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IDProjectCategoryLast Update
0001782AI War 1 / ClassicSuggestion - New Unit Ideas - AI-Specific UnitsDec 4, 2010 3:45 pm
ReporterKemeno Assigned ToChris_McElligottPark  
Status consideringResolutionopen 
Summary0001782: AI Backup Nodes
DescriptionThe idea of these nodes is that a small number of them would be seeded on an 80 planet map (between 2-4), ideally in strategically interesting locations. They would interfere with supply on the the planet they are on in much the same way as co-processors.

Unlike co-processors, however, destroying the first of these would reduce the AI progress by some nominal amount (20-40), but destroying any more than that will result in a significant AI progress *increase* (say, 80-120).

For an in-game justification, you could say that the AI doesn't notice that it's loosing its backups if you just take out one - data recovery rates are still normal - but if you start hitting it too hard it realizes you're destroying its backups and it starts getting *very* concerned.

I'm not really sure what the AI buff/player debuff for the backup node planet should be - I am not sure that disrupting supply would be sufficient. It depends on the AIP decrease. For a low AIP decrease, maybe supply disruption is sufficient, but for a greater AIP decrease you could do some more interesting things with it - maybe it should have some effect similar to an attrition emitter (the AI transmits absolutely massive volumes of data to the backup node system from all across the galaxy, resulting in disruptive background radiation planetwide). The idea is that destroying one of them allows you to pass through that planet unhindered and gives you a solid AIP decrease, but causes the other ones to become significant roadblocks. Maybe this drawback doesn't kick in until you actually destroy one (AI sends more data to the remaining backup nodes, resulting in said radiation). This would make life a bit easier for people playing maze-type maps or snake maps with long linear paths.

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Lancefighter

Dec 4, 2010 2:36 am

reporter   ~0005176

What if these worked together with data centers and co-processors? Say, they increase the reduction by 5-10%, and increase the floor by 10-20%?

similar to as you are saying, however it feels slightly less arbitrary :p

LintMan

Dec 4, 2010 3:12 pm

reporter   ~0005235

Make life easier? It seems like it would make life rather lousy if you're on a fairly linear map and have 2-3 of these things in the way that you can't destroy without an 80+ AIP hit.

Kemeno

Dec 4, 2010 3:45 pm

reporter   ~0005239

@LanceFighter: That's an interesting thought. You destroy a backup node, then a data center, and get a small AIP decrease bonus... It's a little more complex, but could be an interesting twist :)

I'm not even that committed to this particular name / theme - basically I think it'd be cool to have another AIP-reducing mechanic similar to data centers/co-processors but where destroying one of the things on one planet makes other planets harder to assault (if that makes any sense). So, you want to destroy one of these things to reduce the AIP, but you need to be aware of how it will affect your ability to attack other planets down the line (since destroying one turns the others into significant roadblocks).

Actually, looking at it that way, increasing the data center reduction is a really cool idea, since now you have to balance reducing AIP by destroying datacenters now (I'm thinking you only get the bonus if you destroy a backup node first) against scouting to find all the backup nodes so that you can pick one to blow up and hit data centers afterward for bonus AIP reduction.

@Lint: What I meant in that last part (where I was thinking about ways to make this work well with maze/snake maps with long linear paths) was that the backup nodes would do nothing (or at worst block supply on the planet they're located on) until one of them is destroyed, at which point you'd get the AIP decrease and the other planets with the backup nodes would be buffed somehow. Thus, if you were playing on a snake map, you could just not destroy the backup nodes and you wouldn't have a problem (at worst, you wouldn't be able to settle on a planet with them). Therefore, this doesn't really make the game any more or less difficult on snake maps, since in the worst case you can just ignore the backup nodes.

Issue History

Date Modified Username Field Change
Dec 4, 2010 2:29 am Kemeno New Issue
Dec 4, 2010 2:35 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 4, 2010 2:35 am Chris_McElligottPark Status new => considering
Dec 4, 2010 2:36 am Lancefighter Note Added: 0005176
Dec 4, 2010 3:12 pm LintMan Note Added: 0005235
Dec 4, 2010 3:45 pm Kemeno Note Added: 0005239