View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0015668 | AI War 1 / Classic | Suggestion - New Features | Aug 13, 2014 12:33 pm | Aug 14, 2014 11:58 am | |
Reporter | pck4d | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 7.062 | ||||
Summary | 0015668: 15 General Ideas | ||||
Description | 1.: anti-shield piercing device: a special building, availlable for both ai and player that prevents enemies from shooting through shields (especially to defend against 2+ human raid starships on your homeworld) 2.: new research projects: for exemple: 10% more dmg/level, up to 50%, same with hull, armor, firerate, metal mining, etc and even more complex ones like for exemple "fortress shield", making it possible for fortresses to project a forcefield on their own that holds up to 10% or their hp or like "better scrapping" giving you 33% or the normal value 3.: exo-gravity well exploring: with a certain super-sensory building it is possible to discover annomalies far outside the gravity well of a system, for exemple: abandoned golem, extra metal-mining, storages, pirates/enemies, a hyperspace link to a special location or a shortcut through the galaxy, extra research points, a disabled but intact fleet, research data... to explore those, a special transport ship is required, being the only ship with a super-drive to travel those distances 4.: multiple cloaked warheads (VERY IMPORTANT): 5.: overhauled ships 5.1.: categorising ships into classes: drone, fighter, heavy fighter, corvette, fregatte, etc, based on all their values to get a certain image of the ships 5.2.: correct sizes: no longer having a rocket fregatte at the size and cost of a bomber 5.3.: multi-weaponing: bigger ships have more than just one weapon, especially starships and golems(!) 6.: smaller shot sprites 7.: ship upgrading by hacking (for exemple: if there is a lv 4 factory on this planet and you hack it in this matter, you will unlock the next tier for all your ships, if they are below 4. if you have tier 4 of a ship already unlocked, it won't have an effect on that design 8.: designating a home command station: you can designate a normal command station as your home command station, ensuring a safer position 9.: ship damage also scales down their abilities (suggestion: beginn the scaling at 75% hull left, at 50% the values are at 50% and at 10% the values are 1% and stay there 10.: hacking the research points at a sector with a spire archive also gives you up to 9000 research points 11.: higher ship limit, scaling with the overall sector ammount (but with a minimum limit), infinite ammount of tier 1 engineers 12.: mines do extra damage depending on the speed the ship triggering them is traveling at the moment 13.: race-fractions: npc fractions own sectors (at most 5% of all), they sell ships, research, intell and much more for metal. they also cry for help if they are attacked by a superior force, and the ai is aggressive against them 14.: starting-technology: each player can choose a starting alien-tech, unlocking special buildings, ships, turrets or boni 15.: extra armor for ships with changable layout. it does add a certain ammount of armor to for exemple the riot controll starship, the spire corvette, etc ps: awesome game, keep it going! | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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I'll go through the ideas one by one with my thoughts: 1) Not a fan. Making some forcefields immune to FF-immunity could make some AI planets near-unassailable. This is especially bad if the planet in question would happen to be a chokepoint. 2) Hmm. Not too keen on it. How would it be balanced against the AI? Currently, the AI gets ships with marks just like the humans do; imagine if all human ships had 50% more hull, armor and damage output. It'd mean the AI would either have to be balanced against that (which would mean you'd basically have to research it) or that the human fleet would be massively OP with that research. 3) Eh... No strong feelings. 4) A rather vague idea. What would the cloaked warheads do? Would they be copies of the current ones, or would they have some other effects? 5) I really don't see this as "very important". Why do the ships need to be categorised? Why does the current system fail? What is wrong with having a missile frigate cost the same as a bomber or fighter? It would be rather nice to have ships with multiple ammo though, I must admit. 6) No strong feelings, but I don't really see the point of it. 7) This could quickly become extremely OP. Doing a single hack to upgrade all ships simultaneously? That'd be as if a single hack would give you upwards of 100k knowledge... which is kinda insane. 8) I feel part of the game is actually protecting your home station, and treating it as something that simply cannot be replaced. Being able to move it to some backwater planet that's a dozen jumps from the nearest AI planet would cheapen that somewhat. 9) Not really a fan. While I understand the logic behind it, it'd make AoE that much more powerful (not to mention lightning warheads). 10) No strong feelings. They're generally well-protected enough so that hacking it to get a little extra knowledge wouldn't be much of a deal. 11) There are already settings for ship limits. Also, part of the ship limits is due to balancing factors; doubling it would mean the AI ships would need to be doubled as well. Making mark 1 engineers without a cap would mean you'd theoretically be able to speedbuild an entire army, provided enough resources, so not too keen on that either. 12) Why would speed matter? It's not like an explosion becomes more powerful just because whatever hit it is travelling at a faster pace. Quite frankly, it would probably be the opposite, since the speed would let it get away from the ensuing chaos quicker. Either way, not a fan. 13) No strong feelings. Might be nice as an expansion at some point. 14) Why? Humans are humans; they have human techs (until they meet other things), there are absolutely no reason for them to start with techs of other races. 15) Kinda like that idea. An armor module like there are shield modules. |
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1) Questionable. Aside from those ship types being uncommon, they are mostly easily countered. Snipers take quick care of Raid starships in my experience, and as is, they are good counters to forcefield defences. 2) Nice idea, but the developers already rejected this a long long time ago. They didn't want invisible bonuses like most games have. That is, unless you select an enemy unit, you won't know how powerful it is. In this game, you always have an idea how strong something is, and if it gets a bonus, the source is obvious. Invisibile rearch bonuses are out. Fortresses having fortress shield projection would be cool. Admittedly, the module fortresses have a similar effect already. Income increase, you just research new levels of the harvester. As for scrapping, well, that could be nice, but you aren't supposed to be scrapping things anyway unless you make a mistake. 3)Interesting Plot ideas. Depending it on spending knoweldge, I probably wouldn't approve of it. Having it use the Survey ship that already exists however, would be great. 4) Cloaker starships can already do this. Although their priorities are a bit wacked, and have trouble with wormholes. So it would be agreeable in my opinion unless those flaws are fixed. (VERY IMPORTANT): 5.: overhauled ships 5.1.: categorising ships into classes: drone, fighter, heavy fighter, corvette, fregatte, etc, based on all their values to get a certain image of the ships 5.2.: correct sizes: no longer having a rocket fregatte at the size and cost of a bomber 5.3.: multi-weaponing: bigger ships have more than just one weapon, especially starships and golems(!) 5.1) Well, that doesn't make a lot of sense. They are somewhat classified, but I think you are saying make it more obvious to see what stuff does. 5.2) Not sure what the issue is here. Ships at a tier are generally around the same size. Frigates have high damage and range, and have high damage vs fighters and other light targets, being comparable to bombers. 5.3) Would be nice. Suggested something like this myself a while back. The issue is that the game engine currently cannot support multiple weapons on a ship. Modules are required to get this to work. The developers specifically stated that they want all module content to be entirely optional, and hence this is unwanted. Golems, being optional themselves, I might agree with however, but they are all pretty specialized as is. A modular Golem could be cool. Spire starships have that sort of trat, as do all other modular ships. 6) A Variable setting for this would be nice. As is, I believe most models scale, but once you get far enough away, they dont shrink anymore. If you mean in general, then, well, a bit smaller would be nice, but much smaller and they would be almost invisible. This is moddable. Go into files, wherever, and replace the sprites for the various bullets. 7) Very Questionable to Heck no. It would totally undermine the research system. It would easily give you upwards of 20k or more knoweldge worth of unlocks. Having a capturable or hackable that gives more knoweldge would be nice, and exists (albiet in poor locations, namely near or on Ai homeworlds, being the Spire Archive) 8) Interesting Idea. I think I approve of it. Being able to move your homeworld (at ~1million metal cost) would be reasonable, I think. Having it be a steep price, of course, to avoid evasion, as well as makeing sure you truely want to move it. Make sure it doesn't break spire restrictions as well. Oh and probably ought to set off a nasty Exowave too, just to make sure you arn't abusing it. 9) Nice idea, but it is unlikely to occur. Modular ships used to have something like this, back in the day. Modules had health and could get shot off (wear away most of a shield, kill modules, or use shield piercing weapons) but it added complexity and micro (which the developers want to avoid when possible) and didn't add much to the game. Engine damage, and status effects are the most you can hope for for now. Unlikely for any more to be added for the same reason. Most games are like this anyway. 10) I Approve of this. Preferably not taking 3x or w.e hacking points, but still pissing off AI for 3x or more as much. 11) This is why you unlock higher tier ships, as well as turrets. You have to decide where to deploy your limited ship count. Play on higher caps if you need to spread ships more, or try to hold less territory/use bottlenecks. Infinite T1 engineers would be really nice. 12) More for faster, or less for faster? Either way, extra complexity with little point. 13) Factions, not Fractions. Cool idea. Reminds me of the Human Colony rebellions, which i've never used. Could be fun. 14) not sure what you are talking about. You start with a bonus ship type and some of pretty much everything. Adding extra customization might be nice, but unless you give examples, it is not very helpful. What is a boni. 15) More armor for Modular ships? well, mostly they all have shields anyway, so its moot. And armor is mostly pointless as well. Unlike the old shield system, armor does pretty much nothing in this game. If you mean more health, then make sure you add the best shields you can. They also regenerate in battle to an extent, so it isn't as vulnerable as you think. @Toll, for 0000014, Humans get plenty of Alien tech already. |
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I'm pretty sure "boni" is a weird pluralisation of "bonus", since it's (one of) the plurals of "bonus" in Latin. |
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1.: ok, it's a little op. let's say it halves the damage to the target 2.: with appropriate balancing, it could work, i'm sure 3.: still like it 4.: they are like normal lightning-warheads, just cloaked and have a higher ai-progress than the lightning-warheads 5.1.: as a beginners guiding, the first time you play this you just see a lot of numbers 5.2.: as an exemple spire corvettes are much bigger than missile frigates. frigates should be bigger than corvettes, so the missile frigates should be missile carracks if their size and class are correct 5.3.: just make these ships like modular ships, yet they automatically come with the appropriate weapons and modules, plus you have no way to modify them 6.: ok, it's true, you can trash that point 7.: i admit, it was op. but i think unlocking just 1 design should be good balancing 8.: i suggest a very long cooldown, like 10 hours, and at least 15 hour before you can move it the first time 9.: where's the problem? the modules also scale 10.: i still like that 11.: still like that, except for the infinite engineers, that was op. yet a little higher cap would be nice with more sectors 12.: stays, i like it 13.: the ai surely didn't only piss off humans, they also made enemies among other races. it would just be natural to fight together against a superior, common enemy 14.: for exemple: pick spire tech to instantly unlock the mk1 spire starship and the spire mining ship, plus a random spire ship and get 10% more research point cap to all planets, as well as 10% fewer costs negotiating with the spire fraction. if you pick neizul tech, you get the neizul starship mk1, the neizul regeneration chamber, a random neizul ship, 50% more self-attrition time to all neizul ships and 10% fewer costs negotiating with the neizul fraction 15.: shields provide a ranged cover for all ships. armor provides more armor- (and more hit-)points for only the ship it's mounted on (the armor could also scale down) so, how do you like the updated ideas? feedback is always welcome |
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Idea 9 sounds a lot like how Civ works. It makes a ton more sense in Civ, though, where the units actually represent however many people or machines, where in AI War each unit is a single entity, and while damage likely would cause the ships to become less effective, I don't think that's as important a consideration here. |
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@ death2cupbots: are you talking about galactic civilizations, or what game? |
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@ pck4d O I guess that's a little vague. I meant Civilization V. |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 13, 2014 12:33 pm | pck4d | New Issue | |
Aug 13, 2014 1:53 pm | Toll | Note Added: 0038964 | |
Aug 13, 2014 2:58 pm | Ranakastrasz | Note Added: 0038965 | |
Aug 13, 2014 3:00 pm | Ranakastrasz | Note Edited: 0038965 | |
Aug 13, 2014 3:25 pm | Toll | Note Added: 0038966 | |
Aug 14, 2014 12:57 am | pck4d | Note Added: 0038968 | |
Aug 14, 2014 8:52 am | death2cupbots | Note Added: 0038969 | |
Aug 14, 2014 10:18 am | pck4d | Note Added: 0038970 | |
Aug 14, 2014 11:58 am | death2cupbots | Note Added: 0038971 |