View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017655 | Stars Beyond Reach | Bug - Gameplay | Oct 3, 2015 8:58 am | Oct 6, 2015 1:15 pm | |
Reporter | Rythe | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 0.915 (Happy Air, Happy Wallet) | ||||
Summary | 0017655: AI Still Territory Rush In Act 1 | ||||
Description | AI will still rush to claim all empty territories in Act 1, even those adjacent to the player's territories. The offending race is the Zenith in my current game. | ||||
Tags | No tags attached. | ||||
related to | 0017715 | new | The Game Where I Abused Expansion Mechanics |
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On further thought, it might be easier if the AI simply didn't expand at all in Act 1 with the caveat of possibly retaking lost territories. Fits the lore of dropping in on an established world. Easier to balance because you can preset how many empty territories are up for grabs by the player, and how many territories the other races start with. It gives you a static baseline experience in that regard and lets you ease new players into things. I considered this after my last playthrough. I knew that the AI won't attack me, only neutral creeps. I knew that I was in a territory rush with the AI to claim as much land and as many resource items as possible before they mine them all in Act 2. This defined my playstyle as expansionist and as conquest oriented as possible for Act 1 so I could get and hold as many of those Civ-wide item bonuses/get out of terrible event free cards as possible. This is the 'correct' way to play Act 1 as things stand: 1) Gobble up territories. 2) Mine Resources. 3) Conquer more territories from races with weaker buildings/only hub building in territory. Repeat Step 2. 4) Posture yourself for and then push yourself into Act 2. 5) Do the above before trash buildup becomes a problem. Changing available territory to a static amount would let players take their time in Act 1 instead, at least in many respects and if desired. It would also let you change AI behavior so they beef up their initial allotment of territories into things that might actually deter someone with only helipads. Part of this problem is that the AI Retaliation mechanics are currently broken, but when they get fixed, it will only emphasis the initial territory rush. |
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Oh, right. The main wrinkle with the above is those Very Hard 'Hold 6 territories/Have X% military buildings' Act 2 preconditions. I would suggest those ones possibly get removed or build in weaker Act 1 AI territories near the player starting position if my above suggestion is implemented. |
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Actually, let me expand this thought a bit based on Misery's post on the forum. Assuming Act 1 is a sort of 'Training Ground' moment, and assuming static amount of available territories, let's do more with those territories. Let's say there's 2-3 empty territories next to a player. Based on difficulty, 1-3 of those territories could have creep camps on them that start neutral. If the player attacks one, at least of of the others wakes up and becomes hostile too. This would be in addition to standard creep spread. Now beyond those territories, have another 2-4 territories with AI Faction presence on them, but set to easy mode. Something that's a bit of a challenge for an Act 1 player to attack if desired, but not unreasonable. UFO Retaliations from those territories would be scaled down, and the planet would have a scaled down response or none beyond a verbal warning. After those 2-4 easy mode territories, the AI Factions and Planet get mean. Much tougher defense, much harsher responses. And allow the AI to try and retake any lost territories somewhat in line with their easy mode natures. Especially if the retaliation response is successful. Possibly go on the warpath a bit too? This would allow those very hard conquest beginning Act 1 challenges too. |
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The Act 1 Goals need massive amounts of balancing so I wouldn't worry about that yet. Perhaps a simple requirement of restricting the player and other races to 3 territories each in Act 1 would be useful. This would encourage the player to advance Acts and still allow the player to stay in Act 1 as long as they want without excessive power gains. |
Date Modified | Username | Field | Change |
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Oct 3, 2015 8:58 am | Rythe | New Issue | |
Oct 3, 2015 9:12 am | Rythe | Description Updated | |
Oct 3, 2015 9:17 am | Rythe | Description Updated | |
Oct 4, 2015 1:20 pm | Rythe | Note Added: 0043342 | |
Oct 4, 2015 1:33 pm | Rythe | Note Added: 0043343 | |
Oct 5, 2015 2:25 pm | Rythe | Note Added: 0043420 | |
Oct 5, 2015 2:26 pm | Rythe | Note Edited: 0043420 | |
Oct 5, 2015 2:27 pm | Rythe | Note Edited: 0043420 | |
Oct 6, 2015 12:15 pm | Rythe | Relationship added | related to 0017715 |
Oct 6, 2015 1:15 pm | ptarth | Note Added: 0043458 |