddle a few star-ships through at one time, hoping to complete the micro objective of "destroy that" or maybe draw “just of couple” of enemy units into the line of turrets? This ‘amazing’ handicap would be reflected in the end game scores. Yes it would make this game mode easier... but not “too easy” surely??? You need to build, transport, detonate and CLEAN UP... |
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I think you need some more experience taking on homeworlds. I've found very, very few homeworlds I couldn't crack. Mostly on my earlier games. It can happen, but not very often. I'd estimate I can take 90% of homeworlds in games I actually get to them. I think with more practice you'll be able to identify the issue better. Removing Mark Vs would have a very odd impact. Imagine if someone suggest removing the goalie in Soccer/Football because they felt it was impossible to score goals. It honestly sounds more like you have an issue with the Strategic Reserve than Mark Vs specifically. |
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The secondary point of higher marks is to provide a threatening enemy with out providing more ships that validate that threat. If you take out mark V ships the AI will simply use an unheard-of amount of mark IV ships. The only difference you have made is taking away the mark V immunities, as well as make more lag for the player. The game is not about fairness nor equality, its about taking the small fleet of ships your allowed and defeating an enemy that has a vast amount of power. |
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I could see this as an option if Mk. V mobile ships (short of specialist utility ships that don't follow the normal mark progression) for the humans were removed as well. |
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ArcDM, the AI should not be able to use "unheard-of amount of mark IV ships" as hopefully the ship-cap WOULD be in place. Secondly game lag would not be a factor since we have reduced the total AI fleet to the tune of every mark V (What SHOULD be 20 %?!!!) May everyone still consider the following... The AI could still have Barracks, Carriers AND the strategic reserve plus a few counter-attack guard posts. If both AI's were able to populate each other’s home-worlds we have a system of ensuring a moderate level of reinforcement. One nuke should not wipe them off the face of the galaxy... Consider this: Is the game really for the better when ALL the units get the same perks? I don’t think EVERY SINGLE ship needs to be affected by nukes or EMP... But I’m a little angered that seemingly EVERY mark V is TOTALLY immune. Isn’t this a strategy game? |
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AI ships have no cap, so yes, the AI can end up with an insane amount of Mark IVs. |
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One thing that seems to have been missed here is waves/reinforcement/etc. are done on a points basis, which is then converted into ships at the appropriate Mark level. So if you could get rid of Mk V ships somehow, the AI would still have all the mechanics in play, just with more numerous Mk IV ships. (The exact numbers are on the wiki but it's 20-25% number change per Mark of difference I think?) My suggestion for what you are facing would be to look at Lightning Warheads, those will make short work of clumped up units, especially the weaker Parasite types. (Are you seeing the unit "Parasite", or units that have the parasite ability?) |
Date Modified | Username | Field | Change |
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Feb 10, 2013 8:47 pm | cracticus | New Issue | |
Feb 11, 2013 11:50 am | Hearteater | Note Added: 0030677 | |
Feb 11, 2013 9:16 pm | cracticus | Summary | Option to remove Mark V's => Option to remove Mark V ships |
Feb 11, 2013 9:16 pm | cracticus | Description Updated | |
Feb 11, 2013 10:10 pm | cracticus | Note Added: 0030684 | |
Feb 12, 2013 9:43 am | Hearteater | Note Added: 0030690 | |
Feb 12, 2013 11:24 am | ArcDM | Note Added: 0030693 | |
Feb 12, 2013 4:45 pm | TechSY730 | Note Added: 0030709 | |
Feb 12, 2013 6:13 pm | cracticus | Note Added: 0030715 | |
Feb 12, 2013 8:39 pm | Hearteater | Note Added: 0030721 | |
Feb 12, 2013 9:50 pm | Dazio | Note Added: 0030722 | |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |